#blueprint

1 messages · Page 123 of 1

flat coral
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Except now the problem is, if I MOVE that collider at all, it stops working. The above works like you'd expect, but in the below code the constraint has absolutely no effect on my pawn.

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Wait this is bizarre, this has no effect the FIRST time I go through this collider, but subsequent times work

hasty merlin
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Can anyone tell me why im getting thiss error?

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsBP_First_Person_Character". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP Chest Blueprint: BP_Chest

lofty rapids
hasty merlin
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this is jsut to make sure audio doesnt play if i press E while i have inventory open

flat coral
# hasty merlin

Yeah so you're dereferencing Target to get InventoryOpen, and Target is none

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oh because you're not setting it

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I dunno where that blue line goes but probably an entirely different execution thread that isn't being called

lofty rapids
# hasty merlin

"DynamicCast_AsBP_First_Person_Character" <-- but it says this tho

hasty merlin
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i do ahve it getting set its just AFTER first interaction

lofty rapids
hasty merlin
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so i have an input where tab opens inventory thats located in fpcharacter BP

lofty rapids
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the target plugged into the boolean is it a cast before that ?

hasty merlin
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yes it is

lofty rapids
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what does that look like ?

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i bet thats comming up empty

hasty merlin
lofty rapids
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data across execution

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i would cast the player on begin play if you can

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then promote to variable

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so you have a reference you can use on either event

hasty merlin
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this is the inventory event

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and tab just calls it and only it

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its constantly changing tho whenever i hit tab so i need to ssomehow send it back

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thats why i ahvent promoted to variable

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when i first tried it, it just broke the inventory cause the variable was only in chest and not in fpcharacter

lofty rapids
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i mean since your casting to the player, and using it in another event you don't know what will be in that

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you would hope it's a successful cast and there is data

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but if you cast then set it as a variable

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you can then use that reference in the events

hasty merlin
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when i hit tab to exit it i need to reset that variable somehow

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defs dont want to do event tick

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and beginplay will only do taht once

lofty rapids
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once you cast to it your all set you have a reference

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i don't see the problem but you can program any you want

hasty merlin
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ill try that real fast then

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ill send a pic to make sure im not messing it up

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oh but i need to cast for the inventory open call

lofty rapids
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you also want to make sure the cast succeeds

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i'm still learning but i have a good idea of why that accessed none happens

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your variable is empty

hasty merlin
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until its opened for the first time i beelieve it is

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this si what youre talking about right?

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its not reading that the value got changed after opening

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but the cast did succeed

lofty rapids
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no thats not what i'm talking about

hasty merlin
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wdym then?

lofty rapids
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i was saying to just get player, cast to your player bp, then promote to variable

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so you can use that variable in place of a cast on the events

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so you don't cross lines or you could just keep casting every time ig

hasty merlin
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isnt that what im doing in the image?

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oh are you saying just to promote the "As BP First Person Character" as a variable?

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like this?

lofty rapids
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whats connect to the object pin ?

hasty merlin
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get palyer character

lofty rapids
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but yes like that

hasty merlin
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im jsut too lazy to make another node

lofty rapids
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ok so now where your dragging off onto the other execution

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because your casting

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just use the reference

hasty merlin
lofty rapids
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like that but with power going to the branch

hasty merlin
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ypu sjust connecting things now

lofty rapids
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as long as the cast succeeded and it's the same bp, it should be fine

hasty merlin
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perfect

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ty

lofty rapids
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you can just use that in place of a cast in that bp

hasty merlin
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youre a G engage

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also

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when my inventory is open, (inventory is just a widget with 0 functionality atm) if i hold leftclick i can stil walk around and move my camera. how can i stop this wihtout pausing?

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in theory its a multiplayer game although its absolutely not going to be

lofty rapids
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i'm starting to learn a little about multiplayer

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wdym "in theory" ?

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in single player you sould just use a boolean

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switch the boolean and then branch it so it doesn't work, switch it back it works again

hasty merlin
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im trying to do like a mini replica of the popular nextfest game "DungeonBorne" for my final assignmnet (due in an hour) and that game is multiplayer

lofty rapids
# hasty merlin switch a boolean?

in a way like this yes how you have a boolean, but you would do your movement code on isenabled or something, then enable/disable it by flipping the boolean

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thats how i would do it other than paused

hasty merlin
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ahhh so up here IF newbool==True, run and in the inventory area set the newbool

lofty rapids
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yep

hasty merlin
simple falcon
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im losing my mind i need help

how can i override the animation from within a child animation blue print? there is no AnimGraph within the child abp

hasty merlin
# lofty rapids yep

another question, is there a way to make this door still have its fucntioning holes but for my line trace, not?

simple falcon
frosty heron
hasty merlin
flat coral
frosty heron
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@simple falcon you want to read a concept called inheritance in object oriented programming

flat coral
simple falcon
lofty rapids
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i wonder if custom collision effects line trace

flat coral
simple falcon
frosty heron
lofty rapids
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if you made a door with holes and cust collision in blender would a line trace go through the holes ?

hasty merlin
frosty heron
frosty heron
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You can change the anim in the detail panel somewhere

flat coral
frosty heron
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If your parent class is a template class then it make sense that you can't assign Sm to it

flat coral
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Interaction is really important to isolate because it's SO often the only thing you want to block. Like this door is a great example, everything should go through the holes except your interact trace. Or a broken window should allow almost anything through, but you probably shouldn't be able to pull a switch through it

hasty merlin
simple falcon
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hmm ok in that case, how does the child abp make the animation work. which field is controlling this functionality?

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I see an Asset Override tab, but its not interactable

flat coral
frosty heron
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@simple falcon if u are indeed working with template, there should be a video on youtube coverting this

simple falcon
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can you please link if you have it on hand or know the creator name

frosty heron
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Afaik last time I used it, the anims to override are the in the right panel

frosty heron
hasty merlin
flat coral
hasty merlin
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got one of those

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just renamed to full collision

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cause thats in the bp viewport editor right?

flat coral
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Oh sure!

hasty merlin
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what setting do i need to change for it to stop LT

flat coral
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This stuff

hasty merlin
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what do i need to change?

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just visibility to block?

flat coral
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I'd change everything to Ignore, and whatever your trace channel is to Block

hasty merlin
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seems like it

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whats the difference between camera and visibility for line trace?

lofty rapids
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you could do custom channels but i don't see how that will make holes

flat coral
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As far as you care right now, they're just different channels. What they do depends on what you assign to them.

hasty merlin
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neat

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ill take a look into that for my next terms assignment

flat coral
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Okay I'm at my wits end. This code works exactly as expected, but NOT the first time I pass through the collider. Second time, third time, whatever it does what it should. But the first time, the constraint does nothing.

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Things I've tried:

  1. Just calling SetConstrainedComponents twice
  2. Putting a delay between the SetWorldLocation and the SetConstrainedComponents
  3. Calling SetConstrainedComponents on BeginPlay
  4. Waiting a super long time before I go through it, in case it's about time
hasty merlin
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wish i had a solution for you as you did i

flat coral
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But if I remove that SetWorldLocation call, it works first time every time.

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Screw it, it's 530 on a friday, I'm needed at the pub.

hasty merlin
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actually amke that two

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tis been a long week

visual crest
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is there a way to make radial force ignore a specific actor? I am using it to create a shock wave out from my caster and it works perfect but it is also is effecting the caster(Note I know it has ignor self in options but the spell is spawned so all it is ignoring is the spell)

glossy cloak
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Anyone know if there's a way to lock a spring arm component from lagging in a certain axis? Or an alternative?

glossy cloak
visual crest
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Yea that don't help

glossy cloak
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Is it too late to put your enemies on a new object?

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Or your player

visual crest
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Any npc can cast the spell

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trying to use luanch charactor now but its not anywhere near as good

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The char is not moved verey much unless they are in the air already and if they are they go flying at insane speeds

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trying to knock them up first then aply the knock back but its not going well at all and I am not sure why

ornate linden
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what is the like white line stuff on my game window. won't let me click inside it or do anything while its on

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when i go to a blueprint and hit play so it opens up a new window to play it works fine

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looks like some sort of bug from moving editor windows around. i just jiggled some parts of the interface around until it fixed itself

marble tusk
hot lion
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Hello, im getting some very weird stuttering issues while trying to do some Finterp To with an Actor rotation, anyone had the same issue ?

visual crest
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Is the launch velocity different from a vector? because the trace shows things going the right direction but the actors all ways fly off in weird ways or not at all...

dawn gazelle
visual crest
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ah so drop the get actor loction for the target?

dawn gazelle
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Yep

visual crest
# dawn gazelle Yep

Thank you I have been at this a while and had no clue what was wrong. Also is there any way to radial force to ignore a specific actor?

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That worked perfectly! thank you lol

visual crest
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ok

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thanks again. I am still haveing the weird proplem of when on the ground the targets don't move much

fervent lantern
visual crest
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is it enabled in you abp?

dull shell
fervent lantern
visual crest
# dawn gazelle Don't think so.

I just realize that its not that the target are ground its that they are in the middle of a root motion animation. They can be moved up but not in any othere direction while in the animation.. Is there any way to fix this?

hot lion
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Sorry to ask again, but I'm pulling my hairs one by one since a few hours, cannot find a proper method or get rid of the stuttering while doing a Finterp to toward an character rotation. Any hints are welcome !

cobalt gulch
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How do I get the closest bp actor to the player?

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Im making a system where the character looks at the nearest bp actors

hot lion
dawn gazelle
visual crest
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i see

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Thanks.

mild ibex
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When loading a sublevel with 0 lights in it the lights in persistent seem to flicker every time without fail. Is there a way to avoid this? I'm just trying to stream in a different level

dawn gazelle
dawn gazelle
trim matrix
# hot lion

seems like the camera is blocked and can't move freely

dawn gazelle
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Then make sure you're using a good trace channel that you know the actors you care about respond to.

hot lion
barren dove
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im dumb here
using "switch on name" or "switch on gameplay tag" how do I change the name/tag of the pin?

cobalt gulch
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This is finding the look at target component i put in another actor

barren dove
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ah ha there's an interface on the right

lyric pumice
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Hey guys! Anyone can help me with this? I can't solve yet

cobalt gulch
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What would the default position for looking be?

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Say the character isn't around players, what should i set the var to?

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Would it be like this?

frosty heron
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You move it underneath the level, or somewhere people can't see

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They have to be in the world for you to see it. That or you need multi world plugin which cost u more thna $300

lyric pumice
frosty heron
# lyric pumice Even though it's simple, I wouldn't come up with this solution anytime soon 😅 ....

They have to be spawned in a world somewhere, another way is to spawn the mesh in the other world.
Unfortunately Unreal only support 1 world at a time out of the box. Someone did a MultiWorld functionality (in a form of plugin)
But it cost quiet a bit of money. Those method are what the AAA studio would probably use but honestly for our use case, spawning it somewhere in the same world will do the trick

lyric pumice
cobalt gulch
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Is this how I can smooth a float variable?

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Im trying to slow the looking speed as the players head snaps to the other player

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instead of moving slowly

flat coral
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Alright I'm drunk as a skunk but I couldn't stop thinking about this problem at the bar. Came home with new things to test.

So RIDDLE ME THIS: Why does THIS version of the code not apply the physics constraint the first time I pass through the collider (working every subsequent time)...

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But THIS version works!

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Do you see the edit there? Squint, if you gotta. The ONLY change is I'm no longer calling GetForwardVector on the collider to make the plane I'm mapping to.

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It has nothing to do with the calls I'm doing. A works, B doesn't. IE, it works when the plane normal is 0,0,0, but fails (just the first time!) when it's 1,0,0

glossy cloak
# cobalt gulch

That "closest actor" output array is sus.

Why not just use "find look at rotation"?

brave isle
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hello there, new here, seeking for infos and maybe some enlightment about what's going on with my UE5.3 trying to do a simple task : spawning a train track to a location then move it to the desire spot . track 1 spawn at coordination 500,500,14. track 2 got a box collison detection set-up for floor ( if up and down) ( suposed to be ruled by a procedural runtime world so the track can manage to follow the map bumps ) thing is track 1 spawn correctly , track 2 get to the correct attach point. ( and then track 3 : spawn at 0,0,0 of the world (not okay) , track 4 spawn at correct attach point of track 3 ( correct) ( track 5 and more spawn at 0,0,0 of world) (doubly not okay)

here the system inside the track themselves to guide the attach point results.

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here the function in the gamemode to spawn the tracks in runtimes. shouldn't be something to hard to acheive yet everything goes worng ( been doing 8 different function all same result ) ( is UE5.3 broken ? ) im currently redownloading 5.2 and see if this work ( used to work wth some previous project until i had a SSD crash for no reasons lost 1 and half year of progress ._. )

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  • UE5.3 random bugs like moving an box collision makes path unreadable until you either delete the box itself and add a new one, or compile every damn blueprint that affect it in the engine. ? normal ? never had to do that in 5.2 and less
gentle urchin
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Also.. backup to another disc and/or sourcecontrol.

glossy cloak
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If your array was 1,2,3,4,5 and you remove 3, then set that index to 6, then you'll have 1,2,6,5

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I don't think that's what you're looking to do.

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You're ultimately removing 3 and 4 by removing that index, then setting it.

barren tangle
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hello, the projectile has the Homing function. but do you know how to set the targert? I was thinking i had to put my target actor to the Homing Target Component but it doesn't match so i can't

dawn gazelle
barren tangle
gentle urchin
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TargetActor->GetRootCompoment is usually solid

barren tangle
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thanks

fast abyss
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Hello!
I would like to stop blueprints from compiling when launching the editor.
I think bRecompileOnLoad is meant to do this (https://youtu.be/j6mskTgL7kU?t=3047) but I'm not sure how to properly check that.
bRecompileOnLoad does get set to false so I think my DefaultEngine.ini is correct

[/Script/Engine.Blueprint]
bRecompileOnLoad=False

It would also be great to not automatically compile a blueprint when loading it in the editor, but I'm not sure how to do that.
Any help would be greatly appreciated 🙂

paper crypt
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Soo i created a working button that muted audio, the problem is i duped it to have multiple buttons for each audio. Now only the last created button works, the rest lose interaction entirely.

My guess is its the getcontroller thing but i cant tell

gentle urchin
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Yep

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If you were to run with this setup

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Youd only want to enable input when the player overlaps

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And remove it when end overlap

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(And remove the gate, its not needed)

paper crypt
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ok, how do i go about ending input overlap?

gentle urchin
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Ypu already have the event

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I believe the node you want is disable Input

paper crypt
gentle urchin
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Enable input is what makes the InputAction work on this specific actor.

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So

  • Remove EnableInput from beginplay

  • add it to BeginOverlap

  • remove the gate

  • add disable input to end overlap

paper crypt
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would you also no how to create it vice-versa, so i press it again to reenable the sound?

gentle urchin
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Im not very familiar with the sound setup

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Does pushing a sound mix modifier remove sound ?

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You probably wamt to invert that push

paper crypt
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it overrides the mixer to set it to 0, i think i can figure that part out its just the button REinteraction part

gentle urchin
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Usually you wanna track the state yourself

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So having a bool (for a binary state) makes sense

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Then youd simply do a bramch on that bool

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And invert its value every time

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So inputaction -> bool = NOT bool -> Branch

neon acorn
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Hi all,

I am working on an RTS and I need to be able to show the cursor permanently but showing the cursor makes it so that I can't get the cursor position using enhanced inputs mouse movement. This problem can be easily replicated in a blank project by the following steps:

  1. In the blank project, create a gaming mode and player controller and set them up as defaults.
  2. Create an input action and mapping context for the Mouse XY 2D-Axis.
  3. Set up the player controller blueprint like the screenshot.

Removing the connector before setting the mouse cursor and moving the mouse, displays "Foo". But if show mouse cursor is turned on, no matter what game setting is applies, I can't get "Foo" to be printed without holding down a mouse button.

I have seen some posts like in here https://forums.unrealengine.com/t/how-to-show-mouse-cursor-without-losing-mouse-capture/578191/3 which talks about how to workaround things using CommonUI but since I haven't started working on the UI, I was looking for an alternative way.

This is probably a question that has been asked a lot, but I haven't really seen a good answer, or the answers are for pre 5.0 like https://forums.unrealengine.com/t/mousex-bindaxis-returning-0-unless-mouse-button-depressed/325857. So, asking the question again.

frigid summit
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its been a week and i still cant make it happen its just a simple freaking spawn coin system

gentle urchin
neon acorn
gentle urchin
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Does the same apply formold input method?

neon acorn
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@gentle urchin Pretty much the same, yeah

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The only difference is that the old axis mapping always triggers an event, even when the mouse is not moving, hence the branch. The new enahanced input only triggers when the mouse moves

gentle urchin
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But neither gets axis values while mouse is showing?

neon acorn
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Yep, unless a mouse button is held down, then it shows

gentle urchin
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You could just calculate the delta manually

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To avoid dealing with engine 'defects' 😅

neon acorn
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Yeah, I am trying not to use tick, else it's trivial to solve

gentle urchin
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Its fine to use when you need it and the alternatives are few

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Doubt engine canvas got an option to bubble cursor events

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If thats the culprit then your option is either custom subclass that you use, which does this (guaranteed c++ territory) ,

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Or calculate it manually

neon acorn
neon acorn
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Since I am not using any UI (base UMB or CommonUI) yet, I was wondering why would I need to implement a CommonUI based solution right now

paper crypt
gentle urchin
neon acorn
gentle urchin
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Theres a few of these waiting around for you 😅

raw orbit
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is there some way i can access the list of sublevels of my current level? without manually creating some array or whatever

regal sand
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How can I make the camera snap back to start position (behind player) with the press of a button? I can't figure it out😭

timber crystal
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somebody knows why my projectile goes the wrong way?

meager igloo
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How can I set Skeletal Mesh bone locations manually in runtime?

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I have a bone that should also go backwards as it rotates

timber crystal
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-1 in the x direction

atomic salmon
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@meager iglooSet Bone Location by Name, but ideally bone manipulations are better done in the AnimBP

meager igloo
regal sand
meager igloo
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oh does it only work on poseable meshes, but not on skeletal meshes?

regal sand
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That idk I'm still kinda new to unreal.

regal sand
gentle urchin
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Isnt it just setting it to player control rotation?

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On the Z

raw orbit
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how do i ensure an actor is always loaded if i place it at 0,0,0 regardless of how far the player is from it? i was thinking of creating some sort of a lighting manager for my lighting sublevel basically

regal sand
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Its not in the default thirdperson one

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The actual clicking movement is in another blueprint

gentle urchin
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So?

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Also why not include that in yhe initial question if you think it changes anything ..

regal sand
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Well i didn't wanna make it too long

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And the other blueprint doesn't have an actual camera component only the third person one does but I can get a reference to it

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I just don't know the node I need to set it to go back

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I tried to set it to be on middle mouse button

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but that did nothing

gentle urchin
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No set control rot

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Get

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And try that as the target rot for the camera

regal sand
# gentle urchin No set control rot

So do I just get rid of the "Set control rotation"? I'm still new to this and I haven't played around with cameras before so this is uncharted territory

gentle urchin
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Whats your method for originally rotating the camera?

regal sand
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It's not actually rotating

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the only thing it does

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is this

wise ravine
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Hey I just finished watching a video on Blueprint Communication. So am I supposed to use "Cast To" every single time I reference another class?

barren tangle
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Hi, is there a node that allow me to know which actor in a table has the biggest X position?

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X or Y, or to know which actor is the closest to me?

wise ravine
barren tangle
mighty kernel
dark drum
wise ravine
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Yes that's what I meant, only use cast the first time when referencing a class

scarlet prairie
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Hey, I really would appreciate some help. Could someone tell me why the casting works in the function but not construct? Works:

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Doesn't work:

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More info: It's a UMC widget

spark steppe
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when/how are you constructing the widget?

dark drum
# wise ravine Hey I just finished watching a video on Blueprint Communication. So am I suppose...

If you're struggling to understand casting, it usually means you don't yet understand classes and hierarchy.

If I create a variable of type Actor, I can store any object in that var that inherits from the actor class. That object could be a chair, car or even the player character. I could instead set the variable type to Character which would mean only objects that inherit from the character class can be stored in it.

When we cast the var, we are checking to see if the object inherits from the casting type. The cast node then returns the object ref as a new type which allows us to call functions specific to that class.

You cast when you need to. It's as simple as that.

As a little advise though, you want to avoid casting chains (where you perform another cast when a previous cast has failed.) If you need more than 2 or 3, you might need to instead look at possibly using a Blueprint Interface.

scarlet prairie
spark steppe
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so that's the same player which is the widget owner?

scarlet prairie
spark steppe
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well, you should know better than me 😄

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but idk what's wrong then

wise ravine
mighty kernel
scarlet prairie
barren tangle
spark steppe
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is there a reason that you use this get player controller from platform user function?

wise ravine
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ah okay

spark steppe
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otherwise try with just get owning controller and cast it to a playercontroller

dark drum
# mighty kernel I was under the impression that casting was expensive because of the tooltip whe...

That refers to memory usage. Casts create hard references which means that BP forces what your casting to be loaded even if it's not being used. This is why you use base classes you cast to that don't have the heavy stuff like textures, sounds etc...

For example, the character class has a skeletal mesh in it but doesn't have a skeletal mesh assigned.

Also if a class is going to be loaded anyway, it's not an issue.

The reason for the message is because you can run in to problems where a single BP could force your entire game to be loaded.

spark steppe
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or, if this is only single player, use just get player controller

barren tangle
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you can see casting like : Something applies something on someone
you can see interface like: Something applies something on itself

scarlet prairie
lofty rapids
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if i cast to my player, since the player is already loaded does this make a copy of some sort in memory ? or it uses the same one ?

dark drum
mighty kernel
severe tendon
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I want to make a saving system that when you load the game, it goes back to the moment you saved it, kind of restarting the level to the point where you saved

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How excatly could i do this?

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All the tutorials I've seen dont restart the game at all

lofty rapids
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you have items and stuff in the game ?

dark drum
severe tendon
barren tangle
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it's the best open point to understand how to use them, after to go depper and understand what they mean

spark steppe
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interfaces are more or less casts, too, just without all the overhead of the asset which may implement it

barren tangle
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but you can't come with that kind of definition for new "dev"

lofty rapids
# severe tendon Yes

one way might be to have id's for items, and the ones you got in a list. but idk about the save stuff in unreal, i just use flat files and have not serialized much data yet.

dark drum
scarlet prairie
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@spark steppe Lol, my editor crushed and after starting it again it works now.

spark steppe
scarlet prairie
spark steppe
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the way you get the player controller is... unconvenient

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unless you have a reason to do so

scarlet prairie
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Really?

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How would I normally get it?

spark steppe
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i've never seen someone use that method

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either just get player controller for singleplayer

wise ravine
spark steppe
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or get the owning controller of the pawn and cast it to player controller

spark steppe
scarlet prairie
spark steppe
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show what you did

wise ravine
lofty rapids
scarlet prairie
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Just the same

spark steppe
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no, i meant use that whereever you construct the widget

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the get owning player pawn in the widget was fine

dark drum
spiral kite
#

I want to remove footprints in the footprint system when a certain number of footprints spawn, not in a certain amount of time. how can I do it.

scarlet prairie
#

But it doesn't work ion blueprint

#

weirdly

spark steppe
#

ok, let's take it slow

#

is your project multiplayer or singleplayer?

scarlet prairie
#

Singleplayer

spark steppe
#

then replace this with GetPlayerController

#

and that's the only change that you should make, the widget was fine

scarlet prairie
spark steppe
#

that's unfortunate

scarlet prairie
#

lol

spark steppe
#

can you try to add a delay until next tick node right after begin play?

#

so that it waits one tick before it constructs your widget

scarlet prairie
#

It works

#

Thanks!

spark steppe
#

i guess that actor is placed in the level?

#

so that was some kind of race condition, even tho i thought the playercontroller would be ready before beginplay fires... but who knows

#

which also explains why it randomly works, as you can't determine the spawn order

scarlet prairie
#

Thanks for your help, appreciated

jolly hedge
#

Hi i have a qustion. I am more or less creating a canon that shoots a projectile. the projectile has a hit event and if it hits the character it should apply dmg and be destroyed.

#

However, when i dont make the static mesh the root component it wont always apply, but when i do make it root component it always applies, why is this?

pure copper
#

Hey guys trying to take enter/exit a car and get this error when doing so. How do I remedy it?
Blueprint Runtime Error:
"Accessed None trying to read property CallFunc_GetLocalPlayerSubSystemFromPlayerController_ReturnValue_1".
Node: Add Mapping Context Graph:
EventGraph Function: Execute Ubergraph BP Gill Mrap Blueprint: BP_GillMrap

versed sun
#

Don't do this, It doesn't have a ref to Interactor in the 2nd function
You should promote to Variable the Interactor in the top event, and Get it in the 2nd

wise ravine
pure copper
versed sun
#

Did you Set it in the top event ?
Also, right click the Get Interactor, and Convert to Validate Get @pure copper

wise ravine
pure copper
versed sun
#

hmm, i think the err is down here

old sonnet
#

When you want to turn off tick do you do that in the general actor tab? Becuase I think components such as skeletal meshes have their own tick as well

severe tendon
#

How can i make it so that a variable decreases by time?

#

Like a timer

#

that goes from 100 to 0 in 10s for example

pure copper
versed sun
#

does it just give error , but it works ?

#

Get Player controller > Is Valid?

#

it might run once before controller is set ?

pure copper
versed sun
#

so , if its NOT valid , dont try to use it

pure copper
#

Dude you are my fucking hero. It worked perfectly. Thank you so much. I almost have this vehicle working exactly like i want now. Just a few more things and im done!

wise ravine
lofty rapids
#

100 to 0 over ten seconds sounds a lot like a timeline

crude tartan
#

I could see components being a good solution. "One is an actor, one is a character"... sure but they're also both actors. For me, I find my interations with NPCs are so different than objects. Objects have a lot of additional functionality so I have them as their own class. Some of the base functionality of interacting (showing a widget etc.) though could be moved to a component and then used as required with the different types (i.e. NPC, Item).

frigid summit
#

finally after one week here is the spawn coins logic made by chatgpt

trim matrix
gentle urchin
#

You dont need the full interaction code in the component, just the commonality

crude tartan
gentle urchin
#

Right, sounds like we agree then ^^

brave isle
tough kiln
radiant bear
#

what do i do the get parallel lines like the picture i attached my results with the loop i have trail like line when i use a single socket but when i use a loop well you see the results!

gentle urchin
#

Youd want a vector array

#

Of the same size as the socket array

#

And store the last socket position in that array

radiant bear
gentle urchin
#

Once per frame

#

You store their previous location

radiant bear
gentle urchin
#

Thats just one.

#

You want an array

#

And "setArrayElement"

#

With the same index as the socket index

radiant bear
#

one sec

#

let me do that quick

gentle urchin
#

First frame you only cache them. Next frames you trace between current and cached

versed sun
#

I think like this

#

First frame, the Previous will be empty , so no linetrace

gentle urchin
#

Perfect^

versed sun
#

Draws line from Prev(0) to Current(0) , Prev(1) to Current(1) etc

gentle urchin
#

Personally i wouldnt clear

#

But i guess thats safer

versed sun
#

without clear , it would re-trace everything each frame

gentle urchin
#

Wait.

#

Not like this

#

Perhaps this works aswell

#

I spoke to soon.

#

No reason to cache the socket locs one extra time

#

Especially not each frame

#

I assume this really is triggered from a animNotifyState

#

So we got a start, a tick, and an end

gentle urchin
#

So id basically gate it with a branch

#

Start -> set bFirstFrame to true

Tick -> branch(bFirstFrame) -> true -> cache locs -> bFirstFrame = false

.. -> false -> trace from cache to socket loc

#

Possibly enable / disable tick at start/end

#

Depends on if you need it for something else

radiant bear
rotund bronze
#

Hi there, I've been attempting to add corner correction to avoid bouncing away from corners but SetActorLocation causes some jitteriness. Is there a way to smoothen the movement between locations?

radiant bear
#

and throw an error?

versed sun
#

shouldnt error

gentle urchin
#

Yesh foreach is safe that way

radiant bear
gentle urchin
#

Its true in c++ aswell,

#

That it wont run. Not sure about throwing errors

radiant bear
gentle urchin
#

Yeah but thats not a foreachloop :p

#
for (auto& Elem : Array)
{
 //something
}
radiant bear
#

so what do i do for the previous location when i was doing it for a single socket i just set the endloc to start loc after the line trace

#

i do same here?

gentle urchin
#

Yepp

#

I think thats correct

rotund bronze
# gentle urchin Predict the collision

Sorry, how exactly? I've been using raycasts to predict collisions but I'm guessing you mean to test for collisions at the new location before moving there?

radiant bear
radiant bear
#

@gentle urchin you there man?

gentle urchin
#

Yes

#

But looks like you followed Ryck0s suggestion^^

radiant bear
rotund bronze
# gentle urchin Raycast yepp

Ah yeah that part seems to be working okay, I moreso meant how the sudden change in location causes some jitteriness.

versed sun
#

my will should work just fine with 1 socket

radiant bear
#

and clearing it as he suggested would mean the array would always be empty

radiant bear
versed sun
#

Clearing your Current positions so they can get re-assigned next frame

radiant bear
#

i just use the sock loc and after trace i set endloc to sock loc

#

with gave me a tail like line

gentle urchin
radiant bear
#

i wanted to do it withmultiple socks each like parallel to eachother!

radiant bear
versed sun
#

yes

radiant bear
#

it doesn't prolly cuz the array has add 50+ element each trigger

#

if i clear it as you suggested then each frame the array would be empty!

radiant bear
gentle urchin
#

You cache it first each framez so it wouldnt be empty

radiant bear
versed sun
rotund bronze
gentle urchin
#

Sure but you need a few frames for it

#

So you gotta start it before it needs to be done

radiant bear
#

something like this

#

this is set at the start of a notifystate

#

and at the end to fales

versed sun
gentle urchin
#

Almost like anim substepping 😄

versed sun
gentle urchin
#

This method usually breaks as soon as you have low framerate

radiant bear
versed sun
#

Im useing tick because i dont have anything in project that is animated

versed sun
radiant bear
radiant bear
#

i mean it's empty always right?

versed sun
#

yes , first frame Previous Locs is empty,, but it gets set to the same as Current Locs

rotund bronze
versed sun
#

so 2nd frame , Previous Locs = the frist frames locs

radiant bear
#

i think the first pick you sent was little blury i thought you cleared both array!

gentle urchin
#

You assume their intent and guide them a tad

#

Id have two values. One for diatance for start moving, and one for max moving

#

So if they're to far from the edge id just ignore it

rotund bronze
#

Ahh okay gotcha thanks

radiant bear
#

perfect man!

versed sun
radiant bear
gentle urchin
#

Now

#

Set t.maxfps to 5

radiant bear
gentle urchin
#

Ive seen plugins do some anim substepping tonsolve itn

radiant bear
#

i'll have do a work around for thar, prolly subdivision based start and end locs and

gentle urchin
#

But at 5 fps game is unplayable anyways 😅

#

So not sure it really matters

radiant bear
gentle urchin
#

Minimum playable is +20 fps id say

radiant bear
gentle urchin
#

Which is a stretch

radiant bear
elfin nimbus
#

Hello! Does anyone know how I could make essentially a pointer for widgets to use with a VR controller (exactly like the debug line of WidgetInteraction), trying to learn how to make interfaces but I cant figure out how to make a simple dot show where im pointing... I know theres the get2DhitLocation but how could i draw the dot after?

sharp rapids
#

I'm using Instanced Static Mesh to spawn some Cubes and then move them towards a location using 'Batch Update Instances Transform'
This works but the moving cubes have no collision with each other?
They can block other actors from going through them, but they themselves pass through other actors
How can I prevent this?

dull shell
south ravine
#

I made a mistake where I created an infinite loop in a blueprint which causes the engine to crash. It also crashes when starting the project. What are my options to restore the access to the project and fix it?

#

I could try deleting the blueprint, but then I loose it.

#

Any way to safely run the engine, and prevent constructions scripts to run?

gentle urchin
#

Itll break but you might still be able to open it

#

might

south ravine
#

I managed to fix it, since I'm just starting it wasn't a huge loss as I only lost one test actor.

#

I'm trying to figure out how to rerun construction scripts.
It updates on:

  • drag (setting)
  • when placed
  • when finished dragging
  • when an instance editable is set

But what if I have a spline component that I update. The script does not seem to rerun the. What am I missing?

gentle urchin
#

Its not ran on component changes

#

Editing spline is a component change

south ravine
#

Yeah I understand, but what's the common practice here!? I want to build a road system, how would I auto update the generation after updating the spline component. 🤔

versed sun
gentle urchin
#

^

versed sun
#

Makes a button you can click on to run your code

south ravine
#

So there's no way to automatically rerun the construction when updating a spline component? 🤔

I already added a button that calls into a c++ function to rerun the construction script, but that feels somewhat tedious to do every time.

gentle urchin
#

I think you can hook into it in c++

#

Perhaps even enable it as default for that actor ... #cpp would know

south ravine
#

okay that's interesting, I just checked this video to see when the road updates on their spline

#

Introducing the Crossroad Generator designed for Unreal Engine 5. This tool is tailored to produce realistic and dynamic procedural road infrastructures for your game or cinematic projects. With just a few clicks, you can effortlessly create a complex road system that would typically require hours of manual placement of individual assets in your...

▶ Play video
#

for some reason they update the spline by selecting the actor, not the component

#

is that perhaps a special logic?

gentle urchin
#

Is the spline the root component ?

south ravine
#

in the video it's under the DefaultSceenRoot

gentle urchin
#

Hmm.

#

I feel like ive seen a bool for comps to trigger actor constructionscripts

versed sun
#

Class setting of Component

sharp rapids
gentle urchin
#

Can do 500 traces

#

Your options are limited

#

You might wanna frame slice it a little, for the price of some accuracy

rotund bronze
gentle urchin
rotund bronze
south ravine
# versed sun Class setting of Component

the component doesn't have this, the blueprint class setting has that setting which is ticked by default. In the linked video above they always have the bp actor selected in the outliner. They can individually select spline points and drag them around without the the details panel to switch over to the spline component. 🤔

gentle urchin
#

Try it as root

#

Just for kicks

versed sun
gentle urchin
#

Isms move great in my experience

#

5k a pop

south ravine
versed sun
#

move with collision ?

sharp rapids
gentle urchin
#

Nah without :p

#

Ill add custom collision checks very soon

gentle urchin
south ravine
#

thanks everyone, I appreciate the support 🙂

sharp rapids
gentle urchin
#

Avoidance

#

Cleverly done

white oxide
#

Hey everyone I need some help with the logic of this jump system, it still double or infinitely jumps. Here's the logic break down and the script:


Starts at the world location of the capsule collision and ends at upvectory times return value times trace distance times 0. This enable ray tracing at the bottom of the egg always.

Then we extract data via hit result and check if jump detection is greater  than or equal to 55 in order to determine the distance against the ground.

Next we set jump detection to true if it is in fact greater than 55 and false if less than.

Next we apply impulse if jump detection is true.```

https://blueprintue.com/blueprint/1sawr-py/

Let me know your thoughts on this
gentle urchin
#

Not using built in jump are we?

white oxide
#

I built a custom pawn, the character component wasn't working for my purposes

gentle urchin
#

The trace only accounts for initial jump(if even)

#

And if dist is >= so ofc it alloes multiple jumps

#

You reset the detection the same frame..

#

You want to retain jumped status untill you've landed (or done something that should reset it)

white oxide
#

Right right, I've made those changes but now my ray trace only works on the first frame... any thoughts?

gentle urchin
#

Why is there jump detection in the first place?

#

Isnt that simply Jump() ?

#

Jump(-> apply force -> jumping = true)

#

If anything you might want ledge / fall detection

nocturne fossil
#

when i hit some objects with line trace with character i want to change the blendweight of a postprocess, how can i do that_ cant call events on lvl bp

gentle urchin
#

why in the.. would that be in the level bp

#

real tip: dont use level bp

rain wraith
#

Is there a way I run an exec based on if a particular pawn is possessed? Event Possessed seems to not work properly for my setup - I believe it's because I'm using the same Player Controller for all the pawns. The "RecordedLocRotData" string is being printed even when the HumanPawn is not possessed in this case

gentle urchin
#

Read above

bold cypress
#

Hello, I'm new to this and i realize this is a pretty beginner question, but i can't really find any tutorials on youtube or in the forums that explains it. I have an invantory system that uses a vector point infrount of the player to target an item to delete/add it to invantory. I was only able to get it to work by "Get actor of class" I want this to work for all items using my item parent class, but to use get all actors of class you need an array, but i am using an equal blueprint to check the actor hit. Do i need to change what i am checking or something?

gentle urchin
#

You want to comparenclass if anything

bold cypress
#

so get class of actor hit then check if equal to arroy coming from get all actors of class?

gentle urchin
#

Id suggest doing some proper encapsulation of the logic and move the responsibility of what happens if the item is interracted with

#

To the interracted item

lofty rapids
gentle urchin
#

So pickups can be picked up, doors can be opened, traps can be activated, by the very same interaction logic (seen from the player bp)

bold cypress
#

I sorry, i neither under stand how to do that nor what it means, do you have a tutorial you recommend on learning it?

rain wraith
gentle urchin
lofty rapids
#

because the event should fire when you possess it, i just tried it out seems work fine

#

but your timer may keep going

rain wraith
#

It starts as soon as the level begins

lofty rapids
#

idk when it "really" fires off, but i would guess on possessed

rain wraith
lofty rapids
rain wraith
#

I have it set to another Pawn, SpectatorPawn. The SpectatorPawn does not have the same event code that the HumanPawn does

spiral kite
#

I want to remove footprints in the footprint system when a certain number of footprints spawn, not in a certain amount of time. how can I do it.

white oxide
#

What could be causing my ray tracing jump to double jump?

lofty rapids
white oxide
gentle urchin
#

I still dont get why this is a trace

lofty rapids
gentle urchin
#

Trying to make it constantly jump?

white oxide
lofty rapids
faint pasture
# white oxide

If you're using physics you want to use Event Hit to detect when you're back on the ground

#

start drawing the event hit hit impulse and normal and you'll figure out how to proceed

white oxide
turbid hound
#

im trying to get a smooth transition from 179 to - 179 the character is looking behind and when the player rotates the mouse past tipping over the -179 i cant work out how to get the character to smoothly turn head and not just snap

quartz spoke
#

is there a way to get landscape/terrain heights along a predicted path/line for an actor? I'm working on a dash ability, and i want to modify how much Z axis launch is applied based on what might be in the way of the actor. A ton of line traces would maybe work, but seems hacky, and could potentially miss local maximums in the landscape

#

for example, if i were to activate the ability here, i'd barely move without taking the landscape height into account

versed sun
quartz spoke
#

oooh you don't even need to spawn in a projectile to use that functionality? Sick i was thinking i'd have to spawn in an invisible projectile or something

#

ok this is really interesting, i'll look into what kind of data that prediction returns

#

tyvm! Much appreciated

versed sun
#

nah its fairly instant , as long as you dont use too many Sim Frequency

#

I used it to preview Launching myself in a catapult

quartz spoke
#

I'm not sure what that means, but i won't be firing this off a ton of times in a row or anything

#

hahaha sick

versed sun
#

Its how many preview points are on your arc, you only need the end point

quartz spoke
#

oooh right, so if the end point is super close to the pawn, we can assume there's something in the way and adjust the launch accordingly

versed sun
#

you got it

#

and whichever gets you farthest/ closest to goal is the one you use

quartz spoke
#

👌 perfect

#

this'll be handy in the future too. Thanks so much :)

versed sun
#

my brain thinks something like this

quartz spoke
#

So we'd always be launching the player with the velocity that gets the furthest distance?

versed sun
#

1 way of doing it

quartz spoke
#

wouldn't that always return the same launch? Whichever has the highest X/Y values?

#

Err, hmm i suppose you could have your Velocity List contain launches for like "long and low to the ground" and "short and higher off the ground" type velocities

versed sun
#

i think uphill a higher Z would help , downhill a lower Z
might have a tree in front so launching too high would hit it so a lower launch is better

#

exactly,

quartz spoke
#

riiiiight ok

versed sun
#

and build them right before depending on your char rotation

#

and give air control to make it fun to steer

quartz spoke
#

ooo you're so right about the air control

#

nothing better than swerving through some bad guys

versed sun
#

yup

quartz spoke
#

i should be able to get something working with this :) ty again

tawdry walrus
#

is there any node that can download the contents before the game starts?

dawn gazelle
tawdry walrus
#

In the main menu, downloading meshes and compiling shaders.

#

I will try to use the ChunkDownloader plugin.

swift bough
#

Is there a common way of creating a semi-paused game state? Like for example opening the inventory pauses the game clock and all npc movement, but you can still interact with the inventory, organize chests, and the surrounding ambient sounds and music continue? The only nodes I know of are the Set Game Paused and Set Input Mode ones, but neither really accomplishes that.

obsidian coral
#

your widgets and actors have a TickWhenPaused flag you can set.

rapid crown
#

Hey guys! Is there a way for a blueprint actor to not evaluate while in editor? I have a heavy BP actor and it keeps evaluating in the editor and making it working in the editor next to impossible due to the lag. So I was wondering if it would be possible for the BP actor to be placed and then not "evaluate" itself every time a change in editor is made.

white oxide
#

What's the equivalent of character for a pawn inheritance?

#

Get player pawn

dawn gazelle
#

You technically wouldn't need to cast for that particular function. OnDestroyed is an event dispatcher that exists at the actor class level - The return value "get player pawn" should be sufficient to plug into your OnDestroyed bind.

cold brook
#

hey everyone, how are you? happy sunday ❤️

does anyone know, why all of a sudden, my character will not move or look around when running the game in the editor? here is the blueprint for the character. this issue is rattling my brain because i do believe im pretty good with ue5, im sure its something simple ive overlooked.

#

is there anything i need to do with enhanced input action setup?

#

again, im pretty confident with these tools and its absolutely stumped me.

dawn gazelle
#

Apart from that, are you certain your character is being possessed?

cold brook
#

thanks Datura, I did try that, however none of them are working. Yeah I double checked game mode etc, I have widgets running on the char BP that are working. I just cant move or look lols

dawn gazelle
#

Set up / init your input mapping context somewhere?

cold brook
#

Unsure how to do that/ what that is.

#

I just connected the inputs to logic in the char BP

#

and setup IMC

#

Ahhh that fixed it

#

I forgot to initialise the subsystem... thanks @dawn gazelle ! ❤️

short phoenix
#

I have an animation state in the mannequin's AnimGraph that transitions based on a boolean variable in the graph. How can I toggle that boolean from the third person player controller event graph? Is there some other method I should use to trigger it? It's a one-shot victory pose for now, but ultimately it would be an attack animation.

dawn gazelle
#

In otherwords, the character has the state, the animbp reads the state and sets its own bool for it, the animbp bool then controls the animbp.

short phoenix
#

Wow that's pretty wild. That's backwards from how I figured it would go.

#

...and with that I got it. Two hours of my life.

craggy flicker
#

How can I make comment section titles larger whenzooming out?

gentle urchin
#

You cant

craggy flicker
#

yea i figured :/

gentle urchin
#

But theres an option for showing iit as a bubble when zoomed out

craggy flicker
#

wish it dynamically sized

craggy flicker
#

or where's the option

gentle urchin
#

Select the comment

#

Details panel on the right side

craggy flicker
#

cause my third person blueprint is getting pretty large lol

#

ty

gentle urchin
#

Where you change color etc

craggy flicker
#

that makes it 100x more manageable

#

it's getting pretty complex lol

gentle urchin
#

Colors help aswell

#

If you manage to stay consistent^^

#

Also functions

#

They're amazing

craggy flicker
#

yea I only recently got into making functions for the other systems

#

I plan on adding colors to coordinate with specific systems when i integrate more mechanics

gentle urchin
#

Also, seems like your char is responsible for more than it should regarding pickups

#

Its usually cleaner to separate put the logic of "what happens if this is X" inside X bp

craggy flicker
gentle urchin
#

More maintainable and expandable aswell

craggy flicker
#

i'm working on making things more modular

plush cosmos
# craggy flicker it's getting pretty complex lol

I recently learned that view bookmarking in BP editor is also possible. You can zoom in on certain parts of your BP graph and mark the position with CTRL + 1-9 (not keypad) and then quickly switch to bookmark locations you want to work on by pressing Shift + 1-9. Perhaps you already know that but it's worth sharing anyway.

timber crystal
#

does anyone know how
I can eliminate this overlapping flickering effect in the background?

I'm currently using a tile map separate from the platforms that I've added as a background

So it's not all in a tile map, but that's how it was before and I had the same problem

sharp steppe
#

If I want to detect if an enemy is in proximity, is a line trace or attaching a collision sphere to a player less expensive?

fast finch
#

I have an actor compoent, with an ower, and i want the component to be able to execute or signal the parent that something happened.

#

Is there a good way todo this?

gentle urchin
#

Event dispatcher

#

Owner subscribes to it 🙂

fast finch
#

do i have todo this up or down?

#

i would like todo this up

#

i want the component to handle itself and its master

#

not the other way around

#

i dont think this will work...

gentle urchin
#

Ypu dont want the component to own an event that belongs to the master

fast finch
#

ah shit

gentle urchin
#

This also implied that the comp must know the owner

fast finch
#

i just noticed that i could just use a cast when i am using a cast already...

gentle urchin
#

But why would you.....

fast finch
#

because then i can make an interface later...

#

😄

#

i am so stupid

gentle urchin
#

You dont need either of them...

#

Just use a dispatcher

#

And let the owner do what owners should do.

#

If theres something they should react to, they should implement it

outer brook
#

hey folks, can anyone help me to figure out the correct way to "spawn" an "NPC actor" with a custom "AiController" and "BehaviourTree"?

i figured out some things but struggle with the correct order of function/event execution so that the NPC gets spawned with i cutom "AiController" and a cutome "BehaviourTree"

gentle urchin
outer brook
#

to specify my situation: the NPC gets spawned, but the "GetControlledPawn"-Function gives me none when i try to use it, which i do realy need in order to get and set the BlackBoard-Values of the referencing BehaviourTree... at least i think i do need it to do like that...

summer nexus
#

How do I make a Curve on runtime?
how do I add values to "Float Curve Structure" ?

gentle urchin
#

not sure you can in bp only

#

runtime float can add in defaults or external curve pointers

#

if you do any c++ you can make function for it

#

not straight forward to edit them tho

lilac storm
#

hi there when i am duplicating a skeleton , some bones are getting like this "The Bone exists only on the skeleton but not on the current mesh." and all the sockets atteched to it i can't really move , please help spent already 2nd day on it

twin plinth
#

How can i keep applying damage if character still in the zone?

#

I know i can use event tick but idk is it the most optimal way

summer nexus
versed sun
versed sun
lofty rapids
versed sun
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yup, basic setup
lots of checks and such to do

lofty rapids
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makes sense

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creating a blueprint function library in c++ was fairly simple starting with blueprint project, it just changes it to c++ and you load up the ide first instead of editor

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if you need some functionality that c has, BFL ftw

grim sand
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Does anyone know why a "Get Controller" node inside a player character BP could return null in a multiplayer scenario?

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I am using a BP interface to set the reference inside of the player controller, yet on the client and on the server, we are unable to get a reference based on the Get Controller node

grim sand
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What is especially strange is that I have the exact same code in a different multiplayer project and there it works absolutely fine

gentle urchin
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And that BPI looks whack

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Why is it even there 😐

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Cast to your playercontroller instead

grim sand
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Was following a udemy tutorial on multiplayer dev in UE5 and the tutor recommends to use BPI's for getting the reference instead of casting because casting will slow down the load time

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Now I know that casting only gets problematic when you are doing it dozens/100's of times, but didn't want to immediately deviate from the tutorial

main lake
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Is it possible to hide these "LevelData" stuff ?

gentle urchin
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Controller will always be loaded

grim sand
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Changing it to a cast produces the same results I am afraid

gentle urchin
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You also create a hard link between the bps in question but thats another issue/consideration

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Beginplay is not really suitable for init in multiplayer

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You can try event possess instead

grim sand
grim sand
gentle urchin
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For server stuff

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Or onSwappedController

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Or something similar

main lake
grim sand
grim sand
gentle urchin
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Onswappedcontroller or whatever

grim sand
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Still the same issue it seems

gentle urchin
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Not possible😅

grim sand
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I also tried adding a delay on an isvalid macro to see if ultimately the reference would become valid, but that also wasnt the case

gentle urchin
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Print displayname of getController

rapid crown
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Hey guys! Is there a way for a blueprint actor to not evaluate while in editor? I have a heavy BP actor and it keeps evaluating in the editor and making it working in the editor next to impossible due to the lag. So I was wondering if it would be possible for the BP actor to be placed and then not "evaluate" itself every time a change in editor is made.

grim sand
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Also, just for reference this is the full code in the project where it works flawlessly:

gentle urchin
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Sounds like ur not possessed

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Also, you csn get the enhanced suubsys from playercontrollet

grim sand
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And this is the code of the non functioning project

gentle urchin
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Always cast as high as you can/need

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Sounds like possession is not happening tho

grim sand
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Yea that must be it

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Also AFAIK you cannot get the Enhanced Input from the Get Controller, seen as it is a Player Controller system. But I cannot just get player controller, because then I need the Local ID of each of the local player controllers

gentle urchin
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Get controller -> cast to playercontroller

grim sand
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Right so when I do that, and I take the Receive Controller Changed event, the reference is valid, yet it still cannot retrieve the enhanced input system

gentle urchin
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If its on server then no

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Dedi server*

grim sand
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Its a listen server setup at the moment

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This is the code for possesing the character

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It gets called from the gamemode on the server

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So I have definitely run it through the server before I come here. Print strings confirm that is what happens too

gentle urchin
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These interface events makes me cringe 😕

versed hornet
gentle urchin
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This spawn event is in the pc?

grim sand
gentle urchin
gentle urchin
versed hornet
gentle urchin
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Beats me

grim sand
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PC sends event to GM server side to verify if we are allowed to spawn anything. After confirming, GM sends signal back to PC at which point we follow the above logic

grim sand
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Yea

versed hornet
grim sand
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I have removed the interface as I realise it is obsolete

versed hornet
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also do any of you know enhanced input

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i got a weird bug

grim sand
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Completely bypassing the spawning and possesing logic and letting the gamemode take care of it also does not solve the issue

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which is strange

gentle urchin
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Valid default classes in gamemode?

grim sand
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Yea nothing in the default pawn, as I am spawning those later, and the player controller class is also the right one

gentle urchin
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Then the gm cant do that for you atleast 😅

grim sand
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and I can see the characters spawning too

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and it works perfectly in the other project, which confuses me quite a bit

gentle urchin
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It does sound kinda strange

grim sand
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oh my god, I found it

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and it had absolutely nothing to do with multiplayer

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🫠

gentle urchin
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😂

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Tell me tell me

grim sand
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There might have been a function output node not passing on the correct integer for setting the game input mode

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So I was only controlling the UI, which meant I thought I could not control the player because the ref was wrong

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So now it works on the client

gentle urchin
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😆

grim sand
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but not yet on the server

gentle urchin
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Neat

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Progress atleast

grim sand
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probably because Set Input mode is a client only thing

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Yea indeed

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my god, I hate it when these types of bugs happen, they cost so much time, only for it to be such a small issue

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Controller reference is still not valid though on the server

dark drum
gentle urchin
lunar sleet
grim sand
weary marsh
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I'm sure this is a FAQ but ... Any one not happy with the right-click / drag on blueprints for a few versions now ? It seems since they moved to the enhanced input system, this has affected how I can't drag my blueprints efficiently anymore without the context menu appearing before or after the drag ...

grim sand
weary marsh
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Hmmm. You're probably right. It was still a relatively new mouse.

gleaming wolf
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hey devs!! this is a stupid one... so basically I am trying to get the normal from the line trace and the image is how I am doing it... however, the debugged angle of the normal is not what I was expecting coz its more than 90 degrees between the player and the normal line... what could be the issue

gentle urchin
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You're inverting the in angle

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So exit angle is the same ,

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Its 90 between if you aim at 45

gleaming wolf
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its the same from every angle

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basically, regardless of where you start the ray from... it points towards the same direction

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see this

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this is no way a 90 degree

lofty rapids
versed hornet
gleaming wolf
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not sure if thats the case coz the dot product is somewhere like -480:

barren dove
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Hey folks, dumb question
I have a data table, I want to dump it into an array of structs, all the data table nodes i'm finding is like "get a list of names"
is this possible or am I not supposed to use them this way? lol

gleaming wolf
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and the blue line is the normal which this is producing on hitting the block

gentle urchin
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Jk

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Ur right, and as pointed out its normalized ^^

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Its a direction vector not location vector

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Hit loc + (hit normal * 100)

gleaming wolf
gleaming wolf
wise mantle
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im prototyping a mirror based puzzle game, and since not all people have rtx cards, i cant use ray tracing.
i also cant use sphere reflections cuz i need to rotate the mirrors in the game, and they also dont give a good reflection when mirrors are used as the main object in the game.
planar reflections works fine, but problem is that when i have multiple mirrors, it creates multiple duplicates of the level for each mirror, which ends up lagging.
so my last idea was like in portal, use cameras with clip planes. this would work fine in theory, problem is that i have a bunch of problems with the camera rotation and such. this can be seen on the attached images.

since i havent found any info on this online, if this ends up working, i'll make a youtube video on it.
any help would be appreciated!

dark drum
gleaming wolf
gentle urchin
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Thats also normalizedn

dark drum
gentle urchin
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So same thing applies

gleaming wolf
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and this is the result:

wise mantle
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i could be wrong tho

dark drum
dark drum
wise mantle
gleaming wolf
gentle urchin
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Always 90?

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Cross of cross

gleaming wolf
gentle urchin
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Cross of initial direction and hit normal. Then cross of the result and initial direction

gleaming wolf
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like this

gentle urchin
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Cross(direction,Cross (direction, normal))

gleaming wolf
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aaah!! I will gieve it a go

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thanks for the tip😋😋

gentle urchin
haughty iron
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Does anybody have a better way to build out this data asset library ? It’s a list of about 350 cards and I’m currently on 51, I was thinking if I imported a the excel sheet as a data table I could create an editor widget to run through the data table and create the data assets along with their needed data but wouldn’t know where to start. Also is this a good way of doing it having 350 data assets 😅

weary marsh
haughty iron
# weary marsh You could import the table as CSV.

That’s what I planned on doing but how would you create assets using blueprints ? I’d need to loop through the data table, get the stats and create asset at the correct path location eg - CreatureCards_Set01_Fire_Common then the asset by getting the name from the table DA_CardName then with this new asset add in all the data, I could finish doing it manually just thought they’d be a quicker way

weary marsh
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Hmm yeah. I gotta look deeper into this.

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I think you would need to use something like the Construct Object From Class node to which you pass your typical card class.

haughty iron
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Use an append node to set the correct location and then run the script but I’ve never used it before

weary marsh
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Unfortunately I cannot see how to save package other than in C++. UPackage doesn't have any UPROPERTY decorator.

languid hemlock
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Does anyone know how to make this work?

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I tried /Game for Package Name but it always returns empty array

languid hemlock
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I've read dozens of topics, but none of them have been able to use it. Does it really not work?

haughty iron
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You have to search for a class reference with that one

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Make a variable of class type and then plug that in to the class path name I believe

languid hemlock
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am i doing it wrong

haughty iron
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Yeah I think it’s get class name off of that pin, I’ve got the setup at home but I’m at work right now other wise I’d have the exact answer 😂 I’ll be home in a few hours if you haven’t got it by then

gleaming wolf
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Phew!! finally I got it to work!!! @gentle urchin 😛😛 actually I was going with the wrong approach... Actually I am working on a parkour mechanic and the reason I wanted to get the normal was to calculate the vector at which the player will grab the platform edge... however, I figured out that the problem was that even if I managed to find out the normal, how would I manage to figure out which direction to project it on... coz for climbing the normal has to be a +ve on the Z axis... which is why I decided to go with the bounds approach... now I am calculating the bound from the hit location to the top extent that gives out the distance

lofty rapids
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If i have an actor loaded in the level, and inside another actor i cast to that actor, this will not make a copy ? or when does it actually load another one ?

gentle urchin
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Not really the instance either, but its cdo or smth

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Which can be basically nothing if you have an asset free parent class

haughty iron
nocturne basalt
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devs, help needed! I have two timelines: one opens/closes door and another which moves lift up/down. At pic1 there is only up/down animations, but when I add door animations (pic2) both start playing at the same time. How to make them work one after another, w/o delays?

noble harbor
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I’ve created a custom player BP from scratch (for the learning experience I guess). Whenever I create a new level and try to drag the player BP into it from the content browser, I get an exception access violation crash when attempting to play in the editor that points to UCharacterMovementComponent. I don’t get this crash if I simply duplicate a level that already has the player BP in it and play that.

I’m using the third person template game mode and I have set it to use my custom player BP by default. If I use the third person template BP and have the game mode use it by default, there is no crash. So I’m assuming the issue is with my custom player BP. Any ideas what could cause this crash when dragging it from the content browser but not when duplicating a level that already has the player bp in it?

trim matrix
nocturne basalt
visual crest
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I want this to be true of the actor is looking at the self ref (spell) but I am not sure exactly how to do that. I think it something like if less then 35 and greater then -35 but I am not sure

noble harbor
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Wouldn’t you just see if the actor’s rotation matches the look at rotation to see if they are looking at it?

visual crest
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Think like if you are looking at a bright flash light. If you are sort of looking in its direction it blinds you if not it don't effect you to much

noble harbor
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Gotcha. Once you have the floats in the look at rotation I think you can use nearly equal and mess around with the error tolerance node to get what feels right

dawn gazelle
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Isn't that something to do with dot product

noble harbor
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I think the nearly equal node just sees if a float is within a certain range of another float, but I may be wrong

dawn gazelle
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Output should = 1 if looking directly at target, -1 if looking directly away, 0 if looking perpendicular

haughty axle
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Question: how can I limit mouse cursor position in the viewport, so it won't go to edge, "give mouse a bouding box"? Just do the simple If check for mouse position and If it goes above set coordinates number fail it? Or there is smarter and simpler solution?

round spruce
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I have an actor with a physics control component when i get closer to the actor i destroy the component and stop the physics then drag that actor around by attaching it to me when iam done draging when i get out of the specifed area i create a new physics control compnent and intlize it with the new location and rotaion but it immediatly snaps back to the original place where i draged the actor ( the compnent is destroyed before i begin dragging) any idea why this behaviour happen ?

visual crest
tepid willow
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Hello, I have an array of structs converted a struct that to a JSON string. Does anyone know how I could get that exact struct out of that struct?

visual crest
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break node or right click on the pin and select break

tepid willow
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I'm asking how to convert a string to a struct using JSON

visual crest
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I am not sure you can do that but you can map> add and break the input and input into it

haughty iron
dawn gazelle
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sorry that should read "break" of your structure, not make,.

tepid willow
tepid willow
languid hemlock
haughty iron
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should do ? one second

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copy all that and paste it into the blueprint graph

languid hemlock
haughty iron
languid hemlock
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I can paste that but its only "Get Assets by Class"

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I have it

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I cant have Get Class Path Name

haughty iron
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so you cant do that one either ?

languid hemlock
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If you have time, can you print "Get Class Path Name" value and tell me so i can understand its logic and use manually

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I dont have other engine versions :/

strong rover
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I'm working on a tool that works in editor, not run-time/pie
Does anyone know how to create an event when either:

  1. The user's selection was changed
  2. A particular item was selected

I can check if an item was selected. But I need a way to create an event when this happens.

haughty iron
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? that, if it helps i am working inside an editor utility widget ?

languid hemlock
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I meant print the return of "Get Class Path Name" function via "Print String" 🙂