#blueprint

1 messages · Page 125 of 1

humble wigeon
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Hello, I've been trying to design my ammo system for my tank game, but I'm stuck on how to come up with an implementation that works without having to program hard references into the Player pawn BP, I have a tank the player controls to shoot different types of Ammo, I have explosive rounds and sticky charges so far. in my BP_Tank pawn I perform a line trace after getting input from the player, currently there's a shoot function that checks using a boolean flag if the tank should shoot explosive rounds or sticky charges, this is toggled using another input action but you can see how this can get messy.
The type of ammo changes the recoil of the tank barrel and the fire rate (both of which at the moment are computed and executed inside the Tank Pawn BP).
What's the recommended way to go go about designing this? interfaces? Enums? Strucs? Something else? 🤔

dry sleet
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I think it's just a common misconception -- on the other hand I don't know for certain either, but signs point towards it just being good ol' nodes! :)

gentle urchin
golden kite
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Insofar as it is a pure function with no execution, it should be performant. Beyond that I'm not sure how the bytecode is compiled by the BP but it should be more-or-less equivalent. though I have also heard (perhaps here) that it was more perfomant....

golden kite
lofty rapids
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something like a shooting mode enum

gentle urchin
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Array*

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Less work.

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State = index.

humble wigeon
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I'm trying to understand what's the best way to go about designing an ammo types system, at the moment the pawn tank performs a line trace and spawns a different bullet type depending on a bool the player can change, but I feel like this is bad system design as it can lead to messy spaghetti code and duplicated nodes,

humble wigeon
gentle urchin
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Ammo is a seperate class, so might tank head be?

dry sleet
humble wigeon
dry sleet
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For something like this I would probably make a DataAsset containing the ammo details (such as recoil force).

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Then you can have a variable containing such a DataAsset, and when firing, simply query it for the required properties.

dry sleet
# humble wigeon datasetAsset you say 🤔

What is a Data Asset in Unreal Engine 4.

Followup video showing how use Blueprints Only for Data Assets using the Primary Data Asset type: https://youtu.be/hcwo5m8E_1o

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/CPP-Examples

Note: You will need to be logged into your Epic approved GitHub account to access these exampl...

▶ Play video
humble wigeon
dry sleet
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I don't know how good that explanation is (haven't seen it recently), but Mathew's videos are usually good!

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DataAssets are very powerful.

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You can create them in Blueprint but some things are nicer to do in C++.

humble wigeon
dry sleet
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Anytime! Honestly it's a Unreal powerup!

humble wigeon
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I thought interfaces was going to be it, but then I realized how I don't really have blueprints to implement them with

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if that makes any sense..

flat coral
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Got a tricky one for y'all this morning. I have this actor that's meant to attach a physics constraint to any actor that passes through a collider. Simple enough. Except it just doesn't work the FIRST time an actor passes through. Works as expected every time since then.

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But here's where it gets weird. If I disconnect the pin to that ProjectPointOnPlane node, it all starts working first time, as expected. And the really weird part is, if I then manually set the plane normal to 1,0,0 then the bug reproduces.

lusty sphinx
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Is there a simple and cheap way to get the z height pos of the floor an actor is on? For my prototype, I was just manually entering the z height because I wanted to avoid running a line trace every time I wanted to get the floor height or having a scene component at the actor's feet to get floor height.

dry sleet
lusty sphinx
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Yes

dry sleet
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it automatically traces for floor every tick regardless

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you can get the latest one, it's just a hit result

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called something like Floor... CurrentFloor, something like that

flat coral
lusty sphinx
dry sleet
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haha yeah it's nice not to do double work!

fervent breach
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question - I am working on a spawn system and wanted to know what is better - having all the enemies already spawned but deactivated until the player runs by. Or creating the enemies and later destroying them? My big issue is that I want to customize variables for a good number of my enemies, so like if I have 2 turrets, the range of both of them can be different despite both using the same blueprint. This is fine and easy when I just deactivate them, but I don't know if this might lead to memory leaks or slow down in the future, or if just creating and destroying is a better option?

*and in terms of creating / destroying, I don't know an easy way of having custom changes to variables persist to the newly made enemies

forest summit
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Hi all, so I have a vector math/rotation question.

I'm working on a Valheim inspired building system and I'm trying to get the building pieces to offset from walls based on the piece's size and rotation. The system I have so far clips into walls and generally doesn't offset correctly at certain rotations but I cannot figure out how to get this to work correctly.
Any help or advice would be appreciated. 😁

Blueprints and video demonstrating the issue:
https://blueprintue.com/render/ay94hq53/

queen dagger
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ok

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so lets say i have a heavy attack binded to a key, if i want it to also be linked to charge stun attack where if you hold the key down it charges how would i make the same key know which attack to use based on how long you press a key

lofty rapids
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an integer that represents a count of how long you have held the key down ?

gentle urchin
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float*

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EIS got that tracked already

queen valley
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is there any better way to use events that need to activate same function but with a different variable, rather than stacking them like this?

junior prairie
lofty rapids
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or a function

queen valley
gentle urchin
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hard to see exactly what you're doing so hard to advice anything really

junior prairie
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Yeah image is too blurry

gentle urchin
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hovered function for a button

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gotcha

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not much else to do but bind them up

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either like that or procedurally

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somehow iterate all children in the container, grab all buttons, bind to their hovered etc

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usually requires custom button as default ones dont have any decent delegates for this

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commonbutton does however

queen valley
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hopefully this doesn't somehow impact performance

gentle urchin
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if its only these 6 then yeah for sure

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or you know, create your own button base

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and edit the settings in the actual button once

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instead of having to call this function 🙂

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pro-tip of the day

queen valley
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have to call it cause it has to change on click

gentle urchin
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Ofcourse you can

queen valley
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6 buttons with clicked, hover and unhover events

gentle urchin
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this could all be handled inside the custom button widget

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no problem

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no need to 6x anything ^^

queen valley
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i cant bind a function directly

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without making an event

gentle urchin
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You'd just setup the event once inside the button

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then use the same buitton for all buttons

queen valley
gentle urchin
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in which context

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buttonbase comes with an event dispatcher

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if you neede it outside for some reason

queen valley
gentle urchin
queen valley
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ah

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ok

queen valley
gentle urchin
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no

queen valley
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cause im not gonna touch it again probably

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this*

gentle urchin
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Makes sense

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if it works and aint causing problems, dont touch it : )

queen valley
gentle urchin
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yeah spaghetti dont age well

queen valley
lofty rapids
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thats a tiny image, can't see anything

flat coral
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Still trying to figure out the issue where this physics constraint fails to apply but ONLY the first time it's triggered. I'm pretty sure it's something to do with the position it's attached from, but no idea why.

I've got a boolean now that switches the bug on and off. Screenshot shows the position of those two points in space, relative to the collider. Green works every time, red is bugged.

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What's interesting is it's not about distance. I can try to go through this thing as far as possible from the green point, but it still works.

rich ferry
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Odd behavior with component overlap....

I want my bayonet to deal damage when it overlaps the other tank (named Kaiser), but it usually does not trigger an overlap event. That could make sense to me by itself, but more confusingly it often triggers an overlap event when the bayonet is nowhere near the other tank. Am I missing something obvious? Lmk if more info is needed.

flat coral
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Now it's getting weird. Unless...

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It stops working exactly at the colider boundary.

dawn gazelle
rich ferry
dawn gazelle
rich ferry
lusty sphinx
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I'm trying to figure out why my stop movement event is not working the way I expect. I would think that I should be first calling "Stop Move Forward" and then use a "Move to Location" node and call what I want with "On Move Finished", but if I call it in that order, my enemy char seems to still move forward after it reaches the goal location. Only way I got it to work is if I called "Stop Move Forward" after "On Move Finished"
EDIT: Further testing, for some reason when I call StopMoveForward, it does not seem to clear the timer for move forward for some reason. Gonna keep bashing my head against this issue

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Also, is there a way to use the AI "Move to Location or Actor" to make it move to the exact location? I tried messing with the acceptance radius values, but it seems to base that radius with the edges of the characters collision capsule instead of the center position of the character, so I can never get it to move to the exact spot I desire

steel furnace
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forgot how to set a collision mesh on a dynamic mesh component to be what it was pre-boolean. I was able to do it before but that project corrupted and now I don't remember what I did.

golden kite
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I have an instance of a blueprint on my stage. BP_Controller. Whenever I edit the blueprint itself, compile and save, the instance in the outliner is renamed with a 1 at the end BP_Controller1. If I rename it to remove the 1 it sticks until the next time I edit that blueprint. What's the deal? It hasn't happened to any of my other blueprints on stage....?

golden kite
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Or if it's on an animation BP, you can also use onUpdateAnimation event

lusty sphinx
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I wanted to avoid having a branch check on my event tick since I am only calling move forward during a short specific section of the fight.

flat coral
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Okay, so, see the BeginPlay block here? Basically a no-op right, since that same component will be moved again in the OnComponentBeginOverlap code?
Except, that BeginPlay block makes the lower block work. Why? And why does it have to be to the edge of the collider? What is HAPPENING here?

proud notch
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Hello,

I have a BP that creates a few components, this components have a BP of a car.

is it possible to "extract" the BP of the car from the parent BP as an actor in the scene?

faint pasture
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what effect in the game world

flat coral
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On overlap I move the AttachTarget to the closest location on the web to the pawn, then apply a constraint between it and the pawn.

lusty sphinx
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I think I managed to get it to work. This is the solution I came up with for my problem if anybody was interested.

faint pasture
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what is attach target area? A scenecomponent or primitive or what

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I'm guessing you got some self-overlap stuff going on

flat coral
faint pasture
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you really oughta be using a physics handle though

flat coral
flat coral
# faint pasture print overlapped actor and component

you're fucking right about the self overlap!

Working version:

LogBlueprintUserMessages: [BP_NetBase_C_1] OverlappedComponent=BP_NetBase.CaptureArea OtherActor=BPI_BaseShip_C_0 OtherComp=BPI_BaseShip_C_0.BaseCollider

Bugged version:

LogBlueprintUserMessages: [BP_NetBase_C_1] OverlappedComponent=BP_NetBase.CaptureArea OtherActor=BPI_BaseShip_C_0 OtherComp=BPI_BaseShip_C_0.BaseCollider
LogBlueprintUserMessages: [BP_NetBase_C_1] OverlappedComponent=BP_NetBase.CaptureArea OtherActor=BP_NetBase OtherComp=BP_NetBase.AttachTargetArea

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This ALSO explains why none of my breakpoint debugging found the problem. The bugged version IS setting it up correctly, but then immediately ruining itself.

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Fixed it. As simple as turning off overlap events in the attach target.

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I'll give some thought to physics handle. This is feeling pretty good right now and I like how configurable the physics constraint is, the handle doesn't seem to offer as many options.

forest summit
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If anyone knows about vector math or rotating vectors any help would be appreciated
#blueprint message

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There might also be a simpler way of doing this so any suggestions are appreciated

limber parcel
faint pasture
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with an interface like SetTargetLocation etc

flat coral
faint pasture
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yeah i'm not sure which one they use

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if constraint works use it

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but I think you can go without the 2nd component

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just constrain pawn to nothingness

forest summit
faint pasture
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do you have a strict grid or is it freeform

pine mesa
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How do I make an object move by holding a key?

limber parcel
faint pasture
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Start with printing something when you press the key

forest summit
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It's freeform, and just where the colliders touch, I'm doing a trace specifically to get the location and hit normal

faint pasture
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90 degree rotations from the hit normal?

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A quick and dirty way would be to move the object to some offset then move it to the hit location with sweep turned on

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but I would really suggest some sort of grid system if you want your constructions to not look like bird nests

forest summit
limber parcel
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valheim uses snapping points...

forest summit
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yes, so does my system, but it's not "on a grid" therefore I said freeform 😅

faint pasture
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grid =/= aligned with the world's grid

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it jsut means consistent with connected objects

forest summit
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ok, just a misunderstanding then

pine mesa
limber parcel
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well then set your input action correctly

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u can make it fire repeatedly

forest summit
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I feel like there has to be a math solution that will work dynamically as I add objects, I feel like I'm close to a solution but I've just hit a wall.
I'll just have to try something different and hope it clicks.

limber parcel
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i think you should watch some tutorials on construction systems

trim matrix
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wouldn't it work with collisions?

pine mesa
limber parcel
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i suggest reading the documentation about input actions

trim matrix
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would you use collisions? or a grid or idk

forest summit
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I had looked for tutorials prior to starting the project but they were all very basic and not really what I had in mind

faint pasture
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Line trace -> get point -> snap it to ThingTheLineTraceHit.GridReferenceFrame

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that's how Space Engineers etc do it

trim matrix
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Ohh, because I used another way for my system, I don't know if that's correct:

There's no grid, you are free to build wherever you want, just the first one must touch the ground, I used collision on all builds, then the others build around can snap correctly together with collisions...

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@faint pasture

lofty rapids
forest summit
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I think as SourceControl suggested the new Enhanced Input Actions system effectively does this by default

lofty rapids
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right it's built in

forest summit
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I only learned to use it recently but it's really useful and easy to set up

lofty rapids
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enhanced input is much more difficult to use than the old way

trim matrix
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you changed it lol

lofty rapids
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lol i realized pretty quickly

forest summit
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It require a small amount of set up but once that's done I think it's relatively easy to use

round spruce
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Git or perforce for version control ?

limber parcel
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git

pine mesa
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If I use the enhanced input system wouldn’t that limit me to using only one character? I want to be able to control 2 characters using different keys like WASD for character 1 and Arrow keys for character 2. So, how would I go about making the inputs work for both characters?

forest summit
limber parcel
pine mesa
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After I make the separate input actions for each, how do I implement them? Because the only way I’ve learned so far was to change the game mode of the level and set the pawn as a single character.

limber parcel
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try watching some tutorials

trim matrix
pine mesa
limber parcel
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if you were watching a tutorial you would know how to add an input action

pine mesa
pine mesa
limber parcel
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you can set an actor to receive input from player

trim matrix
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on 1 pawn

forest summit
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I think they're talking about having multiple pawns in a local multiplayer game

trim matrix
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"the tutorials shows"........

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Really could use some help with a trace.
I am tracing to the ground on my vehicle from a socket on the skeletal mesh down to the ground, I need the trace to always be in that direction, I mean when the vehicle is flipped over I need those traces to be pointing to the sky, meaning I need the trace to al ways go in the direction of where the ground is expected to be in contact with the wheel. You can see in the photos the socket, the trace setup, the correct results when not flipped over, then the incorrect result when flipped over. I would really appreciate helping me understand how I can achieve this.

limber parcel
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guess ur socket is not rotating with the car?

faint pasture
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er with the chassis

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or suspension

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print socket.Up and see if it ever changes

trim matrix
faint pasture
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print socket.up on tick while flipping over

trim matrix
forest summit
trim matrix
pine mesa
# forest summit I hate to say it but I think you just need to look for tutorials on local multip...

I may have found a possible solution… I’m gonna try it and also look up more tutorials to watch hehe https://forums.unrealengine.com/t/how-can-i-control-2-pawns-with-1-controller/291756

Epic Developer Community Forums

I’m trying to control 2 pawns with each thumbstick on my 360 gamepad. I’ve managed to setup inputs correctly when pawns are in scene by themselves. However, when I spawn first one via player spawn and spawn other pawn through level blueprint I can’t control one I spawn through level blueprint. It is stuck in air and won’t listen to any...

wise holly
trim matrix
trim matrix
limber parcel
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your vector math is wrong

wise ravine
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Hey, dumb question. What does ' Other Actor ' and 'Other Component' mean exactly?

dawn gazelle
forest summit
wise ravine
forest summit
wise ravine
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Interesting, okay ty

forest summit
wise ravine
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Because what were casting to isn't a component?

forest summit
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I think overlapped component will be the hitbox itself?

trim matrix
forest summit
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or did you mean other component?

hidden cedar
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Is there anyway I can attach a target point to a moving object so that my enemies can spawn on moving platforms?

forest summit
hidden cedar
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I have a wave spawn system and it spawns enemies on target points

lunar sleet
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Attach actor to actor

hidden cedar
limber parcel
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or make a spawn component

forest summit
leaden helm
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Quick Q: Have a map gen, it creates and stores a lot of data, makes a lot of ISMs. When I open level to the same level, it seems to make a new map as expected. Its clearing all that data and ISMs and GC'ing any memory and such right?

faint pasture
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you can't just get all components of class in the world I don't think

hollow tendon
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if it is from -0.4 to 1 it wont work
if it is from 1 to -0.4 it works

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this make no sense what so ever

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Note that -0.4 means visible, 1 means invisible

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I get scalar parameter value then print string it, it shows the numbers are indeed being updated

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is it a bug in the engine?

plain jay
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has anyone seen this crash before? it only happens when i try opening a map by double clicking it. doesnt matter what map. but I can load into these maps just fine in game, I checked the log and its equally enigmatic.

Ive tried opening a blank map and it does the same thing, the only thing the engine will open is the map it loads into.

ive tried verifying the engine files, deleting saved and intermediate, but no luck. kind of at a loss here because it started happening out of the blue

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looks to be something to do with the content browser but I have no idea what I could do to fix that lol

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this is in 5.3.2 btw

tulip anvil
plain jay
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I have yes, everything validated successfully, but just to be sure you mean in the launcher under the engine select verify?

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if there is another way I am unaware

plain jay
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I can simply create a new level in the content browser, save it, and then open it by double clicking and I get that crash. doesnt seem to matter what map it is 🫠

tulip anvil
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i imagine the same thing but just for the sake of it

plain jay
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yea same thing just tried. lol

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like the odd thing

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is that when my default level opens up which is a forest, I can open my developer menu while playing in editor and then load into any of those maps, just not through the content browser

tulip anvil
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very odd indeed. it seems like an engine bug but not one i've seen before in 5.3 and verifying the engine should usually fix like random corruptions or some such.

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have you tried in a brand new project?

plain jay
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let me try! if it breaks there I suppose I can just assume its an engine bug, uninstall and reinstall and see if that helps

tulip anvil
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if it happens in a brand new project with a verified engine it could also be a driver or windows issue of some sorts

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i know one of the most recent nvidia drivers has some performance issues

plain jay
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hmm new project seems fine

plain jay
swift bough
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Is it typically best practice in a game with multiple controlled pawns to put Input Actions shared by all pawns into somewhere more global like a Game Mode base? It feels strange having my "inventory open and close" input actions duplicated in both my player character and the boat pawn you can also control.

plain jay
faint pasture
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put them in PlayerController if you want to

hollow tendon
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Hi

faint pasture
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it can go like:
Input -> get MyPawn -> get InventoryComponent -> show it

swift bough
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Ahhh yeah that's smart

faint pasture
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I typically put common inputs in PlayerController and specific ones in Pawns

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if you were making GTA you'd put walking etc in the pawns but you'd put pause and ShowMap in the playercontroller

swift bough
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I'm going to migrate the common controls now, thank you!

tribal gazelle
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I am trying to load in a large map (world partition) but I keep getting this weird transition part (the arm part) in between the loads, I've tried all sorts of things like AsyncLoadAsset first but can't seam to find any answers on Google.. can anyone help? This is what I am doing to load the map.

proud salmon
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Is there any easy way to get the final level name of a gameplay tag?

For example: Player.Stats.Health --> I just want "Health", not the whole thing. 🤔

chrome pumice
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Yo quick question, does someone here know how to make a spline path but with actors?

proud salmon
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add a spline component to the actor.

chrome pumice
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does it make it curve and stuff?

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im keep finding tutorials how to do it with static meshes where they do roads and stuff, but my "road" got lights wich are made in an actor

lunar sleet
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You attach actors to it

chrome pumice
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uhh can you explain me how ? xD

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if possible ofc

trim matrix
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there's a node called attach to actor or something like that

chrome pumice
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ahh okay

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thanks

lunar sleet
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There’s also attach actor to component

wise ravine
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Hi I was having an issue with code similar to the one below, where the door was only rotating once, and then snapping when I interacted with it after. By using Print Strings, I saw that during the first execution it was outputting multiple repetitive executions after the timeline, however after the first execution if you interacted with the door, there was only one singular execution after the timeline node. Does anyone know what the issue could be. (This is not my exact code, but basically the same nodes)

faint pasture
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with animation tracks

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you want the door to be in a different position every frame as it's rotating. Thats the update path

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A simple door might be like:
Event -> branch on isOpen -> Play -> Update -> set angle
->Reverse -> Complete -> IsOpen = !IsOpen

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if it's open, it'll shut. If it's shut, it'll open

chrome pumice
rugged atlas
#

Hello, my name is Raj Oswal. From San Diego, California.

I am looking for a solid freelance unreal developer that has experience with building games for Meta Quest devices. I have launched a children’s immersive educational program and working with three international schools in Shenzhen China. For that program, I have built an astronomy app on unreal engine for MetaQuest devices. Unfortunately ,the developer I was working with is no longer available so I’m looking for somebody to take over.

Ideally somebody’s with 4-5 years experience with particles effect’s, some animations and mainly blueprints.

This is a part-time contract opportunity.

If anybody is interested, please contact me in a private message and I will share more about our app and we can discuss more..

Here is a TEDTalk I gave on, the power of immersive education : https://youtu.be/uRMjJhPUPCM?si=j0g4nlq5ahDPIs5l

Here is a recent Ted Speech on the Power Of Immersive Education

▶ Play video
urban moon
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Could anyone tell me what I should be looking at to fix this? I never touched or changed anything in this blueprint for that interface and all of a sudden its claiming it as an issue

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The parent is not touching or doing with it either

urban moon
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Parent combiles fine. Maybe I need to reparent? Maybe something is stuck

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oh, its an issue with the interface I think. I just realized the one its calling out is different than the interaction one

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Looks like I made a duplicate Function on two interfaces name wise. Time to see what all that messed up for me in the other work I was doing earlier 😄

dull shell
urban moon
sterile spindle
#

hiya, relatively new UE5 user. I've been using the Actor Forward Vector to create a line trace, but I'd like to angle it up by 30 degrees. I can sort of do it, but I assume it's only angling it by world rotation, because when I face forward in the world it works fine, but when I face the opposite direction it's angling down. How do I rotate the forward vector up by 30 degrees regardless of the direction the actor is facing?

trim matrix
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it's probably an error in it

sterile spindle
marble tusk
trim matrix
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yea maybe, I dont know much about Rotate Vector node.. sry

marble tusk
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so then the whole thing could be like this

chrome pumice
#

Guys quick question, should i build maps on unreal or on blender? i feel like when i build them with cubes on unreal its much easier to handle the collision or what do yall think?

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Ive built some rooms now with blender today but it feels like the collision is insanely terrible every time

trim matrix
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depends

chrome pumice
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Specially with round objects

trim matrix
chrome pumice
#

yea but like

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on whole maps with details

trim matrix
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it works as well

chrome pumice
#

isnt it better to do in unreal?

trim matrix
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if your map is a cube (probably not) then you can use ue

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but blender for better shapes or any other 3d apps

chrome pumice
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For example i want floating rooms in my level that randomly spawn, should i set them up in blender?

chrome pumice
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im gonna keep trying arround, still thanks !

trim matrix
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1 for collision
1 for the mesh

sterile spindle
faint pasture
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you'd use blender to make your meshes etc

chrome pumice
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yea but the whole room, should i do it in blender or in unreal?

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either a whole room in blender or i line up 4 walls and make the room in ue5

dawn gazelle
chrome pumice
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OKayy thanks 🙂

dawn gazelle
#

An example: You wouldn't want to import a mesh that has 1000000000 vertices and much of that geometry is reusable or could be made modular as Unreal could instead "instance" a lot of the meshes if they were in pieces rather than 1 gigantic mesh file.

deep void
#

yo gang, I need some camera help in my pawn BP.

I have a pawn BP with a camera attached to a train, that moves on a seperate circular spline.
I want the player to be able to move the camera around (look around) when I possess this camera, so I have enabled 'Use pawn Control Rotation'
But in doing so, now the camera doesn't rotate with the train. (if train turns 90 degrees right, the camera stays at 0 degrees ahead in world space)

How do I have it so the camera turns with the train but the player can also look around?

faint pasture
deep void
vestal acorn
#

Trying to change the value of a ,,date time,, variable. For testing I just want to set the hour to 2, but it keeps printing 0 ( for both approaches )

What am I missing here :/

dawn gazelle
#

You may want to use a "Timespan" instead?

vestal acorn
dawn gazelle
#

Either that or take a "Now" and add 2 hours to it.

crystal flax
#

hello there does anyone know how can i make gap/hole in wall in real time in game like i want that my walls each time they appear they should have diffrent type of gap/hole in ther so that my player can adjust accordingly and can go further

frosty heron
#

Eg fracture system

forest summit
crystal flax
crystal flax
frosty heron
crystal flax
frosty heron
#

You can always get crafty with animating your own wall and cut parts of it

#

Using 3d modelling tool

crystal flax
#

yes i am keeping it as a last option

#

if nothing works i will do this way

frosty heron
#

A bool operator will do the trick

crystal flax
#

i see on video but it is using unreal engien 5 and in my laptop unreal engine 5 does not work

frosty heron
#

At least that's what it's called in 3d max

#

Doesn't matter what ue version, just do it in 3d modelling program. I was talking about fracture anyway which isn't what you want

#

You want a hole with specific shape, then you have to do the manual work. There is no such system

crystal flax
#

no there is some blueprint class called dynamic mesh that is not there in ue4

crystal flax
#

in a wall in a shape of cubes

frosty heron
#

There is a type of mesh that can be sliced

forest summit
frosty heron
#

I prefer the simplest way. Make some holes in 3d Max, have a set of them. Then import all of them and just get a random one from what you export

forest summit
#

You can just make a wall out of cubes in a blueprint and set up different states where certain cubes are removed, or you could use some sort of collision or trace to get certain components (cubes) from the BP. That's how I'd do it anyway.

frosty heron
#

Using blocking volume suggest that it's not randomised at run time but placed in editor time manually

crystal flax
#

ist there any way liek i make a wall using cube then in construction script some cube randomly dissaper based ona logic and create some holes so that my player can pass

frosty heron
#

You can , just translate what you want to logic and operator

#

And implement it

#

Randomly dissapear doesn't scream making shapes tho

#

Also I don't get why u want to use cubes. What kind of shapes and how many cubes do u need to represent a round hole?

#

Imo just cut out some set of walls, randomise it in bp. Call it a day

crystal flax
#

ohhh instaed of dissaper can i sue spawn actor from class and place 9 arrow and randomly cube will spawn on those arrow not all arrow and in which cube is not spawn i have to pass through that

#

i didnt say i need a round hole i just need a hole it can be of any shape

frosty heron
#

Just don't see how it can be done with cubes

crystal flax
#

i just need to make somethign like this

frosty heron
#

Would been easier if u said something like Lego to begin with

#

That's not really any shape

#

In that case just use grids to represent the boxes

crystal flax
#

ohh sorry i think it was

frosty heron
#

And just remove the one you don't want

crystal flax
frosty heron
#

You can do that in bp easily

#

Represent the walls as grids

#

Make some function that define the shape

#

Do a series of those functions as needed

#

And just pick one at random when you want to spawn the wall

#

Spawn wall-> cutMyWall

#

Cut Myall just pick the shape randomly

crystal flax
#

okay i think i am getting it let me try this once

lost canyon
#

Hey All! I'm teaching myself blueprints, im trying to use a branch node or something on event begin play so I can have it do multiple things, for some reason the branch doesn't work, and there's no else if or anything, I remember using one once but I can't remember what it's called, could anyone tell me please?

forest summit
lost canyon
#

That's the one! 🙂

#

I am just adding a UI to my Character Blueprint and can't use 2 event begin plays, but I can use sequence so it adds the input mapping THEN adds the uI ❤️ 🙂

#

thanks

#

Quick question whilst I have someones attention 😄 if I want to tab into the inventory menu etc, would I:

use an action map to remove in-game widget and create tab menu, then once I finish in the tab menu flip flop, would be, add the in-game menu and remove the tab menu?

#

would that be how everyone does it?

forest summit
#

If you're moving through multiple menus you could use a Widget Switcher, then you only need to load one widget

lost canyon
#

I'm still learning the widget switcher thing for the canvas right?

#

I will use the Tab Menu where I can use canvas switchers between them but one is for the in-game UI and the other is for the menu system?

#

or is it all one?

forest summit
#

Yeah I would probably have a separate widget for the HUD and then just hide it while the menu is open and then unhide once the menu is removed.
I'm far from an expert on UI though, I'd suggest maybe watching one of Ryan Laley's many videos on UI/Widgets, that's where I learned most things

lost canyon
#

awesome will try that thanks dude !: )

#

🙂

dark drum
forest summit
#

ah yeah, I only heard about Common UI recently but still haven't looked at it

remote meteor
#

Why common UI force enter key to be not handled as a accept button reeeeeeeeee

dark drum
remote meteor
#

They utilize commonanalogcursor to morph all gamepad accept clicks to mouse left click, but they dint do for keyboard, so you can never use Enter key for accept, because in SCommonButton, its if key = enter, return unhandled

dark drum
gentle urchin
#

But cant you simply override this?

final quest
#

i'm geting None from get copy.

#

here is variant manager set

versed sun
#

Widget might load before variants spawn

final quest
#

here msg

#

it on even construct

#

here string value's

forest summit
final quest
versed sun
final quest
#

ok

#

before get all actor or after ?

versed sun
#

before

final quest
#

not working

#

even unable reference for this like actor in UI

wise ravine
forest summit
final quest
#

i'm doing it in Widget BP

forest summit
#

ah I see

wise ravine
tepid raft
#

im doing this tutorial and its asking for a float - float and i cant find it?

tepid raft
#

he just says float - float

forest summit
tepid raft
#

it dosent for some reason

forest summit
#

are you dragging off of an int or something?

tepid raft
#

im tryna make a gun shoot and dmg enemy

versed sun
#

there is a newer system defaults to Wildcard, just plug a float in

wise ravine
forest summit
tepid raft
#

trying it thanks

#

the hp wont change idk if ive done smth wrong

versed sun
#

did you add Enemy Tag ?

tepid raft
#

yes

#

i be confused

versed sun
#

put a Print after Event Any Damage to see if it is firing

#

you might not have collisions set

tepid raft
#

ok

#

so like

#

im still new how do i check if collions are set

#

i fixed it

#

ive been on this for 12h im a happy bean

tepid raft
#

im unsure what to add to stop this error

trim matrix
#

you have to Get Player Character first

tepid raft
#

is their a way that would let me end game after players health reaches 0

surreal peak
#

Has anyone had issues with this node disappearing on engine restart in 5.3?

#

Is there some LoadingPhase wrong on the plugin that contains this?

silk badger
lofty rapids
#

but depending on your game there is probably a better way

surreal peak
tepid raft
limber parcel
lofty rapids
#

i would take a guess it's the plugin something wrong with it ?

#

have any other nodes mysteriously disappeared ?

surreal peak
#

Usually a sign that it loads the in the wrong order

surreal peak
limber parcel
surreal peak
languid hemlock
#

I am working on Utility Widgets. I wonder that do i need to "unload" or do something after loading an asset and done with it? Will it occupy memory?

spark steppe
#

if nothing uses it unreal will unload it for you

#

which in the editor however might behave a bit different than in a packaged project (the editor likes to keep things in memory)

languid hemlock
#

Since its an utility widget, i'll use it only on editor

lethal pollen
#

Hi! Is there a way to draw an ellipse without using Debug lines? I have found something called Blueprint Spline, but I don't know if I use it would be good for the performance. I looking for something like this:

tight pollen
#

someone can help?

#

rather, I need something like this to set transform the World Location of actor 2 to the relative position in actor 1

versed hornet
#

i mean what you are literally asking for is just to take relative position of actor 2 and input it as world position for actor 1

#

that can be done quite easily

#

but im not sure it would do much

tight pollen
#

I just need to transform world location to local location but in actor number 1

versed hornet
#

what are you trying to accomplish?

versed hornet
tight pollen
#

@versed hornet

#

this is literally what I need

surreal peak
#

@tight pollen Take the WorldLocation you want Point to be at. Subtract the WorldLocation of Actor1 from it. That's the value you want for the Point then.

tight pollen
#

it doesn't work well

#

it must also take into account the rotation of the capsule to which it is attached

surreal peak
#

Then rotate the result by the Actor 1 Rotation afterwards fwiw

undone bluff
#

really though I'd definitely use splines, they should be easiest to work with and I cannot imagine them being a serious performance impact when used to depict orbits

remote meteor
#

tested on a level blueprint tho

surreal peak
#

That'S probably too early

#

Will see if I can delay that

remote meteor
#

gotta go fast ♿

gritty wraith
#

Please help, i have a Grid actor and a GridCell actor. GridCells are constructed in Grid. I want to get their parent (Grid), but the cast fails. Why?

lunar sleet
lofty rapids
#

can't you still get units from the child ? or you control it in the parent ? i thought it's inherited

lunar sleet
#

Yeah, I mean if the parent has it, the child has it

lofty rapids
#

i can't imagine changing things on the parent or using that data

#

i just use the inherited stuff on the child

lunar sleet
#

Eh most of that code doesn’t make sense 😀

short ivy
#

what are interchange base nodes

#

can't almost find anything about them

#

Trying to get the unique ID of an asset

lunar sleet
short ivy
lethal pollen
short wigeon
#

Hi! Im looking to create a doted line between two points on a 3d interactive map. I've done a lot of digging but not sure which is the best way to go about this. Any ideas what method I should be using to create this line? I already have the two points and their world locations. I just need a good method to render a line in game to showcase the distance.

lunar sleet
plain jay
flat coral
# short ivy Trying to get the unique ID of an asset

Someone will probably tell me I'm an idiot, but I use GetObjectName to get an ID by which to save an actor's data, and I have NOT had any issues with collisions even on fairly complex levels with many spawned actors and actors of the same type.

short ivy
short ivy
#

for example if the actor is a static mesh called blueChair, the return value of this node would be blueChair, right?

gentle urchin
#

Runtime unique name tho

flat coral
#

Yes, but crucially, if the level had a second blueChair, that would be blueChair1

gentle urchin
#

BlueChair_0

flat coral
#

^ or that yeah

#

It's returning the level's name for an asset, which I think is necessarily unique.

#

Plus, in my case the fact that it's usually human-readable is a bonus, in case I ever need to manually debug save data

plain jay
short ivy
# flat coral Yes, but crucially, if the level had a second blueChair, that would be blueChair...

First a bit of context, I am trying to replicate a pak mounted chair which was mounted by server and client. It is the same pak file so if references were built upon asset names, then it would have worked but apparently each asset has a serialization ID and a GUID? Now when mounting the pak on server and client the assets apparently have different IDs and thus the engine doesn't know that these are actually the same assets. Right now, the chair does get spawned on the server but is NOT visible to the client. The client does recognize that there was a blueprint spawned and sees it's other functionalities but the assets inside the pak which were mounted like the static mesh, textures etc are invisible to him although he mounted it as well.

short ivy
#

I need to get and assign guids of specific assets

plain jay
flat coral
#

Ah yeah, I'm offline-only so that sort of replication problem isn't something I can comment on

plain jay
#

or just make a variable of a GUID

short ivy
short ivy
plain jay
#

I guess theres no perfect way to do that unless you create a custom system with GUID or any unique identifier. I dont think theres any out of the box way to do this, I use it for save games and populating containers and inventories. but maybe im just misunderstanding what you want to do lol

short ivy
#

do you make it a map? with guid string as the key and the instance as the value?

plain jay
#

so you can generate a new GUID by hand, OR whenever the item is spawned into the world you can generate a new GUID. Personally I simply expose the GUID variable on spawn and then generate a new one and make sure to use a master actor class that allows me to do all this on its own as long as it inherits the master class.

I use a struct to store my save data, its all arbitrary as to allow saving of any variable or object, and I just create an array of this struct. I get all of the information from the actor using an interface when the game is saved. but it gets a little more complex than that.

short ivy
#

where can you see this generate guid window

plain jay
plain jay
short ivy
#

Ah yea now I see it

#

yea honestly I don't think a GUID is what I need

#

shouldn't all players have the same guids for all actors in the level anyways

#

I thought the GUID was a unique ID for an asset as in a static mesh or so. For example this static mesh asset called blueChair has the ID "xxxxxxxxxxx..."

#

not an instance in a level

plain jay
#

GUID is for anything you need to identify, its globally unique so there can never be one like it. unless you create a GUID and never generate a new one and duplicated it everywhere. it just has some extra setup but its a pretty awesome tool

what are you trying to do exactly?

flat coral
#

So, to simulate a spider web that can catch pawns, I've got this pretty simple code. Attaches a physics constraint to an actor as it passes through a collider.
Problem is, I realized last night that I don't need to capture 1 actor, I need to capture N actors. What's the cleanest way to duplicate a physics constraint with a LOT of custom configuration?

gentle urchin
flat coral
#

Nah, goal is for them to get fully trapped and not be able to escape easily. You can only get out the way you came too.

gentle urchin
#

Is there a particular reason you wanna do physics on them ?

flat coral
#

Well, two reasons. First, most of the actors that can get caught in this are just loose static mesh objects. If a barrel flies into the web it needs to stick.

#

But second, the player pawn moves with physics

gentle urchin
#

Gotcha

versed hornet
#

How would one go about making a fog of war system for an rts or moba?
I think i can figure out how to do the logic for vision, just draw line traces to actors in vision range and figure out if something is blocking, but no idea how to do actual clearing of the fog dynamically to objects.
All tutorials i can find are on simple drawing a circle around a character, but i want it to dynamically respond to obstacles in the game.

#

i guess something with a sphere trace on the visiblity channel?

flat coral
#

Oh whoa so THIS is interesting, the AddPhysicsConstraintComponent node exposes ALL the same options as you get when clicking on a regular component?

queen dagger
#

so i have a health and damage system already

#

but at the moment its a simplet health pool that gets detucted from when hit, i want to transition to a hit percent where everytime you get hit you increase percent like smash

#

how would i approach doing that

swift bough
#

It seems that the "GetPlayerCharacter" function returns nothing for me after possessing a new pawn (in my case a sailboat). Is that expected if you're using possess / unpossess to switch pawns? I'm switching between the main character and a sailboat, but I'd like to be able to get the player character while possessing the sailboat. Maybe I'm switching pawns in a janky way.

flat coral
#

o god. Do they?!

#

You would not believe the bullshit I've done

undone bluff
eager thicket
#

Is there any way to get it to apply to the whole spline?

queen dagger
#

I want to stand from a knockdown based on input IE player gets hit, enters knockdown and then waits for player input to stand up, what node allows me to identify if a certain key is pressed to notify the stand up

lunar sleet
queen dagger
#

you can do that on an input node itself? i didnt know that

lunar sleet
lofty rapids
# eager thicket

it looks like your setting to the original mesh, wouldn't you want to set the "spline mesh" mesh variables material ?

queen dagger
lunar sleet
queen dagger
#

ill do that instead then

vernal current
#

You only have one material, material index should be 0 on all spline mesh components

inland moon
#

Hello! I'm fairly new to UE so I need help finding the right tutorial for some things. Does anyone know a tutorial that shows how to make a selectable object that moves the camera to face the puzzle and changes it to UI controls? Similar to this example

#

I know it's used in a lot of games, but I can't figure out the keywords to look up a tutorial for it

eager thicket
#

I assumed by connecting the index it'd set it for each material but i guess not.

agile moss
#

Don't ask me why I am making Windows98 idk either. Small issue, whenever I click elsewhere other than a button the mouse disapears, probably because in a 3d game it is supposed to control camera rotation so it makes the mouse disapear, how do I disable this?

agile moss
#

Thanks

#

Although it doesn't rly work

forest summit
#

sorry it's been a while since I did any UI stuff

agile moss
#

No problem

lofty rapids
queen dagger
#

is there a node that allows the character to be negated in hit collision?

#

i know there is invincibility but if a character has dot i want that to be active while they cant be targeted for another attackj

agile moss
lofty rapids
agile moss
#

It worked

#

Thanks mate

shrewd raft
#

Hi guys maybe some one know, about a Videogame or software or pluggin or blueprint that let me connect one or more virtual reality device to a PC, the PC is the server and VR are the clients?

forest summit
agile moss
#

How do I change the position of a widget when I click it

queen dagger
#

so question on the function of sequence node

#

i have this

#

it runs sequentially correct?

#

would a sequence node allow it to run in paralell or would it not really matter

forest summit
#

The sequence node still runs things in order

hasty merlin
#

anyone able to help me with gameplay tags and interfaces? im trying to create a tag in character bp when pause menu opens and removes it when it closes. the issue im haivng is getting the pause menus "resume" button to remove that tag and ahve the charcter bp see that. im trying to avoid casting for when i make other menus

valid trench
#

Hello, Can Someone assist me please, I am very new to unreal, What I am trying to do is, My character have health, And it decreases X every X, I want to create a actor with overlap event that restores X of health, And as soon as the character leaves that overlap collision he must start to lose health again.

gentle urchin
queen dagger
#

gotcha

gentle urchin
#

Grant and revoke tags

hasty merlin
gentle urchin
#

In the char you simply have a gameplaytag containee

silent drift
hasty merlin
#

what do i ened for the bpi?

gentle urchin
#

(Id actually do this in a component instead, as it lets younkeep everything in a single place)

hasty merlin
#

see i see a lot of vids doing taht but its for my pause menu

#

can i add a component to my widget?

gentle urchin
#

Where youd just do in the UI:
GetOwningPlayer->GetPawn->GetComponentOfClass[MyGameplaytagComponent]

#

No, but to thenpawn.

#

Menu just need to access it

trim matrix
gentle urchin
#

It does

trim matrix
gentle urchin
#

Untill any latent

gentle urchin
trim matrix
#

sure

gentle urchin
#

Seen from a plugin pov, using a component or an interface serves the same purpose. You've decoupled yourself from the owner

#

Yes, interfaces are commonly 1 to many unrelated classes , but nothing stops you from using components the same way. Pro's being that they can contain their own state, and comes supplied with whatever code and vars you put in the comp, compared to theninterface who only brings the events to the table.

But yes, this creates a hard reference between that specific component and your widget.

forest summit
hasty merlin
#

ill use components for when i start building on functionality but right now im just figuring out UI. i want to have a couple different screens

#

and isnt casting for every ui screen considered bad?

gentle urchin
#

Guess you wont take my word for the benefit then

hasty merlin
#

im just not understanding i tihnk

gentle urchin
#

No, if its reasonable to cast, you cast

hasty merlin
#

let me try to udnerstand casting then, why is casting deemed bad sometimes?

gentle urchin
#

You can usually safely cast to the basic player classes without much worry, As they're usually already loaded anywaus

gentle urchin
#

Casting to MySpecificEnemyInLevel3 is bad.

Casting to MyCharacter has very little impact

hasty merlin
#

oh so if i cast to a chest and theres no chest in the area the character is in, what happens?

#

does it cause lag?

gentle urchin
#

It forces the chest to always stay in memory

#

Even if its not needed

hasty merlin
#

ahhhhhhh

gentle urchin
#

Now imagine a chain of these. You cast to chest -> chest is loaded

Chest casted to Boss -> Bossnis loaded

Boss casted to soøe enviroment prop -> this gets loaded

trim matrix
#

Cast in cpp is less laggy right

gentle urchin
#

And all of these has a bunch of assets related to them, with hardpointers, so those are also loaded.

hasty merlin
#

so ui to character causes character to stay in memory but not the ui

gentle urchin
#

That 8k texture on the bosses weapon, yupp, loaded.

hasty merlin
#

i think i understand casting then

#

i was fearful from word of mouth

gentle urchin
#

Also by knowing this, you can work around it

#

So instead of vasting to MySpecificEnemy which has textures and anims and whatnot
You instead cast to the very lightweight MyMasterEnemy

hasty merlin
#

so then i really dont need to wrory about gptags until i get to functionality and add in swords and items and magic etc

gentle urchin
#

Which strictly acts as an interface, with no direct asset references whatsoever

supple dome
hasty merlin
trim matrix
gentle urchin
#

Didnt know they were an exception to it

#

Thought all hard ref'ed assets would be loaded

supple dome
#

textures will only load if you have "never stream" checked (automatically checked if you have a texture not power of two)

gentle urchin
hasty merlin
gentle urchin
#

Lol, im jon snow in all of this

gentle urchin
hasty merlin
#

^our first lord of gaming

#

XD

gentle urchin
hasty merlin
#

so then this looks right for casting and changing the var?

gentle urchin
#

Avoid manipulating other objects properties directly

#

Encapsulate the logic to be within the owning object of that property

#

Keeps the code clean(er)

gentle urchin
#

Thumbs on a phone..

supple dome
gentle urchin
#

Ah i see

queen urchin
#

Hi guys
When Im possessing a controller into character it takes controller's rotation
Is there a good way of possessing without taking this rotation?
Like, a character is already placed as I want and I down want him to turn on possess

queen dagger
#

is there a capsule component thats a box? or can i change it inheriently

hasty merlin
#

i saw the reaction squize and i thought you were flipping off the reply XD not pointing to it

fathom roost
#

I deleted a variable in C++, and for some reason the inheriting blueprint I have doesn't update, and still acts like the variable exists. Only after I press the Compile button on the blueprint (but not actually changing anything), will it realize that the variable doesn't exist anymore and act as expected. Does anyone know whats going on or how to fix this

#

the issue returns if I start the editor again

hot lion
#

Hellow there, I cannot find the proper way to cast a variable from an actor component to an animation blueprint. It seems to work, but I always got warning message about "Accessed None..."

lofty rapids
#

looks like you don't have component of that class ? the cast is likely succeeding

old bloom
#

This 5 second timeline only prints 0.0 once and never continues to update or print finished. I'm calling the function from the editor at runtime and the function is on a pawn. What's going on?

versed sun
#

but you can set the play mode to Simulate , and then it should run

old bloom
#

Thank you!

noble ledge
#

Is Capsule Trace By Channel expensive?

trim matrix
versed sun
#

mine was included with ue5

lunar sleet
limber parcel
lunar sleet
#

Editor-only tho so doesn’t matter for game perf

silver blade
#

Heya, does anyone know what mistake might cause this? I've tried adding various IsValid's to the array, and before the branch but the error still occurs when I stop playing.

Nothing seems be be broken, my quest log widget opens fine with the child added after the quest is accepted

noble ledge
lunar sleet
lunar sleet
#

Did you hit the magnifying glass?

silver blade
#

Yeah

#

Its the branch on the right

lunar sleet
#

Where’s this UIQuestLog

trim matrix
#

something is wrong --> from 1 element to an array?

lunar sleet
#

Oh that’s the widget you’re creating ?

versed sun
#

you aren't removing item from array in the loop, are you ?

limber parcel
viral patio
#

hey i was wondering if anyone could help me with an error i keep get. im new to unreal so i appreciate all the help

Blueprint Runtime Error: "Accessed None trying to read property Hud Widget". Node: Set Percent Graph: EventGraph Function: Execute Ubergraph BPC Player Stats Blueprint: BPC_PlayerStats

trim matrix
#

I thought he was setting the array or smt

trim matrix
#

I'm as cpp master (i.e. a beginner in bp)

silver blade
# lunar sleet Oh that’s the widget you’re creating ?

So in the create widget it's creating the 'Quest Log Entry', which is the quest that's been accepted, and adds it to the section depending on the bool value
Although it doesn't seem to be getting the bool value properly because it should be getting true from the story quest bool

limber parcel
lunar sleet
trim matrix
#

index will always be valid if you made a good system

silver blade
#

yeah unfortunately im quite new so it's not good 😓

trim matrix
#

for each loop does that part for you

#

wait so what is the problem?

silver blade
#

adding one like this doesn't add the widget; maybe i need to revisit how i've done things

trim matrix
#

do you change that bool somewhere?

viral patio
#

Hey i was wondering if anyone could help me with an error i keep getting. I’m new to unreal so i appreciate all the help

Blueprint Runtime Error: "Accessed None trying to read property Hud Widget". Node: Set Percent Graph: EventGraph Function: Execute Ubergraph BPC Player Stats Blueprint: BPC_PlayerStats

trim matrix
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first I can't see
second, where is the widget variable?

silver blade
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it doesn't get changed anywhere

trim matrix
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then Is Story Quest will always be true so only one part of the branch will execute

hasty merlin
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hey someone, how can i add an input to an event dispatcher?

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i forget okay

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leave me alone

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actually dont i need a reply XD

silver blade
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It's just parsing through the information of the quest to see where to add it to the quest log widget

limber parcel
trim matrix
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lol

hasty merlin
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lel

versed sun
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casue we can answer that its in the Details panel

viral patio
hasty merlin
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i dont see the new param

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wait

versed sun
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Event Dispatcher , or Interface ?

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or what is that ?

hasty merlin
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event dispatcher. i was inside the dispatcher

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thats why

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its a slow day today for me

versed sun
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got it ?

hasty merlin
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yup gracias

trim matrix
hasty merlin
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im setting up an interactable component

versed sun
hasty merlin
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squize helped me last week make it

trim matrix
gusty dragon
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I am using the event tick to do a line trace to detect if an actor implements an interface and if it does it shows my interaction UI but I was wondering if there is a way to remove the UI after the interaction has taken place

versed sun
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Keep track of what you detected that triggered the UI
once the line trace detects something Different , remove the UI

gusty dragon
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but the interaction UI stays there when I am accessing a work bench for example

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and like overlaps the workbench UI

versed sun
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Remove the interactUI when you open workbench UI

gusty dragon
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yeah I tried that but because I am using the event tick to do a line trace to detect if the actor implements an interface when I use the workbench and remove the interact UI the event tick puts it back

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do u think I just scrap the event tick and use collision boxes for the interaction UI? when overlapped

versed sun
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oh , branch your Tick part with a Bool var, when you open bench Bool=False

gusty dragon
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omg I am such an idiot ur right

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and that bool var can be used for all benches etc

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ty

noble ledge
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I am building a widget that appears when you look at items in the game that you can interact with. This widget will display a few different options like "Pickup, Use, Inspect, etc". Which would be a better way for handling the menu?

  1. Create the widget and destroy the widget each time.
  2. Create the widget, hide when not looking at item, update the widget options and display again when looking at new item.
hasty merlin
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i ahve 2 cameras on my character, first person adn thrid person. if im trying to recreate this line trace, what should i select so that it works for both??

undone bluff
hasty merlin
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but how do i know which camera is active?

trim matrix
hasty merlin
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ist ehre a way to compare the 2 cameras and output goes depending on the result?

trim matrix
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why would you compare them? everytime you switch view, a bool value changes and on that bool you can change the line trace and other thing

hasty merlin
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this si the swap for tp to fp

undone bluff
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well, you can get active camera from the camera manager

hasty merlin
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camera manager?

undone bluff
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just make a bool though

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it'll make it easier to have different behaviour per perspective

hasty merlin
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ill just add in a bool

lunar sleet
silver blade
lunar sleet
silver blade
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Mhm, I think I've messed up somewhere

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It's probably a bit too much to ask for help with so I'll try and think on it 🙂 ty

lunar sleet
faint pasture
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Longer trace -> more expensive
Fancier geo within the collision channel -> more expensive
Capsule vs line -> more expensive

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but as to whether or not it IS expensive, it depends. I regularly do over 1k per tick no problem

lunar sleet
lunar sleet
bitter star
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I believe it's a blueprint issue but you're right, I'm going to post it in Niagara a well

subtle ermine
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maybe some one know, about a VR Videogame or software or pluggin or blueprint that let me connect one or more virtual reality device to a PC? , the PC is the server and VR de ices are the clients

silk bay
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Hello, the Third Player controller is C++ -is there a simple way to convert it to a blueprint? I want to add the ability to open a menu (level) hitting the esc key.

ashen gazelle
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https://forums.unrealengine.com/t/ai-not-walking-running-animation-when-given-aimoveto/550624

I am getting this issue but none of the solutions provided fixed my issue.

dawn gazelle
dawn gazelle
subtle ermine
dawn gazelle
subtle ermine
trim matrix
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Fortnite

silk bay
pine mesa
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I'm trying to use the Enhanced Input Mappings in my Player Blueprint but the casting to the PlayerController fails. Does anyone know why it's doing that? I already checked the level game mode and it's using the player controller.

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ok this is weird now, even though it says the casting failed my input control still works on the player character... I can still move it

dawn gazelle
# subtle ermine But please, give some names of this video games or blueprint or some reference :...

I don't do VR stuff myself, but it's no different creating a multiplayer game for VR than it is for PC, the only difference is handling how those devices interact with the game.... User interfaces need to be significantly different for VR, inputs for movement and tracking are different, and hardware specs are usually lower spec than desktop PCs. So technically, if you can create a multiplayer game in Unreal for PC, then you're already a good portion of the way to having a multiplayer VR game.

I can guarantee you there is not going to be "a blueprint", "a tutorial" or "a plugin" that will get some multiplayer VR system all working for you that you can build off of - you'll need to search for topics like "VR" with "Unreal Multiplayer w/ Sessions" and the type of VR devices you are targetting, and based on your description, using a dedicated server build and search for things based on these topics, try them out and see if they're what you're looking for and build off of those and try to combine them.

Based on your question, I'm not even sure if you've even attempted to use Unreal at all - it's not something that is going to be "easy" nor will you likely find a quick solution to what you're trying to do, and you'll likely need to find out information about lots of different things, and piece them together to get something that works how you want it to.

viral patio
dawn gazelle
viral patio
bold cypress
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Quick question if anyone is willing to take a shot for me. I'm setting up a simple line trace Infront of my player character to test if an enemy in Infront of them to be able to damage. I currently am checking for the parent class of my NPCS, but i also tried the direct enemy actor yet its still not working. I changed the set to do on false to ensure its working correctly and it worked fine in enabling on hitting anything. Thank you for any advice in advance

trim matrix
dawn gazelle
# bold cypress Quick question if anyone is willing to take a shot for me. I'm setting up a simp...

The "Get Actor of Class" node attempts to return a spawned instance of an actor of the defined class. If you haven't spawned an actual "BP Mob Parent" then nothing would be returned, and it wouldn't necessarily be the exact "Hit Actor" that was detected. If you want to check the class of the actor, you can cast "Hit Actor" to "BP Mob Parent" and if the cast succeeds, then you know it's the right thing to work with.

dawn gazelle
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Not sure of the exact event to use that's in Pawn, but it's one of the possession ones

bold cypress
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Ohhh, so i just need to cast the hit actor to the parent and check if from there?

dawn gazelle
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If the cast succeeds, then the top path would execute. If the cast fails, then the hit actor isn't a BP Mob Parent or child of it.

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Alternatively, you can use "Get Class" of the Hit Actor and compare that with the BP Mob Parent class (it'd be a purple pin rather than the blue pin)

limber parcel
bold cypress
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@dawn gazelle Lookin like this works Thanks mate

dawn gazelle
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Actually "Get Parent Actor?" I'm not even sure that's doing what you think its doing.

bold cypress
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ayyy, it works.....

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hostile npc is set as child and it works so fk it xD

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spegetti code ftw

dawn gazelle
fathom basin
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@bold cypress what are you trying to do exactly because there could be better ways to go about it

bold cypress
dawn gazelle
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This is what the alternative is I was describing (I didn't mention the is class child of, but would be required)

bold cypress
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ohhh, i grabbed the wrong function then. Let me go back and test

fathom basin
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There is a simpler way: just tag the npcs with the tag NPC and make a branch with the bool actor has tag with the hit actor

bold cypress
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I have no idea what the tag is

dawn gazelle
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Yea tags are alright, but not necessary if using a heirarchy.

bold cypress
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Maybe thats why my spegetti worked and this isn't

dawn gazelle
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Probably has something to do with your trace - it may not be hitting what you're hoping it is.

bold cypress
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I pan my camera around for a good while to make sure

dawn gazelle
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End result of this is that - you have a hit result, you're getting the Class of that hit result, and checking if that class is a child of BP Mob Parent.
There can only be two issues:

  1. You're hitting something before your trace is actually reaching your intended target, therefore, it won't be the right thing (or nothing at all)
  2. The trace is hitting the thing you're expecting but that thing doesn't inherit from BP Mob Parent.
fathom basin
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Can you show us the code of the line trace?

bold cypress
fathom basin
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Looks good but for me I sometimes need to use line trace for objects and for the object types make array and put pawn

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I don’t know but it worked for me

bold cypress
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I even tried class is child of using the spawned mob itself as the parent class and it dosn't work

dawn gazelle
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Print out "Hit Actor" see what it is.

bold cypress
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And with the previous code i was hitting something before you were right

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I completely forgot about that AAAAANNNNNDDDDDDD turns out the hitbox is way above the mob that was the problem

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No idea how that happened

fathom basin
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Wow

bold cypress
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<--- kinda retarded

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now i just gotta figure out why tf the hitbox for it is half a mile in the sky'

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Thanks guys

trim matrix
fiery swallow
bold cypress
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OHHHH the healthbar widget is coming out as the mob name while the collision box is being hit from the vertex

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just gotta make the collision box smaller i guess and presto bango

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huh, that wasn't it

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the mesh is coming back as cube?

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oh nm its not even seeing the mesh

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and only seeing the hp widget as the character

hasty merlin
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in my project i have a fpcamera and a tpcamera and im trying to setup crouch, how can i make it affect the fpcamera as well? rn its only affecting tpcamera

lunar sleet
hasty merlin
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it is yea

lunar sleet
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Show the hierarchy

hasty merlin
lunar sleet
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Try putting a boom on it and attach that instead

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That should hopefully move it

hasty merlin
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whats the boom called agin?

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i knwo the names not boom when adding

undone bluff
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springarmcomponent?

hasty merlin
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gracias

lunar sleet
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Well in your screenshot it’s boom so I imagine it’s UE4

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In UE5 it’s spring arm

hasty merlin
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ue5.3

lunar sleet
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So why does your screenshot show Camera Boom lol wtf

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Did you migrate from UE4?

hasty merlin
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its the default name in ue5

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it auto sets the spring arm name to camera boom

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idk why

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did nto work tho

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is there a way to se the boom arm in the playineditor?

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im curious if the crouch is affecting the boom or the camera itself

random vine
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any one knows what is spring state, or how to edit or even get it ?

hasty merlin
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is there a way to change which camera is gettign affected by crouching?

random vine
hasty merlin
hasty merlin
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sadly the mesh isnt moving when i jump into fp

random vine
hasty merlin
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first eprson

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weird

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i just moved it off and back on and now its fixed??????

random vine
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so movement stops when you change to fp?

hasty merlin
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it was

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its not now

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it was only for the crouch

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maximum weirdness

random vine
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the movement should still working, check if you have anyother code that affects that

hasty merlin
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i dont. idk if it was just a bug

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but once i moved the camera to just be under the capsule it fixed it

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putting it back on causes no issue

warped juniper
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Hey there. I need some help to work on my character movement...

hasty merlin
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oh wait. its because i added in the animation now

warped juniper
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I'm currently struggling to make the jump feel less floaty, and adding Coyote time.

hasty merlin
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since camera is set to the head its changing it

random vine
hasty merlin
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now i just need to remove the half height so the 3p camera doesnt move at all. know a magical value by chance?

random vine
hasty merlin
marble tusk
random vine
hasty merlin
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how would i go about doing that?

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from what i found i need to move the camera up 30cm

random vine
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you need to calculate that by your self

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set relative location

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you need to read more about that

hasty merlin
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would it be this?

random vine
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yeah

hasty merlin
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what location get do i need for the boom arm?

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relative location?

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that was it

random vine
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you need to make an equation based on the different variables you have by now

but let me help you with a short path

On Crouch -> set relative location: in the new location (CameraRelativeLocation + (0,0,30))

On UnCrouch -> set relative location: in the new location (CameraRelativeLocation - (0,0,30))

random vine
hasty merlin
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hell yea, just what my game was missing! the ability to tbag

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XD

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figure i should ask this here too, how can i make it to when the prompt in the middle appears, the buttons on the right arent clickable?

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ive come across a bug where i can hit resume and the middle screen prompt stays on screen

warped juniper
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Hey... I need help to override the CanJump event on the CMC.

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I just need it to have the same behaviour as it does by default, but also implement Coyote Time

dawn gazelle
hasty merlin
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how do i set that up?

dawn gazelle
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Set the background to "visible" rather than not-hit testable in its visibility settings.

hasty merlin
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just put a blank image there?

dawn gazelle
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Sure

hasty merlin
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have an image

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my bad i did that backwards

haughty axle
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How can I limit mouse position in viewport in circle, in square is easy viewport/2 -mouse position/by desire size, but how can i make it to circle? i am not smartest at math

hasty merlin
round spruce
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does interp nodes differ between diffrenct PCes ? i gave my project to a freind to test and this exact thing with the same values run very very fast on his pc and runs slow (as i want it ) on mine this is what controls the speed the movement speed is set to .1

round spruce
bold cypress
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Anyone have any idea why when i print log in simulation at a frount vector the hp bar widget is logged as the actor and the mesh dosn't appear at all in log?

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been stuck on this for almost 2 hours

upper badger
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I made a weapon that's basically a clone of the FP template pickup rifle and then placed it very far away from my player start. Copied the blueprint and the mesh setup and everything, but rebuilt from scratch. Then when I start the game, the On Component Begin Overlap event of the new weapon is casting to BP_FirstPersonCharacter even when I'm not colliding with it. What's going on here?

ornate laurel
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i think ue5 removed the delay node, so does anyone know how i can make a print string fire off every 5 seconds?
i've tried many other suggested methods but none has been better than the delay node. i am using sequence nodes in my bps btw
i want to be able to have multiple variables printed to the screen and be able to watch their values change in real-time depending on how long ive set the delay/timer

bold cypress
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uncheck "context sensitive" on the top right when you go to place a node and it will show EVERY possible node You will get it from the search from there @ornate laurel

ornate laurel
gentle urchin
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Cant

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Bp Functions are expected /required to instantly return

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Cant have any latent nodes there. It must be om the outside(in the event graph)

lunar sleet
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Or in a macro