#blueprint

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languid hemlock
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in event construct e.g.

haughty iron
languid hemlock
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oh

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can you break the struct?

haughty iron
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the bottom one, the other two are other functions

languid hemlock
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Thank you so much, i needed that

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I'll try it now

haughty iron
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you want /Game....(FolderPath)....(AssetName_C) i think

stoic sluice
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Anybody know how can I hide my character widget for any level I want?

pine trellis
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is anyone else using is vaids for multuiplayer for their game modes?

past jungle
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Has anyone ever experienced an issue where Unreal becomes unresponsive when you add anything at all to an event graph and then compile.
This is an Actor Component subclass I'm working in. And to clarify what I mean by "anything' I can drop a Print String node into the event graph....don't even have to connect it to anything, and when I compile it crashes. If I add nothing and compile, no crash. I can mess around in my class functions and compile and no issue. It's only if I add anything at all to the event graph.

languid hemlock
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Thanks again

languid hemlock
past jungle
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Thanks! I was likely to try that. Just wondered if I somehow got myself into some secret now-everything-is-running-in-editor mode

livid mulch
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does anyone have any tips for reading blueprints? i'm finding them sooo difficult to read. I've been just avoiding them by using c++ but I think I do need to learn them. I just don't understand how people can actually read these things, like the nodes and strings every where. It's not structured like normal code at all, and i'm just finding it so hard to follow compared to regular code, i feel like i just have to be missing something if everyone else is using it fine

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I think too it's frustrating because it's so much harder to find answers about how to do things in bluerpint because its not simple code I can search or give to an AI

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maybe it just comes with time

nimble wasp
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I'm working on a joint project in VR. I want to overwrite internal functionality of the motioncontroller_bp but I don't want to affect the original BP. How should I do this?

dawn gazelle
nimble wasp
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I will google that - but specifically, within the function, there's a ForEachLoop. Out of the array is already one function. I want to add an additional function and create an OR that leads into a branch... how do I access that ForEachLoop and other function?

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Or add the function I want and the Or?

dawn gazelle
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You would probably want to override the function that contains the for each loop and remake it as it is in the parent, and then add any additional functionality you want.

nimble wasp
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Thanks!

dawn gazelle
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So if you had say:
MyLoopFunction > ForEachLoop > DoThingToArrayElement

You would override MyLoopFunction and make it:
MyLoopFunction > ForEachLoop > DoParentsThingToArrayElement > DoNewThingToArrayElement

or (depending if you don't want the parent behavior to do its thing)
MyLoopFunction > ForEachLoop > DoNewThingToArrayElement

light ibex
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I have a conveyor belt system set up that sets the linear physics velocity of any physics object within a collision box, but im dropping to around 30-40 fps when it reaches 500+ total physics bodies in the level. Not sure how i can optimize this, but i would assume it has something to do with the 50 or so for each loops (for each conveyor) that set the velocity of around 10 physics bodies each tick. if there is any better way i can go about this or any way to optimize this better itd be much appreciated

river comet
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I can't show a function in visual studio when I double click a Blueprint node in UE. Help me pls!

frosty heron
fervent breach
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hey, odd question, but I need help with my enemy spawn system-
-so I place a bunch of enemies in a room, in my level. The enemies are collected in a struct for their corresponding Room Manager and despawn, until the player interacts with the door to their room, then they spawn in, the door opens, and the player can enter!

so the question, right now I have it so that the enemies deactivate (by turning off their tick, colliders, and visibility), and later reactivate by turning all that back on. But I wanted to know if just creating and destroying the enemies would be better? And if so, how can I save any changes made to the original enemies?

sorry if any of this is too confusing, I can try to elaborate and clarify if needed

sage lagoon
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I downloaded a free JRPG template from Marketplace, but there is one difference: instead of setting up enemy encounters by coming into contact with an enemy on a map, how would one make the game set up a random battle when the player has taken some number of steps on some maps? As a comparison, let me share a screenshot of how a random battle is set up on the template, when a player comes into contact with an enemy sprite.

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The BP you see on this screenshot is actually on an enemy sprite. But, this prototype I'm working on will rely on random encounters instead of approaching an enemy.

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Now here are a couple of functions for the player character's BP. Maybe I should include something like in the enemy character BP after the branch on the second image here.

gentle urchin
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So its identical, but with invisible enemies

sage lagoon
# gentle urchin So its identical, but with invisible enemies

True, though this is based on steps rather than touching enemies. Though suppose I would have invisible enemies moving around in some places then they are destroyed after an encounter and don't respawn until some time after the player wins or flees a battle, maybe.

gentle urchin
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As an alternative, with minimal changes needed

sage lagoon
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Hm...well, there's making the sprite hidden for one...but I wonder what else I could do to make certain that where a battle can take place isn't too obvious and that encounters don't happen too often or not often enough.

gentle urchin
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Theres steps you can take if need be

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You can make the player "invulnerable" a fixed time after a battlen

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So they cant get a new encounter before the time passes

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(Or steps?)

sage lagoon
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Like a Boolean that would turn on for a few seconds before turning off or after some steps are taken. (The program will be set to reset the step counter variable after a battle.)

gentle urchin
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Yepp something like that

sage lagoon
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Now there's something to consider.

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I think I'll give that a shot. Thanks for the tip!

frail swan
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I want to make the camera shift in the direction I'm walking (2D game). Something like this works just fine for that. However, when I add one going the opposite direction, it causes the camera position to jerk to zero when switching between left and right before the shift is finished. What would be an elegant way to solve this? I've figured out a couple ways but they felt really hacky.

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I find myself wishing there was a way to constantly add relative location at a specific rate, so that I could do that in a while loop, so I didn't have to worry about how far along the timeline is and it could just dynamically change

gentle urchin
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I wouldnt use timeline personally

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Id use RInterp on tick or similar

frail swan
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That sounds promising, let me try that. Thanks for answering

frail swan
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I think this will be my solution, I'm pretty happy with it. That totally worked, thanks!

gentle urchin
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Awesome ๐Ÿ™‚

gentle flare
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Quirky little thing, I got a blueprint interface with these five functions in it:

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Over in my blueprint where I'm implementing it, a couple of the functions are showing up in a collapsible default category while the others are not?

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Is it just a bug or have I done something wrong somewhere?

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my money is on the hooby dangle

gentle urchin
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Just put them all in a category, and avoid wasting more time on a technical detail ๐Ÿ˜†

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Mysterious works of the engine

gentle urchin
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The thought process of the last 5 engineers at epic looking at thensource for category naming and grouping ^

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Then they left it as is. Dont fix what aint completely broken

gentle flare
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I put them beneath the fold

cobalt echo
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Hello, has anyone already experimented with the new Mover 2.0 and could guide me through the setup of a custom movement mode?

gentle urchin
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Why is one yellow and the rest not ๐Ÿค”

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Is it because it is /isn't implemented?

gentle flare
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grey is a function

gentle urchin
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Ah k

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Fancy

gentle flare
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It just means it has outputs

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no inputs, no outputs: yellow

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inputs but no outputs: yellow

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any outputs: grey

weak iris
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Hi is there any good tutorial out there for spawning items inside a destroyed object? Like dropping key from a barrel

cobalt echo
gentle urchin
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Or before you call destroy

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Not after ?

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Set LifeSpan can help with this

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You can make it invisible/without collision before you actually destroy the actor

weak iris
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Ok thanks.. I have another question then.. When i destroy an object like a barrel, how do i add an animation of it breaking?

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I was looking at fracture but dont know if thats the best way

summer nexus
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It is anywhere from 10 to 1000 points not always the same amount

weak iris
cobalt echo
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no. you spawn a new actor in the world. Ideally if you want to have the key inside the barrel, you would get the world coordinates of the barrel (+- some adjustments such that the key spawns inside the barrel). Set the spawn location of the actor to the calculated position and then just finish the destruction of the barrel

cobalt echo
verbal jungle
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Is there a way to make player pawn move automatically?

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Preciously I used Add Movement Input bound to Event Tick

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but I'm wondering if there's a smarter way to do it

cobalt echo
verbal jungle
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as in without an input from keyboard, joystick etc.

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not involving input actions

cobalt echo
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well from a general PoV the add movement input per tick sounds okay. you got any "specific example"?

cobalt echo
verbal jungle
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Yeah that's what I've been doing haha

verbal jungle
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I'm mostly just wondering if it's gonna have an effect on a particularly slow computer XD

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say the game is somehow running at 10 ticks per second

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it would feel very janky

gentle urchin
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10 fps feels janky regardless

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10 fps is 10 fps

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Even if you double down on this by using a 0.05s timer, giving you an amazing 2 ticks per tick(at 10fps), the player wont see this at all

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And no, im not recommending that at all^

verbal jungle
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Is UE's tick rate between rendering and, um, "coding" tied together?

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I only know there's tick groups like Pre Physics etc XD

cobalt echo
tulip anvil
gentle urchin
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Yes but thats not whats ment here

frosty heron
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@tulip anvil what does tps stands for?

gentle urchin
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Its in relation to performance not a per actor constraint.

tulip anvil
frosty heron
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Oh

tulip anvil
gentle urchin
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The game

verbal jungle
gentle urchin
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The game dont run on 10tps

verbal jungle
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I sure hope it doesn't

tulip anvil
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it could?

gentle urchin
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Without resource constraints or artificial ones.

cobalt echo
# verbal jungle I'm mostly just wondering if it's gonna have an effect on a particularly slow co...

get it working first. then optimize. there are some improvements to be made. I dont know the interals of the blueprint to c++ translationlayer, but for example i could imagine, that if you (for example) get the player character like 50 times in your function, it does always call the translated getplayercharacter getter, which is obivously much more costly than having an ugly blueprint just getting it once.

gentle urchin
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Slow computer is the context.

tulip anvil
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minecraft runs at 20tps optimally, idk if they still do but most battlefield games used to run at 30tps. its rather common to fix your tps.

frosty heron
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No diff between get player character in bp or cpp, you can always cache it if you don't want to call the getter

gentle urchin
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Thats an artificial constraint

verbal jungle
gentle urchin
cobalt echo
gentle urchin
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What a terrible thing if thenpoor lad with 4090Super had to watch the char fly at 20 updates per sec

tulip anvil
gentle urchin
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Pointless argument this is

frosty heron
cobalt echo
tulip anvil
gentle urchin
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Thats what im saying. If you read the rest of it

verbal jungle
cobalt echo
gentle urchin
gentle urchin
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Or smth ๐Ÿ˜„

verbal jungle
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so I put the grapple on 10 TPS and already player can't move XD

frosty heron
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Why r u limiting ticks?

cobalt echo
# gentle urchin Unless its a forceInline?

exacly, but the question was where/how to optimize and the only argument i made was that i dont know how the translationlayer between bp and cpp would interpret your bp if you call "getplayercharacter" 50 times instead of calling it once and promoting it to a variable.

frosty heron
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Have it run as fast as it can go

verbal jungle
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for learning purposes XD

gentle urchin
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Even refs are copies

verbal jungle
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if using regular input actions, player can move normally with 10 TPS but obviously not the tick movement, I ofc wanna know if there's a better way to do the grapple without tick movement

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(and ideally without cpp bcs im silly)

frosty heron
gentle urchin
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^

verbal jungle
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then why does my player move seeming normally with input action, but not tick movement?

frosty heron
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If u r doing multiplayer grappling hook with bp only , that's pretty insane imo

cobalt echo
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I would like to post a question of myself, did someone here already experiment with mover 2.0? is it now possible to solve the AnySurfaceMovement issue without 10million "cheats"?^^

gentle urchin
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Do you?

verbal jungle
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I don't even know what that means lmao

gentle urchin
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Thr time between the frames

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So low framerate/tickrate = high delta

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High framerate/tickrate = low delta

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So you wanna multiply the movespeed with deltatime

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Higher framerates goes less per frame, but has proportionally more frames

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So it ends equal

verbal jungle
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ohhhhhh

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I'm catching up

gentle urchin
verbal jungle
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Thank you

gentle urchin
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Ok enough fun

verbal jungle
gentle urchin
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Now your movespeed is uu/s (as it should be)

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May wanna do some fancy interp so it looks like the grapple accelerates

frosty heron
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@gentle urchin how would you done grapple hook in multiplayer?

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Seems to me , gas is the only option if working outside cmc

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They have in built function for root movement but I haven't touch it yet

gentle urchin
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Me neither but gas would be my go-to

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Anything else would prob be painfull

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It probably still is tbh ๐Ÿ˜…

frosty heron
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๐Ÿ˜” the struggle continues

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I want to do something like this later on. But to grapple enemy towards my player instead

gentle urchin
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Ohh , in multiplayer?

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Imagine 2 players grapoling the same enemy ๐Ÿ˜†

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Rip

frosty heron
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Ripped the enemy apart into two pieces ๐Ÿคฃ.
Jks, I would probably just make the server check who got it first and cancel the other one

gentle urchin
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Aw ๐Ÿ˜ฆ

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Id say hidden mechanic

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Fun but not very usefull

frigid summit
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hi guys why is my mesh not cutted in a half

silent stag
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How can I add a trail effect to a weapon that works with line trace?

frosty heron
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while trails are not (I guess)

silent stag
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i tried to add trace start and end

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but it did not work

frosty heron
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line trace would be instant anyway, if you want some trail effect, you should do projectiles instead of line trace

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for the SFX, I would look at pre-existing ones from market place

silent stag
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i know it's already working on projectile

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this weapon has to work with line trace

sick sky
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what is the difference between those 2 ?

gentle urchin
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One is an interface event

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See the target

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IBP Item Base vs ABP Item Base

frosty heron
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Why abp? I hope it doesn't stand for anim blueprint

gentle urchin
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Doubt it

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Probably just actor blueprint

frigid summit
wintry river
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Can anyone assist me in figuring out how to get the Flexion/extension (Wrist Up and Down), Radial Deviation/Ulnar Deviation (Wrist Left and Right) and Pronation/Supination (Wrist Roll Left and Right) of the wrist/forearm.
From a Valve Index Controller. Whenever i get the Palm rotations from the break XRmotioncontrollerdata i get 0's.
However if i use the method of getting the component rotations i can get values. However these are effected by the "aim" of the contoller.
Is there a way of getting these rotations without worrying about the orientation of the controller.

So for example if i had my forearm facing forward or down to the ground if i have my wrist rotated that movement would stay the same.

gentle urchin
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Cant you inverse the transform

wintry river
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Ive attempted to do that but i get the same issue. Since the world transform is the object. i might be getting something wrong

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Also thanks for that fast reply ๐Ÿ™‚

timber crystal
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hallo my friends quick question

I have here an random sequnce player for the animation but how can i implement a transition back to the idle?

I usaly used " Less than 0,1- Time remaining Animation" than it goes back to the next but cant do that with the random sequnce wahts than the way?

gentle urchin
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Cant you cache the random sequence yourself if so?

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Do it by code

tough creek
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I need to check if any strings in an array are substrings of a string. Will it be more efficient & stable to write this using nodes or Python?

timber crystal
frosty heron
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Why not use montage for the attack

frosty heron
timber crystal
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its paper 2d

frosty heron
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You can do the check there

frosty heron
timber crystal
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no it works with flipbooks its different to set everything up

gentle urchin
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PaperZD*

timber crystal
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but thanks @frosty heron and @gentle urchin god may bless you guys for all the time you help here ๐Ÿ™‚

tough creek
gentle urchin
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Do it in code. And cache it

timber crystal
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I WILL FIND A WAY!

frosty heron
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I have no experience in 2D stuff, gl to you

gentle urchin
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Its what we did to have a common animBP in PaperZD aswell.

spark steppe
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so there will be failure for sure (unless you have body tracking)

wintry river
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Thank you for the heads up, I will ask in there. I do have body tracing for elbow so hopefully that will help

spark steppe
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it will, since that allows you to get at least the forearm rotation

wintry river
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Thank you ๐Ÿ™‚

spark steppe
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and the general forward vector of the arm

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so you know in which direction the arm is going

wintry river
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Brilliant, thatโ€™s good news (learning as I go). I will drop a message in that topic with more information, so it makes it easier for anyone to understand ๐Ÿ™‚

spark steppe
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draw a rig on paper, put in the sensor locations and what data you have, then draw lines between them

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you'll end up with a bunch of triangles ๐Ÿ˜› from there it's "basic" math

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given the HMD and the elbow location you should also be able to assume a good position for the upper arm

wintry river
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Awesome, I will do that also and put all that information in! Cheers again. It is appreciated

sick sky
sick sky
heady burrow
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how do I remove this from my blueprints?:

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not sure if it was always there but now that I notice it I cant unnotice it

mental trellis
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Have you tried c++?!

heady burrow
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too early in the morning to spend energy in that type of arguments, sorry, I pass.

mental trellis
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Lol. Sorry.

lofty rapids
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maybe a custom build ?

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there may be an option, i'm still learning stuff but i think it's just the way it is

hybrid ether
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Is there any way to add loading screen when opening new level from main menu? Like joining server in this case.

frosty heron
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but not in bp if you need presistence loading screen

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because hard travel kills widget

stoic sluice
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Anybody know how can I hide my character widget for any level I want?

sick sky
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lets say i got a parent
ABP_Parent
with a functionDoStuff, inside this i have a "GetComponentByClass", using self as target

and i create a child of it
ABP_Child

if from a ref of ABP_Child, i call DoStuff, will "GetComponentByClass" target be ABP_Parent, or the ABP_Child of the ref i gave?

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because rn it feels its the parent, because in the child i have component of class X (but not in parent)
and the "GetComponentByClass" in parent returns me nothing

gentle urchin
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Tjis really truly sounds very strange

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What i suggest you do instead is in the parent you make a function "GetMyXComponent"

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Which in parent returns invalid component

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Then in the child you override this and provide the correct one

sick sky
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mb i wrongly debuged

gentle urchin
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In the parenr when younuse this function you chevk if it returns a valid comp. If it doesnt you throw yourself a bone about the lacking or wrongful override.

sick sky
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the search didnt start when the is Valid was hit

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it only happens after it started

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so its fine, it works as expected (it take the components from child)

modern skiff
nocturne fossil
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how can i +10s -10s the recording ?

sick sky
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regardless of the value set in the class defaults, when calling a interface event on it, the Usable value is false

golden kite
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D'y'all get obsessed with straight BP wires? Is there some kind of shortcut for straightening connections? Couldn't find one in the keymappings.... My right-click buttons is getting worn out!

limber parcel
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select nodes and press Q

sick sky
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weird

limber parcel
golden kite
barren dove
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Hey folks
How would you go about dragging a widget along a not-fully-straight path, its a bit of a headscratcher for me because they dont have collision and i'm not seeing any realistic way of doing that. :-x

tight pollen
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I want to limit the range of movement of the point that is attached to the character, when I move the camera, this point will also rotate, but it will have a rotation limit

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someone can help?

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I don't even know how to describe it ๐Ÿ˜„

golden kite
barren dove
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do an input of the cameras height and then (lerp?) translate it to a rotation value

tight pollen
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I have a control rig in anim bp and I want to limit the rotation of these bones

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I use this point's global world rotation to set the bone rotation in the control rig

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and this doesn't work

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because it doesn't take character rotation into account

uneven hedge
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Is there a shipping way to restart the game? not the game mode, but the entire exe (like when changing directx settings)

faint pasture
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my executes are straight and that's all I care about

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nothing comes from out of view execept execute, you can zoom in on any execute and see everything it needs

gentle urchin
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I hate when i zoom out on my perfectly straight lines and the nodes basically LOD and makes it not straight anymore

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Hurts my eyes. So i dont zoom out anymore

lofty rapids
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i actually prefer to stagger the nodes a bit up and down

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i just try to make sure my lines don't look like they are blending

limber parcel
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i prefer putting my nodes on top of eachother xD

gentle urchin
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Stacked nodes ๐Ÿคฎ

silent drift
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Hello, does anyone know the best way I could spawn an AI on the ground once the player enters a trigger?

Currently I have done a BP Spawn AI actor that has a spawn position on the ground. But since pawns have their pivot in the center (because of the capsule being the parent), the AI spawns in the middle of the ground. And since I have different sized AI I can't just move the spawnpoint up.

What is my best solution for this? (I want the AI to be spawned in front of the player sp they see them spawn, which is why I want them to spawn on the ground and not in air or well half stuck in the ground. ๐Ÿ˜„

remote meteor
barren dove
silent drift
river comet
silent drift
barren dove
silent drift
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Hmm. Yeah. I would have hoped there was a more elegant solution. ๐Ÿ˜„

limber parcel
lofty rapids
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i do the same thing with stuff instead of left to right

limber parcel
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stacking makes bp look neato and easy to screenshot

lofty rapids
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i do it so the length is not enormous

gentle urchin
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The setters i agree on

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But the branch? Naaaah

limber parcel
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depends on how big ur condition is i guess

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stacking this would be counterproductive xD

lofty rapids
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i'm still new so i'm working on organizing the nodes in a decent way

limber parcel
lofty rapids
eternal bramble
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Maybe someone know why switch localization via SetCurrentLanguageAndLocale is not working in the game, but at same time additional locales were added, and switching locales via preview works?

floral stump
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my AI is working fine if i just click play button in the map where the AI are placed , but opening a level by using node open level by name the AI not working properly

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anyone know what can be the issue?

limber parcel
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1000 things could be the issue, can u provide some more details?

floral stump
barren dove
floral stump
barren dove
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i'd start throwing print strings on stuff you think is the culprit and seeing what doesn't fire when you load level

floral stump
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but not making any damage

barren dove
limber parcel
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just slap a breakpoint on your damage function and see whats going on

floral stump
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Ok, give me a minute i will not put that break point

barren dove
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also try #2: is anyone a widget wizard? I'm trying to make a widget click and drag on mouse click (ok easy), the hard part is I want to constrain where you can drag it. I'm thinking the way to do this is with a 2 color texture where the black is open and the white has collision, but the logic to read the texture "collision" and stop/nudge backwards the widget when it hits a "wall" has me stumped

lunar sleet
barren dove
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uh, i cant see that channel X

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oh i can see it when i click on it, what header is it under?

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oooh its under UI but i didnt have that role

lunar sleet
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Just hit show all channels

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From server settings

floral stump
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its in C++

limber parcel
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then u probably set a wrong default character or something

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check the world settings in all ur maps

floral stump
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You mean in the travel map which i use a main menu, i need to use the same character which i use in the actual level?

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that level has a game mode like GM_TravelMap PC_TravelMap and the game mode is using the default pawn for this level

limber parcel
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if it fails to cast ur character, ure setting the wrong character somewhere

floral stump
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in C++ i am casting to the super character

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and in bp i am using the child of that super character

limber parcel
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i dont think thats related, since u said it works when u load that level directly

floral stump
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yes it works this way

limber parcel
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btw, its much easier to work with level streaming instead of loading a different level

floral stump
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if (AArmaCharacter* character = Cast<AArmaCharacter>(GetOwner())) this line fails

void AWeapon::BotFireTrace()
{
    if (AArmaCharacter* character = Cast<AArmaCharacter>(GetOwner()))
    {
        if (GetRemoteRole() != ROLE_AutonomousProxy && GetLocalRole() == ROLE_Authority)
        {
            if(character)
            {
                AAIController* OwnerController = Cast<AAIController>(character->GetController());
                
                FVector AimLoc;
                FRotator AimRot;

                character->GetActorEyesViewPoint(AimLoc, AimRot);
                FVector ShootDir = AimRot.Vector();
                
                float HalfRad = FMath::DegreesToRadians(BulletSpread);
                ShootDir = FMath::VRandCone(ShootDir, HalfRad, HalfRad);

                const FVector StartTrace = AimLoc;
                const FVector EndTrace = AimLoc + (ShootDir * HitScanConfig.Distance);


                FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
                TraceParams.bReturnPhysicalMaterial = true;

                FHitResult WeaponHit = WeaponTrace(StartTrace, EndTrace);
                ProcessInstantHit(WeaponHit, StartTrace, ShootDir);
            }
        }
    }
}
#

and i shoot at them, i can kill them

#

only they can't make damage to me

floral stump
#

if is checking if the cast success/!success

lunar sleet
#

Ah ok, may want to check in #cpp then

floral stump
old phoenix
lunar sleet
#

I thought you said that line was failing?

old phoenix
#

you have to recreate them after the level loads

#

so, maybe getOwner does not return anything when the new level loads

#

you could check that

floral stump
floral stump
#

i give the ai weapons when the level fully loaded

#

they have weapons, they can shoot, they can make sounds and flash of muzzle

#

they just don't make damage to me

old phoenix
#

is the problem cast failing or not suffering damage?

floral stump
old phoenix
#

ok. why are you talking about the damage then ๐Ÿ˜„

floral stump
#

ProcessInstantHit(WeaponHit, StartTrace, ShootDir); is called in this function #blueprint message

#

it is based on weapon trace

#

character->GetActorEyesViewPoint(AimLoc, AimRot); needed for a line trace

#

i found the issue is, that after pressing the open level by name it starts the new level with incorrect game mode

#

the game mode of the main menue is applied to the new opened level which has a different game mode

#

is it possible to open the new level with the correct game mode?

lunar sleet
floral stump
#

this is why i set up a simple game mode for the main menu

lunar sleet
#

I'm so confused. What's the issue then? Are you saying the new level's default game mode is not loading correctly or are you trying to make it keep the main menu GM?

#

and if the latter, I've no idea how that would be possible lol

floral stump
old phoenix
floral stump
#

so the game mode should be the same for all levels?

lunar sleet
#

no

#

you need to set it manually in each level's World Settings tab

#

otherwise the default in project settings will take over

floral stump
#

i did it already to set the game mode in all levels manually

lunar sleet
#

then yeah, it should be loading when you use open level

floral stump
#

only the menu has different gm

old phoenix
#

you have to populate your game mode again when you load a new level

#

your variables are reset to their default values

floral stump
#

how to populate it?

old phoenix
#

google how does game mode works in unreal engine

#

and you'll know

floral stump
#

i did it, and didn't found any solution

lunar sleet
#

if you're using the open level nodes they usually automatically get the correct GM

floral stump
lunar sleet
lunar sleet
floral stump
floral stump
lunar sleet
#

just to make triple sure

floral stump
#

Ok minute

tulip iris
#

Is it possible to interpolate between 2 matching structure types set with different values? Just like you'd interpolate from one float to another but with an entire struct?

lunar sleet
#

a struct interp ?

faint pasture
#

is there a GetTypeInterpolation like GetTypeHash?

old phoenix
tulip iris
lunar sleet
#

lots of things that seem obvious are not implemented by default

tulip iris
#

I see. They allow types that would obviously not work within that scenario.

faint pasture
#

assuming you can use reflection to query that everything making up the types is itself an interpolatable type then sure, maybe.

#

how many of these types do you have?

lunar sleet
#

eh you could have a type safety check but ๐Ÿคทโ€โ™‚๏ธ

old phoenix
#

you cant interpolate a type. a type is an abstract entity in programming. a value is a concrete representation. they are broadly different

faint pasture
#

I want something that's half int and half skeletal mesh, dammit

old phoenix
#

interpolation is a mathematical operation. i.e. it is a mapping between a range of values

floral stump
old phoenix
#

so you need concrete values to interpolate. not abstract types

#

thus struct interpolation is not a thing. it is illogical. it makes no sense

lunar sleet
gentle urchin
#

A special gm.

#

Just for the main menu

lunar sleet
#

no, but like you're not actually trying to get game mode inside the GM itself are you?

#

cause that would be like...

gentle urchin
#

Counterception?

lunar sleet
#

anyways, we're trying to find out if your new level has the correct GM, so you can't ask that question inside the wrong GM to begin with

floral stump
#

get bp game mode in the main menu game mode

lunar sleet
#

you can't do it there

#

that code will only run when that GM actually exists

faint pasture
lunar sleet
#

so obv it'll always return main menu GM

floral stump
#

i need to it in the new level blueprints?

faint pasture
#

like 1, 5, 100?

lunar sleet
#

after new level load occurs

floral stump
#

Ok

#

minute

floral stump
lunar sleet
#

what GM did you cast to?

floral stump
#

bp game mode

lunar sleet
#

ok

#

so your new level does indeed have the correct GM

#

so that was not your problem to begin with

floral stump
#

yes it has the correct game mode its mean

tulip iris
floral stump
lunar sleet
faint pasture
#

putting your structures and such in C++ is a good first start on it anyway

#

If not, you can just make a BP function library

floral stump
tulip iris
wheat zodiac
#

Anyone have any luck with switching VOIP settings for things like radios or intercoms? It seems like it requires some sort of 'reset' to be called to actually apply them (or a toggle mute is the only way it works for me) in blueprints? I see you can set the VoiceSettings attentuation, but it doesn't seem to apply on for everyone to hear

queen valley
#

I have a problem with input when I click a button in my inventory. When I click the button, the widget does not want to close unless I click on the widget background and then press the close button

lofty rapids
#

is the widget focus ?

#

this is what i use and the buttons seem to work fine on first click

lyric pumice
#

Hey, guys! I'm getting an issue with Render Target 2D. Always when i open my inventory who's have a Render Target 2D in its widget a Render Target spawns on my world. If i already have one then its creates another and another. How can i disable this?

dark drum
lofty rapids
#

any good ways to encrypt a string in bp ?

#

preferably something thats not slow af

dark drum
lofty rapids
#

i want to encrypt/decrypt a string so it's unreadable in a file

#

so you couldn't just alter it np in the file

#

i was hoping for something simple to use like "encrypt string"

lyric pumice
dark drum
lofty rapids
#

saving high scores

dark drum
lofty rapids
#

the scores are saved in a file

#

and thats easily editable

#

i would just want to make it a little harder to alter

#

doesn't have to be perfect

dark drum
# lofty rapids saving high scores

Nothing to important then. Just parse each character into it's number and shift it by a predetermined amount. (Possibly based on prime pairs) Use the new number and convert back into a string. To reverse, convert back to a number and undo.

lapis pine
#

Hello Guys! I need some help with my Unreal Engine Project. I want to make a game where you are in an airplane. I want the plane to roll and pitch. The plane has lots of interior and I want the gravity and terrain to rotate. Can someone please show me how to change the gravity direction?

lofty rapids
dark drum
lofty rapids
#

idk prime pairs so i'll have to look into that

dark drum
# lofty rapids idk prime pairs so i'll have to look into that

This is an overview of the premise.

"The reason prime numbers are fundamental to RSA encryption is because when you multiply two together, the result is a number that can only be broken down into those primes (and itself an 1). In our example, the only whole numbers you can multiply to get 187 are 11 and 17, or 187 and 1."

lyric pumice
lapis pine
#

?

simple field
#

Feeling stupid tonight. How do I make this reference to actually work? I'm trying to refer to another widget, I tried using that get all widgets of class but that outputs array so im a bit cooked

lunar sleet
simple field
#

lebel blueprint

#

(Yes im an idiot)

lunar sleet
#

Well then stop โ€œbeing an idiotโ€

#

Then youโ€™ll be able to actually ref it properly

#

You canโ€™t talk to the level bp

#

So put it somewhere else like player controller or somewhere easily accessible. Then talk to that bp and get the ref

frosty heron
#

Dive to your bp and apply the fix

lofty rapids
#

so you can access them from anywhere

silent drift
#

I have a question for an idea how to solve my (I want the enemy to spawn in-front of the player but not let the player see them fall) problem. I'd love to hear if this is dumb or maybe a good idea.

Problem:

  1. I want the player to see the enemy spawn once the player hits a trigger, but they should not see the enemy falling or such, but be on the ground.
  2. I want the enemy to start attacking the player as soon as they have spawned.

Solution idea: (based on some ideas suggested here earlier).

  1. I create a new event or function inside of the "BP_Character_Enemy_Base" called "OnSpawn" (or something).
  2. I set the skeletal mesh to be "hidden in game" at the begin play (this way I can still see them inside of the editor when working with the AI).
  3. I do a "Set Event Timer" and once that event timer is done (e.g. spawn particle is done), I call a function to show the skeletal mesh again.

That way I can spawn them from the beginning with the skeletal mesh hidden, let the "capsule collision" fall to the ground and then once the "OnSpawn" is called, I unhide the mesh and I can also call the "attack" event that will go towards the player.

sage lagoon
#

Now I've run into another bizarre happening.

Image #1
This is part of a widget's Event Graph. I created this custom event to use as a loophole so that functions within the widget could still delay as needed. (Though I just found a video about how retriggerable delays are better than regular delays - https://www.youtube.com/watch?v=Xq_0EwmKj2w).

Image #2
Now here is a piece of one of the dialogue tree functions, which I decided to use so that the Event Graph calls one function full of dialogue then that function goes on to the next function from there. But the custom event with the retriggerable delay is pretty much skipped, as the text appears too soon. There is supposed to be a five-second delay, but there isn't. What can I do to fix this?

If used improperly, delay nodes will ruin your game. I show an alternative.

โ–ถ Play video
sick sky
sage lagoon
sick sky
#

in functions you will never be able to add delay

#

you have to rework your system

#

depends of your game and other stuff, so i cant really suggest you anything

sage lagoon
#

I was given a suggestion by someone on this server to create the custom event. It worked at first, and now it does not. That's probably because of how I decided to restructure the whole dialogue widget, in an attempt to clean up the event graph.

sick sky
#

yes

blissful moat
#

Hey all, I want to make diffirent weapon variations by just loading an asset that holds all the data for the weapon. Now I have a struct with everything that I would need but I can't make instances(?) of it

sage lagoon
# sick sky yes

What's even weirder is that these other two seem to work just fine.

blissful moat
#

I could make an actor and make child classes of that but I want to skip all the 3d stuff that's in the actors, so that I just have the data

queen valley
sage lagoon
#

Try clicking on the Return Value's circle and dragging and then type in Handled. That should let you click on Handled, which creates a node for Return Node.

sage lagoon
spark steppe
sage lagoon
#

And for posterity.

spark steppe
#

because the "solution" he showed could be done with delays aswell

#

and he doesn't really point out what the problem is but just blames it on the random delay node

#

well, he tells what the problem is, but he doesn't tell why a random delay isn't a solution to that problem

sage lagoon
#

I see. That does not a good argument make on his part.

spark steppe
#

and, i kind of feel like there might be a better solution to the problem he has in the first place than polling the playerstate, but i'm not familiar enough with unreal MP to tell

sage lagoon
#

Me neither, honestly. I was trying to find some way to put a delay in functions within a widget, only to come across that video.

spark steppe
#

timers are your only option in functions afaik

sage lagoon
#

Timers? Do they work like delays?

spark steppe
#

that's what he proposes as solution in the video

#

your problem is that you want to "delay" something which wouldn't need an function call after the delay to resume where it left off

#

which wont work with your custom event, when you call your pause event the delay starts, but the function will continue immediatly

sage lagoon
#

Yes. Whether to make the "next" button appear after one second when text appears, or to make some extra words appear for dramatic effect or to allow cutscene images which will pop up once they are made and implemented before the dialogue appears again.

sage lagoon
spark steppe
#

since you seem to not have any real dialogue context and change texts on the fly... your only option is the event graph

sick sky
sage lagoon
#

I originally had dialogue before, but I just thought I'd put some dialogue trees in different functions so the event graph wouldn't look so messy.

spark steppe
#

if you use dialogue a lot in your game you should consider using a dialogue system/plugin from the marketplace

sage lagoon
#

Alright. Any recommendations?

spark steppe
#

depends on how experienced you are...

sage lagoon
#

I'd probably say intermediate.

spark steppe
#

idk ๐Ÿ˜„

#

the fact that you struggle on this... i would rather guess beginner, sorry

sage lagoon
#

There is something I need to look back on, on a demo which I spent two years on, now that I recall. It was dialogue heavy for what it was, so maybe I should look at that for some reminder.

simple field
#

Just sharing pure happiness. No errors. Literal paradise.

#

@lunar sleet @lofty rapids thanks for the help btw

#

you guys deserve a coffee.

sage lagoon
#

After looking back at my old project, I suddenly remembered what I did for a similar widget to the one I'm doing now. I could try making animations that will keep objects from appearing until time passes within that animation.

proper vigil
#

@dark drum Hi, I'm having troubles with trying to do multiple conversations following your Ultimate Dialogue Tutorial.

faint pasture
#

It's a table where a row is based on a struct

icy linden
#

Has anyone run into weird issues with setting the same variable twice in the same tick?

trim matrix
faint pasture
#

it shouldn't matter

icy linden
#

It's kinda complicated, but I'll do my best to show what's happening.

#

I'm simulating recoil, and the kick is working exactly how I want it to work, until I add in that other code (code for adding sway when the character moves, though in the demo I just put a constant value)

icy linden
#

After adding the sway code it becomes much more jittery

faint pasture
#

when does Sway_Event fire?

#

btw this is what you ran, idk if you meant to

icy linden
#

Sway event is fired on every asynchronous physics tick, called from the PlayerCharacter

#

yeah, that is the code that is behaving oddly

#

I made it use (0.0, 0.1, 0.0) instead of the actual velocity change so I know for sure it's not my velocity input or delta

faint pasture
#

why are you adding 0.1y to your linear velocity every async physics tick?

icy linden
#

Just for testing

faint pasture
#

it's probably something to do with being on the async tick would be my guess.

icy linden
#

I'm not 100% sure, but I think it was happening even on regular tick, let me check

faint pasture
#

show the rest of your math

icy linden
#

yeah, still happens on regular tick

faint pasture
#

your system SHOULD be something like this.

Shoot -> add impulse to the thing or do the equivelent
tick/async tick/whatever -> evolve the value over time //insert sway here

#

show all the math around this

#

What is recovering the velocity to 0 right now?

icy linden
#

Math for adding kick:

faint pasture
#

where's the math to actually move the thing

icy linden
#

Math for moving the linear velocity and position back towards 0:

#

Math for moving the angular velocity and rotation back towards 0:

faint pasture
icy linden
#

In the shoot event?

faint pasture
#

fire minigun for 1 minute -> it is now behind your shoulder due to all the add locals not summing to 0

icy linden
#

The moving towards 0 is relative to how far away it currently is, so the further it gets the harder it is pulled

#

I add instead of set 'cause I want the recoil to be pretty harsh for extended firing

faint pasture
#

where is it being pulled towards 0?

icy linden
faint pasture
#

are you adding local offset twice or did you modify your code just now?

icy linden
#

I just added those comments to the code so it is clearer

faint pasture
#

ok so you pull towards 0 by modifying velocity based on distance from 0

icy linden
#

Exactly

faint pasture
#

ok that should be valid

#

just put your sway stuff in here

#

one stop shop

faint pasture
#

Fire -> modify the velocity (impulse in physics engine terms)
Tick -> modify the velocity (including sway and anything else continuous, this is the analog of forces in a physics engine) -> modify the position
done

proper vigil
faint pasture
#

swap the order if you want euler vs semi-implicit euler

#

you basically have a linear and angular spring/damper, just have sway be baked into the angular spring/damper as a force or something of the sort

dark drum
icy linden
#

Yeah, that's definitely one way to do it. I did like having them separate for organization. And it still bothers me that I don't know why this isn't working in blueprint.

faint pasture
#

How steep is your velocity recovery? How long does it take to go from moving away from equilibrium to towards it?

#

i'd guess pretty damn fast, like 1 frame

icy linden
#

The confusing part is that the recoil seems to work fine until sway is being added on top of it, then it freaks out. I'm just confused how the sway would make the recoil recover faster

faint pasture
#

I don't see any sway being added, just the 0.1 Y per tick

icy linden
#

I feel like when the script adds the velocity in the sway function, it's pulling a pre-kick value for it's calculations or something

faint pasture
#

put everything in one tick, either the normal or the async.

#

probably is

#

due to being async

#

async is a giant PITA, it's not just free predictability

#

I'd get it all working on the normal tick or whatever is doing your spring/damper models before trying to move it to async

icy linden
#

yeah

proper vigil
#

After a couple of nodes.

icy linden
#

It makes me want to start writing c++ but the IDE setup is such a hassle and not having code-completion sucks

faint pasture
#

works great

#

if you find yourself spazzing out as you crank stiffness

icy linden
#

ok

#

I just don't know if I can justify the price of Rider when I only need it for Unreal

dark drum
dawn gazelle
icy linden
proper vigil
#

In Dialogue 2 function, it starts by saying the thanks for the bread bit but after clicking to move along, it for some reason bounces back to "Hello! Who are you?" Which is the very first discussion prompt from Dialogue 1, which is from a different discussion.

faint pasture
proper vigil
#

Hmm?

#

I was following a tutorial which was intended for only one dialogue but I tried to make it work where it would change based on the objective.

dark drum
proper vigil
dark drum
proper vigil
dark drum
proper vigil
#

Ah.

steel shadow
#

Can widget interaction component return a reference to the hovered widget, inside the controller?

dark drum
# proper vigil Ah.

As a reminder, when you're setting up dialogue, you create a child of the base dialogue component and override the 'dialogue' function. Add a switch on name and connect the 'active branch' var. You then add dialogue using the 'add dialogue' function. You can add as many branches as you need for the different dialogue states to the switch. You can use the 'set active branch' function to switch to different dialogue branches.

proper vigil
#

Gotcha!

hot lion
#

Hello, i'm looking to further personalize a 'Map range clamp', is there a way to get more control over it ? or another operator with a graph ?

dawn gazelle
#

Clamping it would probably need to be external to the curve itself though.

hot lion
#

Ow, this looks exactly like what i wanted. I love you โค๏ธ

#

Wanted so badly to see a graph somewhere to tweak things up, this made my evening !

glass crypt
#

Is there a way to make a blueprint's viewport completely black, similar to how you can change scene preview settings for meshes, particles, etc?

hidden cedar
#

I've made a dynamic HitIndicator on applydamage on the player, but the applydamage code is in my Projectile blueprint, so the hit indicator moves towards the projectile itself because I've set it as the damage causer. How can I make the damage causer be the enemy that shot the projectile? I can't understand how to get the enemy location instead of the projectile since the apply damage code is in the projectile itself.

dawn gazelle
hidden cedar
#

So when my enemy spawns the projectile, I should set the instigator to "Self"?

dawn gazelle
#

Yep

#

I think owner would work too.

hidden cedar
dawn gazelle
#

No

hidden cedar
#

What do I pull out of instigator on the apply damage node on the projectile blueprint then? Sorry, first time working with this.

dawn gazelle
#

The apply damage is on the projectile yea? You should just need to plug in the "Instigator" variable.

hidden cedar
#

got it

#

thanks!

#

Didn't know the instigator variable itself was a thing

dawn gazelle
#

I think instigator will only work with pawns though and you may have enemy types that are based on actors instead of pawns, in which case "owner" may be more suitable.

hasty merlin
#

for my pause menu i have this code setup and in the menu i want the resume button to close the menu and set the pause ref variable. is there a way i can do this without casting? resume button closes menu, i just need the var to be set

hidden cedar
haughty axle
#

question from person who is not smartest at math...:: how can i limit mouse position in viewport. how is in picture, i can do square easy, but i need it to be circle, i did it in one way but it involves length checks and I don't like it, due mouse position still goes until red boundaries (in picture). is that makes any sense ๐Ÿ™‚

dawn gazelle
# hasty merlin for my pause menu i have this code setup and in the menu i want the resume butto...

Create an event dispatcher in your UI that you call when the resume button is pressed.
In your code above, you can bind to that event dispatcher from your Pause Ref variable when you're adding it to your viewport. Have that bound event then execute the same code as pressing your IA_Pause action (basically connect it to before the IsValid)
I think in order for the UI to also be cleaned up properly, you'd need to unbind when removing it before setting the Pause Ref to empty.

trim matrix
haughty axle
#

@trim matrix the anoying part is i limit mouse position in small sqaure and then get circle and messure both lenghts and compare them, but at in the end i have still small zones there cursor goes but, my widget doesnt :/

pure heron
#

In BP, is there any way whatsoever to list all available AA methods? I see the EAntiAliasingMethod enum, but it doesn't seem exposed to Blueprint

#

And I'd rather have a combobox with actual names of those methods instead of numbers 0-4, or having to hardcode all those methods

lunar sleet
languid swallow
#

Can I access and loop through HISMC?
I want to remove one that is close to player and replace them with blueprint actor.

cursive wigeon
#

hey can anyone help me with dynamically adding images to a ui?(i.e if I spawn x amount of actors have each actor add a widget to an existing widget)

frosty heron
#

@cursive wigeon Create a base widget to contain the widgets you want to add and create the widget that you want to add to the base widget

#

Make a function in the actor to add it self to the base widget

dawn gazelle
frosty heron
#

Get myBaseWidget-> create sub widget -> add as child

cursive wigeon
frosty heron
#

Ye, add your sub widget containing the char icon or w.e to one of the element in your base widget. Eg horizontal or vertical box

cursive wigeon
#

so in my subwidget add child to horizontal box?

#

so I have a map UI, an actor, and the widget representing the actor. I want to make the actor spawn and add the representative widget appear in the map widget. (just for clarity)

#

i currently have this working on other actors but not dynamically adding it to another widget

bright cosmos
#

I have a specific set of animations that the creator accidentally rotated the hand too much and he should have rotated the lower arm. This has caused the wrist to deform in these animations. I was looking for a solution without editing all animations individually. I have reached out to the animator and they do not respond.

undone bluff
#

wrong channel though

frosty heron
cursive wigeon
#

or create widget on my actor and then on my subwidget add child?

frosty heron
#

Flow*

#

What you have to do here is to ensure that data is readily available

#

For example if you do begin play before the widget is creates, you do be doing a rat race and failed to add your widget

#

There are many ways to read data, such as storing references in an actor. Upon widget creation, Grab the ref and initialise your widget

cursive wigeon
frosty heron
#

Ensure that data is readily available

#

Initialise your widget with the data upon creation

#

And have ways to add future spawns

finite hearth
#

Dispatchers, how do they work?!

I am trying to setup an event dispatcher (NotifyAttackerThatIDied), which sits on an actor (goblin) and is called when the goblin dies.

That dispatcher needs to notify the player's actor of the goblin's death.

Requirement: I want to **not **receive the NotifyAttackerThatIDied if the player clicks off the goblin.

My code is:

User clicks on goblin = bind NotifyAttackerThatIDied
User clicks off goblin = unbind NotifyAttackerThatIDied

I have breakpointed the bind and unbind, both are firing as expected - however the player will still receive the dispatch event after it was (I think?) unbound. Why would this be the case?

ex.
Player 1 clicks on goblin then clicks away
Player 2 clicks on goblin and kills it

outcome: Both Player 1 and Player 2 receive the dispatch

dawn gazelle
cursive wigeon
#

what is wrong with this code?

frosty heron
finite hearth
cursive wigeon
frosty heron
#

Step back and write the flow on paper

finite hearth
#

Disregard, got it sorted - I had silly logic that was calling my bind again immediately after my unbind.

mighty plinth
#

Is there a blueprint node to get a player controller actor from a local player object?

frosty heron
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If single player there is only one player controller anyway

mighty plinth
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Local multiplayer yea, there will be ULocalPlayer for each player

frosty heron
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K no idea then

mighty plinth
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I see there's a function in C++ but nothing that's blueprint callable for some reason

frosty heron
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Gl tho, hopefully someone knows

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Local multiplayer isn't popular unfortunately

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Not popular as in not many people do it. The docs and articles to read is quiet rare afaik

frosty heron
mighty plinth
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Yeah, that's a shame. I'll just implement this as a function in a blueprint function library

frosty heron
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Afaik those local controller never meant to be used for local mp

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Local mp uses index isn't it

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Well anyway gonna stop commenting. I have no knowledge of local mp

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Only a tiny bit of networked multiplayer

cursive wigeon
mighty plinth
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The only reason I need it is because I need to access a local player subsystem but the only variable I have to work with is a local player. Surprisingly, to get a subsystem you have to provide a player controller.

dawn gazelle
mighty plinth
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from another local player subsystem I created

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this is for a UI system, which applies only to local players

frosty heron
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Everyone is a local player in non networked multiplayer tho

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There shouldn't even be concept of local player in split screen mp? Correct me if I'm wrong

dawn gazelle
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Yeah there can be.

mighty plinth
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Many of the blueprint nodes actually operate on the local player. They call GetLocalPlayer() from the player controller. For example, HUDs are based on local player. It's just not something you directly see in blueprints. However I wrote a custom local player subsystem in C++ and was trying to integrate it with the enhanced input subsystem via blueprints.

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That's why I ended up having to work with local players. I guess it's probably better to rework my subsystem to expose the player controller instead of the local player, just to make it more blueprint friendly.

dawn gazelle
frosty heron
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Yeah but those are for networked multiplayer?

dawn gazelle
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No, you can't access UI elements over network multiplayer.

frosty heron
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He is doing non networked mp

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So treat is as single player

dawn gazelle
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Right, which is where you would use LocalPlayers.

frosty heron
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U r playing with one machine

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Everyone have access to hud. One instance

mighty plinth
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no, in split screen each player has their own HUD

dawn gazelle
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Yeah, couch co-op, but I may have a UI for my side, and a UI for your side.... Or maybe I make it so there can be more than 2 players.

frosty heron
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Ahh ok I'm mistaken then

mighty plinth
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now I'm curious how player controllers work in a mixed session, with some clients having multiple players (split screen) in the same session as other players.

dawn gazelle
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I don't want to think about that @_@

gentle urchin
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Mp hell ๐Ÿ˜…

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Fortnite does it!

dawn gazelle
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But yea, it's a bit strange that there are no functions for Local Players exposed, but maybe it follows that same thought process where if you're going to do multiplayer, you're probably going to want to touch C++ anyway, therefore, you could expose what you need yourself.

gentle urchin
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Theres a ton of stuff that would be very useful to have exposed to bp tho... that simply is not

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Even some of the more basic math nodes

sick sky
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what are InstancedStructs ?

dim halo
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generally, would you guys recommend using default pawns or characters for enemy ai

frosty heron
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Structs that you create in your bp

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When you add variable and name it mystruct1 with the type sItem.

That mystruct1 is the instance of the struct

sick sky
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okay
so InstancedStructs are just the UDS at runtime ?

frosty heron
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Don't know what UDS is

sick sky
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Structs in BP

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"User Defined Struct"

mighty plinth
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InstancedStruct is a bit different I believe

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Itโ€™s from the StructUtils plugin. It lets you pick between any struct type and set its values. A lot of new UE features use it

sick sky
mighty plinth
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Instanced struct is like an instanced class. You pick a struct type and set its properties.

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UDS is not it

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Itโ€™s a new thing, not much documentation on it.

dawn gazelle
# dim halo generally, would you guys recommend using default pawns or characters for enemy ...

Pawn = No attached movement mode, no built-in skeletal mesh, but is possessable by a PlayerController or AIController.
Character = A pawn but with the Character Movement Component, built-in skeletal mesh and capsule collider that is tied in with the CMC.

So really, it depends on whether or not you need the additional parts that come with Character.

Ideally, you'd probably create your own subclass of Pawn, and build everything from it whether it's AI or Player Controlled, as then your custom "main" Pawn class can contain any logic that may be shared by all pawns in your game.

sick sky
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i select the one i want, i sets its value (in editor and at runtime)

gentle urchin
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Not really

sick sky
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okay im searching the term "struct instance" in BP context menu, sounds interesting

mighty plinth
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Instanced structs are a special struct type, FInstancedStruct is it

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A UPROPERTY with that type lets you pick any struct type and set its value, just like instanced objects.

gentle urchin
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Its a container for any structtype

sick sky
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except it accept a wildcard

mighty plinth
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Itโ€™s nothing to do with UDS

sick sky
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(well atleast thats what i found)

dim halo
mighty plinth
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You can provide a UDS to an Instanced Struct, yes, if it doesnโ€™t have metadata specifiers to restrict the type.

sick sky
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"'make instanced struct" can replace the fact of creating in editor UDS vars

a bit like saving vars in macro

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"unamed" vars

paper crypt
#

Not even sure which place to ask this, but im getting inconsistencies with my sound cue, the placed cue and the cue settings are different but they are the same actor in the blueprint. Anyone know how this can happen? it might turn into a mess if left unchecked.

frigid summit
#

hi guys why is my mesh not cutted in half

dark drum
dark drum
sly flame
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Absolute beginner here; if there is a better place to ask this, please tell me.

The question is basically how do I move a character by a specific number of unites / pixels? All the tutorials I've seen have smooth movement.

warm cypress
#

hello, wondering if someone can give me a bit of a shove in the right direction to where I could learn how to make ridable waves, I'd like to make some sort of surfing minigame at somepoint and i feel like just knowing how to make realistic large scale waves would be a good start

gentle urchin
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Add Actor Local Offset* moves it a specific amount of uu

thin panther
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For instance, if I wanted to teleport the character 3m in front of me, you'd take the forward vector and multiply it by 300

frigid summit
safe spear
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Does anybody know why i got null reference error even it is still valid?

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I'm working on AnimationBlueprint

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  • GetComponentByClass returns None even the component is attached. the component is declared in C++ source and a instance is
    attached in blueprint not constructed in C++ ctor
frosty heron
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Anim bp should just read the value of its owner

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Do the logic and binding in the owner

safe spear
frosty heron
safe spear
thick bramble
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Is there a way to provide struct type in blueprints, just like its possible to provide class type in e.g. ConstructObjectFromClass?

safe spear
lilac cipher
#

Hello Guys, can someone please help me, I want to make this stamina system of mine to be where when the stamina reaches 0, It plays a 2d audio sound. But i dont know where does it go.

versed sun
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I would guess in here

lilac cipher
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ill try that

lilac cipher
frigid summit
light garnet
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Hi I have an issue

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My score is not updating.

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If my points increase or decrease it's not showing on text

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Initial number shows but it's not updating ๐Ÿ˜ข.

lofty rapids
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i usually make a ShowPoint function that i call after i update

lofty rapids
valid mesa
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I develop a project in unreal engine 5 with ALS. ALS camera is clipping through the walls. I can't find anytihng on net. How can ฤฑ prevent that? ( ALS Camera has not "Do collision test" checkox)

inner zephyr
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I'm trying to learn game dev with unreal engine blueprints (I have no prior knowledge of coding or game development). I started with a top-down game option and made the controls WASD and not point-and-click, but I am trying to figure out how to make it so that when I right-click the character will aim in the direction of the mouse cursor and go back to normal when unclicked. only reference i can give is like project zomboid Any tips would be appreciated. https://imgur.com/a/Lkjjo2Q

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ive gotten this but it just constantly look at the cursor

lofty rapids
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what you can do is on right mouse down pressed, set a boolean to true, unpressed set it to false, and run that code witha boolean check first

inner zephyr
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yeah the movement is wasd but currently he looks where the cursor is, but i only want it to look/aim when right click is pressed

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@lofty rapids like this?

lofty rapids
inner zephyr
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like this?

light garnet
lofty rapids
light garnet
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I used the player controller

lofty rapids
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but the old way will still work

light garnet
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@lofty rapids how i can upload my text ..

lofty rapids
frosty heron
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Set text?

light garnet
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When I press the tab it's visible

lofty rapids
# light garnet Yes

well you need to make sure the text element on the widget is checked as is variable for one thing

lofty rapids
lofty rapids
# light garnet Okay then

then when you get your widget reference from the controller, drag out and get the variable of the text, then do set text

lofty rapids
light garnet
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Yes

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You are right

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So i have to set the text in the player controller not the widget

lofty rapids
# inner zephyr like this?

you can use this but be aware you won't have control over what triggers this, it will always be just right mouse button

frosty heron
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the goal here is to update the text in the widget

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the text it self can read from other source, or it can be set externally. Typically you want the widget to read, so we achieved one way dependency

lofty rapids
drifting hedge
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do you guys know why this code is ignore the first value?

light garnet
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Whenever I add something I have to add something also need set text ?

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Everytime?

lofty rapids
frosty heron
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the text not gonna update it self

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you have to write the node for it to update it's text

lofty rapids
frosty heron
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ye binding will just set it every frame

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which is fine tbh

hollow cove
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Hey all, can i get some broad advice on how to structure something I'm doing?

I have a tech tree that is shared in multiplayer. The tech tree unlocks 4 different categories of buildings. The different categories have different variables and some shared variables.

There's a UI to reflect that, which honestly is a mess right now and I'm using a category data asset which is then parented to a more general building data asset.

Just thinking if there's a data type that would be better in this situation or something like that. Tracking unlocks could just be storing an array of pointers to data assets but that feels weird, also sorting them is kind of awkward for display in UI.

light garnet
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Thanks

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It's working

drifting hedge
frosty heron
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@hollow cove you know where the multiplayer experts are

lofty rapids
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because it's a pure node, or you can un pure i think

drifting hedge
hollow cove
light garnet
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@lofty rapids @coldsummer it shows the same score in both players

light garnet
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Yes

frosty heron
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what's the issue?

frosty heron
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For easy mode, you can just bind the Text variable to , Get Game State -> Get score -> set text

light garnet
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Both players have different scores but this is showing the same score. I used binding

light garnet
frosty heron
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it goes without saying that the score should live in Game State

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just make sure u replicate the score

light garnet
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I should add a variable in the state not the player controller

frosty heron
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100%

light garnet
frosty heron
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client only have access to their own controller

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they cannot have reference to other player controller

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Only server have everyone's controller

lofty rapids
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i'm just now learning a little about multiplayer, still have a lot to go just started with it

frosty heron
light garnet
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What if i had to add scores and decrease?

frosty heron
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no worries, that's easy

light garnet
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Create a function in the player controller ?

frosty heron
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Only server should decide adding or decreasing score

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game mode sound like a decent place

light garnet
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i did this in player controller

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for testing when i player h its add points

frosty heron
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it really depends on what you are doing on your end but imo, client have no business adding or decreasing point

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like client shouldnt have the need to tell server that, hey add score

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instead server check it's own reality

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and add, decrease score as it see fit

light garnet
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so i have to create var in state and call in player controoler right ?

frosty heron
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From Server -> Get the character that u want to set the score -> Get it's game state -> Increment/decrement score

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You can call it anywhere if you are the server, I would have some sort of manager that tracks when score should be added or decreased. Game Mode sound like a perfect fit

light garnet
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okay

frosty heron
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What's the rule to increase points anyway?

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For example if you need to collide with an object (pacman for example).
Check the collision on server machine only, then get a ref to the pawn, get it;'s game state, then increment the score

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for widget side, it;'s just Get Game State -> Get Score -> Set Text

thin cradle
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Is there any way to figure out if an actor is visible from a position in the world (ie not behind a wall) besides doing a bunch of line trace over a big 3D grid of its bounds? so far I'm just doing a line trace to the bounds center but that's not really enough for larger actors

frigid summit
golden kite
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This is nuts. Is it not possible to access an event parameter the way you can access a local function input?

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It's making for some real spaghetti

lofty rapids
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i think because it's in the same scope as the self

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so you don't get the inner scope

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of the event like when you do a whole function you get an inner scope

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you can to make it less just promote to variable

golden kite
paper latch
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So let's say I have a boolean, true or false. Is there a way to set it so that when a boolean is set to true by the user, it resets a variable to its default value?

lofty rapids
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setter function ?

lusty sphinx
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I'm not sure what happened to my bp, but the skeletal mesh seems to have stopped working and I can't even get anything inside the details panel when I select the skeletal mesh. I was only working in bp and I haven't touched the cpp/h files for it.

lofty rapids
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what version of ue ?

lusty sphinx
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5.3

paper latch
lusty sphinx
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The panel is empty

lofty rapids
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its a bug

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maybe someone online has a fix, i have seen it a bunch of times

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but basically your f'd and have to remake it

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luckily this has not happened to me yet in 5.3.2

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but you should be making backups, or using source control to fix these kind of problems as well

lusty sphinx
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I am running perforce, and I'm trying to go back in revisions by date currently

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I'm probably not going back in revisions correctly as it's the first time I had to go back to a previous revision

lofty rapids
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idk how it works i just make backups on the hdd

languid hemlock
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Is there a function that allows us to select an object with dialogue? (Like these but they wont do it)

paper latch
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Is it just me, or is it not possible to rearrange the order of subcategories for our variables in blueprints?

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I can arrange the individual exposed variables, but the groups they are in can't seem to be arranged

paper latch
#

In your variables list, you can organize your variables in categories, and sub categories/groups

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for example

dark drum
# paper latch

I understand categories, as far as I'm aware, you can't create subcategories though.

paper latch
#

sure you can

dark drum
paper latch
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you just need to add "|" between the names

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for example:

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EasyFog|LOD Control|Wind

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that will give you a bunch of subsequent rolldown arrows

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but the categories themselves cannot seem to be organized

versed hornet
#

I have a weird bug, when i change the mouse cursor widget without moving the mouse, the cursor becomes invisible even while ShowMouseCursor is true?
It updates as soon as i move the mouse, how can i make it update upon changing cursor so it doesn't go invisible

dark drum
paper latch
#

Hahah I know right? I only learned you can have subcats pretty recently myself, so happy about that

versed hornet
#

didn't know this lol

formal tusk
#

hi guys, is it possible to implement a feature like this in blueprint? basically loading 2 worls at the same time perhaps using MultiWorld plugin, but keeping the character in both worlds synced so you can move between the levels seamlessly

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saw the multiworld video trailer but they only show moving between levels with no loading, not actually in sync so i'm wondering how one might achieve such things

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like for starters how would you sync the two actors etc

lofty rapids
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load in the different stuff, and unload it after ? i think you can do that with level streaming

versed hornet
formal tusk
lusty sphinx
# lofty rapids maybe someone online has a fix, i have seen it a bunch of times

Finally finished making a copy that works now. Is there any easy way to merge two bp's that are similar? It was a bit of a nightmare manually copying one bp to another while constantly checking to see if no functionality broke while copying.

I managed to go back to an older revision where the static mesh details panel wasn't broken, made a duplicate of that which I used to copy over the latest revision into.

lusty sphinx
# formal tusk hi guys, is it possible to implement a feature like this in blueprint? basically...

Not sure if this is the same thing, but I saw this in the latest tech demo. The part I'm referring to starts at around the 2 minute mark
https://www.youtube.com/watch?v=1w3nIKrWo6Y

IGN

Chrono Studio presents the Unreal Engine 5 gameplay tech demo for its namesake title, Chrono Odyssey, an MMORPG that allows players to manipulate time and space.

โ–ถ Play video
formal tusk
#

yeah something liek that

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this is interesting, never heard of data layers

golden kite
gentle urchin
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Yes there is

lusty sphinx
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There definitely is a tool inside unreal to show diff changes inside the bp. It's just I was manually checking the differences because I was paranoid of messing it up.

burnt citrus
#

Hi, I have a question
Can I convert integer to float inside math expression node?

gentle urchin
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Dont convert to int

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+6.0

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I think that'll auto convert

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(Seems ur overloading on parenthesis ^^)

versed hornet
gentle urchin
#

Thats one way of livin'

lofty rapids
#

would a math expression be any faster than using the nodes ?

gentle urchin
#

But you know what they say, "ask for adventure, not security"

lofty rapids
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thats good to know

gentle urchin
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Its somewhat troublesome to use imo

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But if you overcome that, its free perf

burnt citrus
gentle urchin
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Surely not

burnt citrus
#

Ok, well, it works! thank you!

gentle urchin
#

To put it differently. If this float conversion were to break your game you're in one heck of a jam

burnt citrus
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hmmm

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maybe it won't break anything so ok maybe lol

versed hornet
gentle urchin
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On a semi slow toaster

dry sleet
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You can double click it and see them.

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It's a collapsed graph.

lofty rapids
#

i c that

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ok so it's the same thing basically as doing it yourself ?

dry sleet
#

Performance wise I believe so at least.

gentle urchin
#

I was sure there were a perf boost, albeit minor

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But cant find any sources on it

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So perhaps its my foggy memory.