#blueprint

1 messages · Page 128 of 1

lofty rapids
#

but you can use a timer it will work the same

faint pasture
#

the problem is your code is a mess

#

tick is the correct place to put movement

frigid summit
lofty rapids
#

hmm

#

not understanding what the code is doing makes things a lot tougher

faint pasture
#

Event GetOn -> set CharacterRef = CharacterThat'sGettingOn
Event GetOff -> set CharacterRef = Nothing
Tick -> if CharacterRef.IsValid -> figure out where CharacterRef is on the spline -> add to it based on delta time and speed variable, move CharacterRef to the new place on the spline -> If at the end, call Event GetOff

In plain english it works like "If theres a character we care about, move it along the spline. If it reached the end, we don't care about it any more"

lofty rapids
#

i would look at some blueprint tutorials that teach some basics

#

especially if you never programmed before

frigid summit
lofty rapids
#

interesting

frigid summit
#

but i still messing the basics

lofty rapids
#

ya programming and game dev do have a lot of differences

faint pasture
#

ignore the animation, ignore rotation for now, get it to slide to the end and get off or whatever you want to happen at the end

dry coral
#

Hi yall can i ask a question in here mid conversation about a blueprint script not presenting itself?

lofty rapids
#

"presenting" ?

dry coral
#

So I have this cyberpunk pack from a long time ago Im using for a project
I used the objects in the actor folder below

#

But whenever I put the actor into the world, nothing shows up

lofty rapids
#

is that the object in the outliner ?

#

do you have visible checked ?

dry coral
#

Im sorry a bit of a novice, is the outliner the details?

lofty rapids
#

well i see in the outliner your selected the thing you dragged in i think

#

but the outliner has all the stuff in the scene in it

#

so when you drag something in, it will be in the outliner

dry coral
#

Gotcha

lofty rapids
#

but what does the actual bp look like ?

#

if you double click it

dry coral
#

THis is the blueprint

lofty rapids
#

click on viewport

queen valley
queen valley
dry coral
#

like this?

queen valley
#

look at what image i replied to

lofty rapids
#

it's a tab your current in event graph

dry coral
#

Where is "here"

#

Oh wait

#

in the blueprint

queen valley
#

yea

dry coral
queen valley
queen valley
# dry coral

uhhh you see, there it shows nothing thats why it is invisible

#

when you place it

dry coral
#

Sorry I get so scared im just being a dumb butt around 3d art channels, I had a bad time in a blender one lol

queen valley
dry coral
#

Hmm, is it something in my folder importing thats wrong, should i reimport it ?

#

I dont know blueprints

queen valley
#

no dont think

queen valley
# dry coral

@lofty rapids you have any idea? (sorry for ping but I have no idea other than wrong transform and visibility)

dry coral
#

nothing in the meshes

lofty rapids
#

looks weird like a bug because the viewport should atleast be there

dry coral
#

Let me slot them in

lofty rapids
#

there it is

#

atleast its on the screen

queen valley
#

uhhhhhhhhhhh

#

look at the LOCATION

#

dayyymmmmmmmmmm

dry coral
#

well it is a cyberpunk pack

#

maybe it builds the building

queen valley
#

how big is the building

dry coral
#

a skyscraper

#

so looks like i gottta do it bit by bit

#

and rebuild

queen valley
lofty rapids
#

try zooming out

#

how big is big ?

queen valley
#

yea he may be in the mesh

dry coral
#

I dont know myself

lofty rapids
#

after you place it it, zoom way out see if you see it

#

and your meshes might be just huge and your inside them so you can't see them in viewport

queen valley
dry coral
#

All the way up there

#

and un textured

#

welp imma have to rebuild bit by bit

queen valley
#

yep his location is wrong i think

queen valley
lofty rapids
#

your origin is probably off

#

fbx ?

dry coral
#

Well the object is not the building, its the airconditon on topp

queen valley
# lofty rapids fbx ?

if he messed with it in blender he may have moved it somewhere also blender and unreal x y z are different

queen valley
#

did you export it from blender

lofty rapids
#

if you don't see anything then click on the component and check it's location

#

you may have them way off center

dry coral
#

Not It was a cyberpunk pack i got online

#

What sucks about it is that i used this for another project and everything worked

#

this being about a year ago

#

maybe 2

lofty rapids
#

i would re import if you can

#

but it might not help anything

#

it could be a compatability thing what version it comming from ?

#

a couple years probably an older version ?

#

are you still using that version ?

dry coral
#

Gonna try that

#

Now i imported the folder by putting it in the content folder from the internet explorer

#

you think there is a different way

#

or not

lofty rapids
#

i have not migrated anything yet so idk the any way aside from best

queen valley
lofty rapids
#

its a bit weird it looks fine in the preview

dry coral
#

Im gonna try to reimport

#

thank you so uch for all your help!!

hidden cedar
#

anyone have any tips on making very dynamic movement like in Dusk or Ultrakill? Is it mostly the camera that gives that super smooth and dynamic effect?

lofty rapids
#

just set your animation to running

#

or set up a state in the anim bp that you can switch on and off

#

i would still use a blendspace

faint pasture
warped juniper
#

Yeah I feel it has straight up consistent gravity as well

#

Just that there are a lot of instances where the player Z velocity gets adjusted / changed

#

For instance doing a slam is like Mario. Your Z velocity is fixed downwards

faint pasture
#

You can do all that with the CMC

obtuse glacier
#

Hey there, does anyone know how to toggle next AI character when debugging state machine on PIE? I’d like to use a keyboard shortcut rather than switching windows for selection if possible

gusty shuttle
#

Off the top of anyone's head

How does one join a spline end point and start point together? I know with splines in landscapes it's Ctrl, but for a regular spline actor, is it possible and if so, how?

#

For those who are wondering, you just have to go to the spline component and enable "Loop"

zealous moth
gusty shuttle
#

Thanks for the tip!

zenith knoll
#

any idea on how to optimise settings the variable on tick?

#

is a gate more optimised? or 2 branches instead? or is this as good as it gets

lunar sleet
zenith knoll
lunar sleet
#

Build. Test. Optimize what needs to be optimized. This is the way.

wise ravine
#

Hey does anyone have any recommendations for videos to watch after this one? (https://youtu.be/EM_HYqQdToE?si=4x_au9oMaaUHKnSV)

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
light garnet
#

I have a major issue

#

Whenever i restart my project. 1 errors that compiler issue

#

When i refresh node. It's fine

#

Then i save the project and restart. Same issue

#

This is an engine bug ??

lunar sleet
lunar sleet
light garnet
#

Bp

#

Widget blueprint

#

Only 2 node

#

For each loop and create widget

lunar sleet
#

Recreate the bp

#

See if it still happens

light garnet
#

So many things in the widget blueprint

lunar sleet
light garnet
#

I did

#

I added backup

#

When I extract my backup it's same

#

@lunar sleet ..

lunar sleet
light garnet
#

I am reinstall engine version

#

I will send you screenshot when it's done

vestal acorn
frigid summit
frigid summit
hoary kraken
#

how can i make a chicken ai for my game

light garnet
light garnet
#

See after reference node i have the same problem

dawn gazelle
# light garnet

Try disconnecting these pins. Recompile. Save. Close out your project. Open it again. Connect the pins back up. Compile. Save. See if the problem persists.

light garnet
#

bro you dont understand

#

its compline just by referse

#

problem is whenever i restart probject. same issue

dawn gazelle
#

I do understand. Structures in blueprints can bug out and the structure type connecting through this foreach loop could potentially be stuck with an old version of the structure. Disconnecting the pins I've indicated and recompiling and saving and closing out while the pins are disconnected could potentially correct it, but you do you.

lunar sleet
#

And also maybe don’t use bp structs

rain wraith
#

Any recommendations for saving (to the SaveGame blueprint) the data of multiple arrays stored inside a class that has multiple spawns of it. I have a system of multiple pawn classes that are spawned on a timer and each pawn's component transforms (multiple components) are stored in multiple arrays inside its BP, so I need to store the existence of the pawn itself as well as the array data inside the pawn for all spawns of the pawn and be able to load the array data back to the components for each corresponding pawn

gentle urchin
#

Sounds like a very troublesome control, unless its related to "while holding x"

#

You could then track initial loc on press, and just track current while held, then pick the highest value axis from there

vestal acorn
frigid summit
lyric pumice
#

I have two Box Collisions on my map and I want to activate only the Box Collision my character is in, but when I use "Get All Actors" and I'm only in one Box, it understands that I'm in both at the same time, using my item twice and confusing everything. How can I make him understand that I am in Box A or B?

strange grove
#

is there an option to get via blue print the lumen/light level of an area?

dry sleet
wise ravine
ripe loom
#

hello guys, i have this dash blueprint right here. its work well but when i jump AND dash or dash And jump, it goes further than just dash alone . how can i make it stay consistent on the ground and in the air. I've tried everything for the past 2 days now

silver blade
#

Would there be any reason why the stop movement node doesn't work?

pale obsidian
#

And set it for a specific period of time, probably similar to length of animation. You could use animation notifies in the dash montage to fine tune disabling/enabling of root motion or IK.

#

This way you hard lock the distance and speed of your dash

olive pasture
#

how would i get game time from a blueprint object? is there a way i can somehow access the owner or world that an object is in ?

pale obsidian
pale obsidian
lofty rapids
#

wdym ?

#

"expand" ? on what array ?

digital palm
#

Hey, I'm trying to understand the difference between these 2. Optimization?

lofty rapids
lofty rapids
#

distance is distance

remote meteor
digital palm
icy plover
#

I have a level that is only UI interaction. So in order to keep the camera is a fixed location, I Set the View Target with Blend. The problem is that when I transfer to a different level, no mouse interactions work. How do I undo Set View Target with Blend?

digital palm
icy plover
# digital palm new set view target with blend, but the New View Target is your pawn

So I have two UI levels with that Set View Target with Blend. When I move from the first one to the second one, it breaks. But if I start the second one alone, the mouse interactions work fine and the camera stays fixed. How do I fix the camera for those UI levels? Can I do Set View Target with Blend on two different things (the camera and the pawn) in the same level?

lyric pumice
icy plover
#

Also, Get Player Pawn doesn't let me drag out to Set View Target with Blend

#

What I mean is I am running into this, for the second UI level, where I need the camera fixed and I need to interact using the mouse

digital palm
icy plover
#

Okay. So the first UI level is that one #blueprint message . If I transition to the second UI scene which has either of these blueprint sets ups, the mouse still cannot interact in the second UI scene.

lofty rapids
#

why are you setting it then setting it back ?

#

wouldn't you just want to set it once ?

icy plover
# lofty rapids this is in the level bp ?

Yes. I got the fixed camera idea from this tutorial https://www.youtube.com/watch?v=3YnzCbrvfPI&t=607 . The solution that he has at the end for getting the mouse back does not work when going to a gameplay level that still needs the mouse

In this Unreal Engine 5 tutorial, we'll be creating a main menu for our game. This main menu will serve as a central hub for the game, and we'll be using it to display the title, main menu buttons, and game progress.If you're looking to learn how to create a main menu in Unreal Engine 5, then this tutorial is for you! We'll cover everything from...

▶ Play video
lofty rapids
#

i would imagine when the level loads it should possess the pawn in world settings

#

he just hid the mouse cursor, that doesn't set up the movement

icy plover
#

Okay, so going from UI level to UI level and in the second UI level, doing Set Input Mode Game Only lets everything work.
However, going from UI level to gameplay level and doing Set Input Mode Game Only does not work. I still can't do interactions with the mouse. When I do Set Input Game Mode and UI in the gameplay level it works!

#

I don't know why this took so long. Walking through it with someone really helps

gritty wraith
#

Excuse me whyyyyyyy?

#

I would like to create an image widget and assign it to a grid.

wise ravine
gritty wraith
#

Theres no way such stupid thing is the only option... nooooo...

gritty wraith
#

but using code

wise ravine
latent venture
#

I have this part which is also from a for each loop, and each then has some conditions like in the second image, how could I do in such way after it reaches the function "Add instance" to not go over to other then`s ?

gritty wraith
gritty wraith
wise ravine
wise ravine
gritty wraith
#

ooooh i see i have to use the construct OBJECT node...

#

not WIDGET

wise ravine
#

Yes that would also work

dawn gazelle
trim matrix
#

As in making its own widget blueprint

gritty wraith
#

Now i don't know how to replicate theese settings in code.

#

position X will change

#

this is as far as i got

versed sun
#

well , after you add it to canvas

#

the "Slot as..." part is what you need

gritty wraith
#

Im no longer doing the image

#

i laready solved that

#

that was a different widget

magic crown
#

Now is there is a way we can permanently make input be on Game Only or something? Left clicking doesn't work correctly sometimes when Mouse Cursor is shown in PC because UE likes to constantly switch off Game Only input and go to UI or some crap. I don't understand how to fix? Cheers.

gritty wraith
#

actually is was the widget im now trying to position

versed sun
hoary junco
#

is there a way to create a trigger that only works if you enter it from a certain direction? The reason I ask is I want to create a corridor that infinitely loops if you go through it in one direction, but if you turn around and go the other way there's a trigger box that teleports you to a different part of the map

versed sun
hoary junco
versed sun
#

or, compose a 'Box' from 4 smaller boxes, each triggers a different overlap

versed sun
versed sun
#

if its close to 90, then you are heading east, or something like that

#

not sure what your level layout looks like , but theres a start

hoary junco
# versed sun or, compose a 'Box' from 4 smaller boxes, each triggers a different overlap

the problem with each triggering a different overlap is the trigger box can be walked through, so if you entered it from the left side, it would trigger when you hit the right side of the box group, I want it to be completely walked through one way and it do nothing, but when walked through the other way it triggers which means the solution around actor location being a conditional of the teleport will be a lot more effective

versed sun
#

2 boxes like this
when you trigger Blue, check to see if you are already in Red, If you are then you are moving Left

hoary junco
lofty rapids
dense badger
#

You... can... hold... shift... to... move... comment... boxes... without... moving... the... contents... 🤯

lofty rapids
#

there is a node

#

dot product

versed sun
lofty rapids
#

or do what ryck is saying probably easier

versed sun
#

dot product is magic

hoary junco
# versed sun

so, when you overlap the blue box, if you're overlapping the red box too then it prints text?

versed sun
#

I think so, should only be 1 trigger once both boxes are overlapped

hoary junco
#

but how would that limit direction since you can overlap both boxes by coming from either direction?

versed sun
#

you want Red to Blue direction to respawn infinite loop of same room
and Blue to Red exits the loop and new level spawns
or something like that , right ?

lofty rapids
#

you can do dot product on begin and/or end overlap but you would be f'd if you say turned around in the middle your result would be off

hoary junco
#

or rather I want the red to blue direction to do nothing because the player gets put in a circular corridor that has no exit, but if they turn around and go the blue to red direction they get teleported to the next area

versed sun
#

you can make it do whatever you need , theres how to detect direction

hoary junco
#

I guess that works then

versed sun
#

(except I messed up the left/right)

simple field
#

Any idea why is it not actually adding that material onto that static mesh

#

it's a toggle button to enable/disable a material layer

#

if material is enabled, it sets that material to none

#

if material is disabled, then it sets the material

hoary junco
# versed sun

one question btw, how do you get your wires to be that neat? mine are always a curved mess

lunar sleet
simple field
#

I thought it was a hierarchy issue so I just set it to an incredible number

vestal acorn
#

probably try static mesh to print string to check if its getting the correct mesh?

#

if index0 is doing nothing

hoary kraken
#

how can i make a chicken ai for my game

simple field
#

but when I set it to 1 it's not showing up

#

it's basically a mask that is supposed to go above another material

vestal acorn
#

show the static mesh with material indexes?

#

0 = first material slot, 1 = second material slot

#

so if 0 is working, and 1 not , probably a material slot/static mesh issue

simple field
#

There's just 0 under the static mesh, do I add 1 manually?

vestal acorn
#

no

vestal acorn
#

set material changes the material set in the material slot, you cant add more dynamically as far as i know

simple field
#

Well I need two materials, the one with index 0 is my earth texture that gets changed in-game (highlighted countries appear), and on index 1 I'd like to have the borders material itself so that player can enable/disable the visibility of borders

dawn gazelle
simple field
#

How do I open a mesh

#

do you mean the pawn it's in?

#

@dawn gazelle

dawn gazelle
#

Find the mesh in the content browser. Double click it.

#

If you're using a built in mesh, then you may want to make a copy of it to make your changes to

lunar sleet
simple field
lunar sleet
simple field
#

static mesh

lunar sleet
#

Did you drag it into the map from the content browser ?

simple field
#

Yes

lunar sleet
#

Was this imported or something ?

simple field
#

Er no

#

I made it in UE

#

then I moved it into a pawn

#

and then I dragged in and dropped the pawn

lunar sleet
#

No

#

Take the static mesh

#

Drag it directly into the world

#

Then edit

#

It’ll change in the pawn when you apply

olive pasture
#

hi everyone. i want to place an image in a widget as a dynamic percentage of its parents total height.
for example 0.5 would be exactly half way vertically, 0.25 would be a quarter down.
is there any way to do this? does that make sense ?

olive pasture
simple field
#

Why is it not visible?

maiden gale
#

Hello, I have a question for you guys about enhanced input and blueprints.
I have created an input mapping context and added the number keys so i can assign them to action bar slots.
How do i get the display names from the input mapping to use in the Widget Blueprint? I have tried a load of things but cant seem to get an array to populate with any info.

Any suggestions would be greatly appreciated.

Im getting the following error in the output log.

LogScript: Warning: Script Msg: Attempted to access index 0 from array 'ActionBar1_KeyMapping' of length 0 in '/Game/Coast_Game/Blueprints/BP_CST_FirstPersonPlayerController.BP_CST_FirstPersonPlayerController_C'!
LogScript: Warning: Script Msg called by: WBP_CST_ActionBar_1_C /Engine/Transient.UnrealEdEngine_0:GI_Coast_C_22.WBP_CST_Player_HUD_C_0.WidgetTree_0.WBP_CST_ActionBar_1

agile moss
#

The actor keeps setting its rotation to the Y of where I last looked at the viewport, but I want it to look only in one direction, help?

trim matrix
#

Will this function still continue down the execution line on false or will it honor the return nodes and only continue from those?

gentle urchin
#

You need to be explicit about early returns

#

(So instead of break, you can simply return the element on true)

#

Early return 🙂

#

So yes, it continues, as ypu have not been explicit about returning there

warped juniper
#

Hey there, I got this error while testing stuff. It did not cause a crash.

Blueprint Runtime Error: "Attempted to access BP_FireballProjectile_C_1 via property K2Node_Event_Other, but BP_FireballProjectile_C_1 is not valid (pending kill or garbage)". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP Fireball Projectile Blueprint: BP_FireballProjectile

#

I have a fireball projectile that explodes on impact (spawns an explosion and destroys itself on impact with anything)
When they collide together, however, this warning appeared

warm tree
#

hey all 👋 wanted to ask if there's a CharacterMovement or Actor setting that replicates actor rotation that isn't Orient Rotation to Movement

waxen mason
#

I believe theres a RotatingMovementComponent

warm tree
trim matrix
# gentle urchin So yes, it continues, as ypu have not been explicit about returning there

I see what you are saying. So, I dont want the function to return until the loop is complete, but you are saying the false will return on the loop until break. Which might explain the manner which my pawns are spawning. In that case, what should I do, because on the out side of that function the very next function is to spawn the AI pawns in the remaining player starts. Should I call an event on the loop complete instead?

sick sky
#

i actually trying to think of doing a "mop the floor" systrem

the idea is that I have a transparent plane to show the player the area, then detecting what % of the flat area he touched with the mop.

i was wondering if using some linetrace is a good start, of if i should use something else

dull scroll
#

I'm not sure if this is the right place to put this but I modeled a car in Blender for my game I'm working on but for some reason my car keeps pivoting, I don't really do the whole making the game work thing but I've been trying to learn and I'm just stuck.

#

All my mesh origins are setup correctly which are shown below, and I tried messing with the center of mass in my blueprint cause I figured it could be too rear heavy but that doesn't explain the pivot it does when it pawns in

wise ravine
tough kiln
# trim matrix I see what you are saying. So, I dont want the function to return until the loop...

It seems you're trying to access an element of the loop after the loop is completed. If I've understood your intentions, you want to loop through data, find the first one that matches your criteria, and return the transform, while also understanding which element of the array was used.

If this is the case, you should set the transform and index as local variables after your branch, then on loop complete, remove the index from the array and return the transform. Then you'll have your transform and an updated array to spawn the rest of your actors.

lofty rapids
#

this works fine though it doesn't return on loop body as far when you print string after it's after all the test prints

warped juniper
#

Hello, working more on my spell casting system.

#

Not sure how should I approach that system... It's something similar to having a different weapon on your hands every time.

#

I haven't made such thing before, thing is.

lofty rapids
#

what sort of spell thing, you want to have a certain spell on at any time ?

#

the more complicated version wout probably be GAS

warped juniper
#

GAS?

lofty rapids
#

Gameplay Ability System i never used it but thats basically what it's for

#

or you could just use variables also as an alternative

#

maybe a component or something

trim matrix
warped juniper
#

Well I don't think that's exactly what I was looking for

#

I had something very straightforward

#

The player can select a slot on the fly

#

When that slot is empty, clicking lets them use the inputs to cast a spell. Once cast, that spell is equipped and they can cast it freely until it runs out.

#

There are 2 logc gates here first. Checking if the slot is empty or not, which should be the easy part, and checking what spell is in that slot

#

Since the current spell has to be reflected in the UI for visual clarity.

lofty rapids
#

so a slot that fills up as you cast spells ?

#

or just a single slot for that spell ?

#

an by "slot" wdym ?

warped juniper
#

You know how in a shooter you can have different weapons equipped?

lofty rapids
#

ok so a slot that is linked to a keypress ?

warped juniper
#

Pretty much.

#

Only that slot is changed in a cycle since there are only 2 of them.

lofty rapids
#

you can already cast spells n stuff you just need the slot worked out ?

warped juniper
#

Yeah pretty much

#

I got the logic of turning inputs to spells

#

Now I just need that system to allow players to stash a spell, plus making more complex spell inputs.

lofty rapids
#

maybe #umg might know about a slot system like that ?

warped juniper
#

I could ask around... Thanks for the help

dry scaffold
finite hearth
#

I am in collision hell, and I know the solution is probably a checkbox that I am missing.

When a monster dies, I set its collision to a custom collision preset, which ignores everything except for a block on WorldStatic. I also change the object type to DeadObject.

My landscape is a **WorldStatic **which blocks DeadObject.

However after changing the preset on the monster after death, the monster will fall down and clips through the world.

As an alternative, I've tried disabling collision and gravity after monster death, but it will still clip down.

What am I doing wrong?

Note: Multiplayer setup, but the change collision logic and being called on both client & server

#

To debug: I am trying to check the collision settings of the monster in PIE, but the dang things falls so fast I can't click it in time.

surreal peak
rain wraith
#

Any recommendations on how to Save and Load arrays that are uniquely and repetitiously generated? In my level, the player can spawn pawns from a class which generates an array with unique data for each pawn and I'm unsure how to make a system for saving this array data.

lofty rapids
#

what kind of data ya got ?

#

you need to be able to serialize it i think

#

array of integers, array of strings np

#

array of structs idk but you might be able to change it to savable data

trim matrix
#

So this is a really good idea and I did implement it and it does work well. But even after sorting my array, triple checking at runtime with debugger multiple times, when the same level is re opened it gets messed up no matter what I do because the local player indexes actuall change! Player 0 becomes player index 1, and Player 1 becomes player index 0, hsomething like that, so now the question becomes what happens to these local players controllers when a level is re opened? @tough kiln

lofty rapids
rain wraith
#

Does an approach like this seem reasonable? Every time a pawn is spawned it gets added to the ExistingPawns array > For each loop of the array > Get the CapsuleTransformData and append it to array SavedCapsuleTransform Data (which is stored in BP_SaveGame)

#

And then to just repeat it three more times for the other array transforms in the pawn class

lean jasper
#

Hi everyone ^^ !

I would like to not only add an easter egg, but also a functionality to my Melee Character : how to detect if a player's left thumbstick made a full rotation ?
How to then check if it made multiple rotations ?

I'm compelled to use BPs only, and I have absolutely no clue how to make it properly (if possible, without using Event Tick, but that wouldn't be too problematic if there's no alternative).

Thanks for your attention !

warped juniper
#

@lofty rapids I couldn't get any help on umg, but I tried to come up with some logic system...

#

So for starters, I made a struct.
It stores an int, for the slot
A string, for the ID of the spell
And a boolean to check whether or not it's open

#

Hmm... But in second thought checking for null in string does the same.

lofty rapids
#

i would use an array

#

maybe even just 0 for empty, 1 for occupied

#

you got to be careful with structs in bp
i hear they can break your project

rain wraith
# lofty rapids looks legit to me

How would one go about loading this data back to the individual pawns though? Not very familiar with arrays but I believe appending just adds all the input array into one larger array. So each CapsuleTransfromData stores 80 Indexes. How would the code tell it to send the 80 indexes of transform data to index 0 of the stored pawns, then index 81-160 to object index 1 and so and so on for additional pawns

warped juniper
#

I need something that stores both an int and a variable string

lofty rapids
#

well the index could be the slot

#

so index 0 is slot 1

rain wraith
#

Sure for the objects. But then how does the game know that object index 0 should recieve transform index 0-80

warped juniper
#

Well I have no idea why or how

lofty rapids
#

right just be careful with the struct make it and leave it if you can

warped juniper
#

But the character lost the ability to move at all.

lofty rapids
#

is your camera working ?

warped juniper
#

Yes.

#

All input works, just not any form of movement.

lofty rapids
#

the actual movement event is firing

#

when you press the keys ?

warped juniper
#

This is the error

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue". Node: Set bIsInAir Graph: EventGraph Function: Execute Ubergraph First Person Anim BP Blueprint: FirstPerson_AnimBP

warped juniper
lofty rapids
warped juniper
#

The anim bp

lofty rapids
#

show the nodes

#

accessed none pretty common the thing your trying to access is most likely empty

warped juniper
#

Nothing is affecting the movement now

#

Not even gravity

#

What nodes specifically?

#

I changed nothing of the movement

#

I just added some of the spell slot functions and then it just broke...

lofty rapids
#

did you already have a ui ?

#

a widget was already on the screen or you made one ?

#

did you set the game mode at all ?

warped juniper
#

I have the same game mode as I had

#

I genuinely changed nothing but what I mentioned of the spell slot system

#

I tried the default character bp and it works as normal

lofty rapids
#

well i'm just going about debugging

#

usually check the events are firing

#

first then see if you can add input another way

#

like a hard coded key press or something

#

seee if you move

warped juniper
#

No you don't see

#

It's not input

#

No form of character movement works

#

I move it up, it remains static, cannot detect anything in regards of falling and such.

lofty rapids
#

your character animation is playing ?

#

the idle or whatever its set to

warped juniper
#

Yes, it is.

lofty rapids
#

or is he idle or falling ?

warped juniper
#

Idle

#

Just idle.

lofty rapids
#

so it's not falling thats weird and if you take out the code you put it does it work again ?

#

or it's broke ?

#

also does it break at a certain point, or it starts like that ?

warped juniper
#

It broke

#

It starts broken

#

And even if I remove all I added, it remains broken

#

@lofty rapids What would have even caused this... How do I even fix it?

lofty rapids
#

well your events firing so thats good, you did a print string on that ?

warped juniper
#

Yes.

#

I can move the camera

#

The character is just permanently stuck in a fixed point in space.

lofty rapids
#

in the character goto details

#

search gravity

#

show what it says

warped juniper
#

It's 1.

#

I think this is all just corrupted...

lofty rapids
#

whats 1 ?

#

ya it definately could be

#

but hard to tell with out going through a bunch of stuff

warped juniper
#

It's 1 gravity.

lofty rapids
#

your gravity scale is 1 ?

warped juniper
#

Yes.

lofty rapids
#

and enable gravity is checked ?

warped juniper
#

Yes

#

I did not change it

#

And besides

#

It cannot access the character movement component itself as shown in the error log.

#

There isn't a no gravity problem, but a no character component problem.

lofty rapids
#

are you pulling of something that has that component ?

#

what does that look like ?

warped juniper
#

It's the default character movement component

lofty rapids
#

so you used a template then

#

and when your in the character can you click on the component and get details ?

#

if your details is blank it's a bug

#

and if your character is all f'd up, what version are you on ?

warped juniper
#

Yes, all details are blank.

#

I'm on 5.3

lofty rapids
#

yep thats a bug

#

is it blank like not displaying anything ?

warped juniper
#

So I'm using the one version of UE that randomly destroy itself?

lofty rapids
#

i think so

warped juniper
#

And yes, it displays nothing. Again.

lofty rapids
#

good time for backups or source control

mighty kernel
#

Anyone know a quick way to get a landscape's height given X and Y coordinates?

warped juniper
#

I'm checking for the autosave backups

#

See if something can be salvaged

lofty rapids
#

on a custom channel

#

line trace by channel

#

get the point

#

and then subtract where your zero is

#

or if you landscape is at zero z, your all set

#

just trace and get the location

#

split the pin and get your z

twin shale
#

Question: Once upon a time I had a collision sphere around my player I used to turn stuff on and off at a distance. It ended up checking so many things per frame that my frame rate tanked due to the collision sphere moving each frame. I made a custom component that just checks the distance to the closest player and sets the tick rate accordingly. If no player is within X distance the tick rate reduces to once every say 8 seconds. This works fine right now but we're going to have thousands and thousands of actors that have this code (everything interactable in the entire world). I need to find the most performant way to turn features on and off based on distance. Any ideas?

warped juniper
#

Alright... Thank god

#

The backup worked and I recovered everything.

lunar sleet
lofty rapids
#

c++ will help with larger loops

twin shale
lofty rapids
#

so it's only checking 4 players, or you said thousands

twin shale
#

Thousands of actors are checking against 4 players. Basically every item in the world regardless of distance is doing these checks

lofty rapids
#

so each item will be searching the 4 players on tick, is that correct ?

#

hmm

twin shale
#

Nope, I cache the 4 players as they log in and out. They're just pulling from an array and checking

#

Then they dynamically adjust tick

lofty rapids
#

checking actor location ?

twin shale
#

Yes. They get both actors location and do a distance compare

#

So theoretically only say 200 actors are high tick at any point

lofty rapids
#

ya i c, seems like a lot

#

i would move whatever you can to c++

twin shale
#

My general question I guess is would moving this back to something like collision spheres be a good or bad move? I can limit to only pawns but it seems like doing that would still be a lot more costly

lofty rapids
#

collision spheres on each item ?

twin shale
#

This will probably move to C++ in the future but it's not moving just yet. I guess I can bump that priority if needed

mighty kernel
twin shale
#

Probably each item so it's not moving each frame. I think the sphere moving each frame the first time is what really tanked my frames

lofty rapids
#

so the frames went down even when nothing overlapped ?

twin shale
#

When I had the sphere on the player it was set to something like 40 meters and it was checking literally every actor and mesh I passed as I walked. I had to chase it down with insights

lofty rapids
#

maybe make them idle within a range

twin shale
#

I also have a number of different things that had to happen at certain distances. I couldn't imagine putting several overlap spheres on there

#

Make the collision go idle after a certain distance you mean?

raw pilot
#

Since i cant copy and paste a 2nd tick in my blueprint, how can i make one as a custom event? just add the float DeltaSeconds and it works the same?

lofty rapids
paper smelt
#

How do i get bone name with line trace?

lofty rapids
twin shale
lofty rapids
#

c++ just makes everything faster

#

when your dealing with a large scale especially actors to loop in an array

#

in the thousands

#

it's really the only way to make it work

#

if you have 1000 in range thats 1000 loops * 4

#

bp is just not built to handle it imo

#

it will eventually crap out

twin perch
#

Question, i have a Length, its a float, i have a normalized vector, i want to increase that normalized vector by the length how would i go about doing that. youtube is telling me i gota do matrix math ?

#

i want to keep the original vectors rotation ect ect.

lofty rapids
#

you should be able to multiply it by the float

#

but actually idk if that will you give you what your looking for

twin perch
#

multiplying didnt work unfortunately

lofty rapids
#

matrix math isn't that bad

#

you just do the math in order

#

if you have a matrix

#

multiplying a vector by it is just a matter of doing in a certain order

twin perch
#

well there is Get Scale Vector (matrix) ... but ive never used that i sware their is a simpler way of doing it.

lofty rapids
#

but matrix math can also just be broke down to a formula

#

what does the matrix look like that they want you to use ?

#

or do you need multiple ?

twin perch
#

hmmm ? its a blueprint node called Get Scale Vector i asume it scales the vector which is what i want right ?

lofty rapids
#

idk never used it

twin perch
#

hmm all good im gona do more google fu cheers for the help!

lofty rapids
#

but i imagine you want set

frail swan
#

When I jump into the edge of a platform, I get stuck on it. When I jump over the ledge, I clear it easily. How do I prevent getting stuck?

twin shale
# lofty rapids it will eventually crap out

I think I'll move this to c++ in my optimization pass since it will be a bottleneck. I'm kinda wondering if I can limit how many entites are checking locations by adjusting World Partition distances

twin shale
frail swan
#

How do I prevent it from interrupting the vertical momentum?

#

even if the bottom edge of my capsule hits it, it gets stuck

lofty rapids
#

you could try to change the capsule half size, or size

#

i've never done it but it's worth a shot

#

you could make it smaller when your falling

#

or when you jump

#

then set it back when you land

frail swan
#

that might be worth a try. To match my character's curled up legs... Ideally I'd like the capsule to just slide up the edge. I don't want my jump's height to be affected by whether or not I hit a wall

#

a ceiling, sure

lofty rapids
#

well unfortunately the animation doesn't change the capsule

frail swan
#

Yeah but what I'm saying is this isn't a matter of the character size. A jump that doesn't hit the wall gets me that high, but if I hit the wall, I don't get that high.

lofty rapids
#

i think you might be able to adjust step height as well

#

maybe step up it

lofty rapids
#

goto your character

#

and look at the capsule

#

thats whats hitting it

#

that pill shape thing

frail swan
#

I understand that

lofty rapids
#

but i would also check out step height

#

see if you can get that sliding effect by making that a bit higher

#

but then you would need to change that on the fly

#

or you could leave it but your regular step height will be a bit larger

#

idk if that would work considering your not walking

#

but it's also worth a try

warped juniper
twin shale
frail swan
#

I just am having a hard time understanding why the upward velocity stops all of a sudden. As you can see, the capsule is sliding along the ledge just fine until the bottom gets there, and then I'm suddenly suspended with no velocity for a moment

warped juniper
twin shale
lofty rapids
#

its not actually using the collision of the mesh

#

your using the capsule collision so it's getting stuck

#

you can try to adjust the capsule idk how that would look upon landing tho

frail swan
#

I feel like we're talking past each other, but thanks for trying to help

#

I really do appreciate it, that probably came across really passive agressive

warped juniper
lofty rapids
twin shale
frail swan
#

If you watch my first gif you can see that my jump is able to clear the ledge and then some just fine , if I don't come into contact with the ledge on the way up. My capsule goes well over it. Also, if I jump against any other wall, my upward momentum doesn't seem to be affected. But if there's a ledge at the top of the wall, the capsule "catches" on the corner of it

twin shale
twin shale
# frail swan This is kinda what I fear

The "laziest" thing I can think of is do what @lofty rapids suggested and just use an anim notify state in your jump to shrink the capsule during a window of the jump.

lofty rapids
#

or do the line trace and disable collision that was a good one two, theres some issues with either way

twin shale
#

Oh yeah, either one. If you're going to do that I'd probably add an extra collision channel to platforms in the middle so you can treat them differently from the ceiling and the floor

frail swan
#

I do plan on implementing one-way platforms. I need to do some testing and see if this only happens on thin platforms like this, or if it also happens on plateaus that go all the way down to the ground

lofty rapids
#

i would probably try both see whats smoother the changing capsule size one i kind of see it jumping up sort of glitching but i never done it

#

i also have the same thing happening in some of my projects i have not fixed it yet so it's nice to get some ideas

frail swan
#

Yeah it happens on thick platforms too. I'll have to fix it somehow, but that's a future me's problem

twin shale
#

I'm not doing sidescroller but I'd personally probably detect ledges during jump and play a small step-up-on animation when you approach an edge. I'd imagine it would look the most natural

#

Cause from your video it's doing pretty much what I expect it would do

twin perch
#

Ok got a slight issue, my code works the issue is Attack Distance needs to be a negative to work

#

Is their a node that flips a positive into a negative, abs flips a negative into a positive, is thier a reverse abs ?

twin shale
#

X -1 flips either direction

lunar sleet
twin perch
#

@twin shale sorry could you please give me more information ?

twin shale
#

AttackDistance x -1.0 float

twin perch
#

@twin shale ah! right times it by -1 cheers that worked thank you!

warped juniper
#

I get it's a pain to actually add people onto it though.

trail goblet
#

Not sure if this is the right place, but i've been making this in BPs. I've created a custom hover vehicle and it weighs about 2 tons, yet it cannot push over very light objects at any speed. Yet the sadan can do it at even slow speeds. Im unsure why this is the case.

#

It also floats down very slowly compared to the sedan as well. Would anyone have any ideas what would cause this?

twin shale
trail goblet
#

Just default settings :/

#

Yet it feels like it has no force when it collides with something

trail goblet
#

Would using a FloatingPawnMovement do anything to this? (Nothing changed)

devout wave
#

hey! I was looking into making a climb for my game but having trouble with anything feeling good, I played some Diablo 4 this weekend and the traversal mechanics would be perfect, it is essentially an automatic climb when triggered in a hit box. Tunic does similar... would this be done using a timeline in unreal or is there another way I could do it?
Thanks!

lunar sleet
trim matrix
#

Hey, first time i meet this bug, BlueprintImplementableEvent won't show up on Blueprint graph, so weird. The function is still there but no event. Tell me if you know anything.

(got it, was the "const")

warped juniper
#

Hey, I'm thinking of using the Gameplay Ability System in my project, but it's not an RPG. Instead, it's more of an action game with a large number of skills... Some of them are shared between players and enemies, with important changes to their behaviour and visuals.
Would my case be a good situation to implement GAS? Or should I use components and such?

trim matrix
#

Sound like you can use GAS. Faster than implement your own system anyway, why not

warped juniper
#

As a simple explanation, though.

#

The idea is that the player inputs codes to cast spells.

#

I would probably have to make minor extensions to the system to support that player side.

worldly urchin
#

what is the difference of just using keyboard 'F' event and using an Input Action? Which is better?

warped juniper
#

The F key event is EXTREMELY rigid in logic.

#

It checks only the frame it receives input, and the frame it strops receiving.

#

Because of this it has no amount of flexibility and is even prone to errors in some use cases.

trim matrix
#

Those keyboard event is just for debugging

worldly urchin
#

ok thanks

remote meteor
#

F is just F
IA_Flashlight could be, iteral many anything else, including gamepads, gestures, virtual triggers from code, rebinded keys, etc etc.

warped juniper
#

The Input event gives you.
The moment the Trigger becomes active
The moment the input assigned to the event is first pressed
A tick event as long as the input hasn't been cancelled or finished
The moment you let go of the key before trigger
The moment triggering has been completed and nothing else is left to do.

#

The most important part of Enhanced Input is setting the trigger.

#

You can make virtually any possible interaction if you are smart

#

For example you can have a Hold input for events that you want the player to hold down a button, for example to turn a dial or valve, but have a Start event as well to simply press a button.

#

Or in a fighting game you can have a button that does something if you tap the key, and something else if you press the key while also holding down a different key.

#

Possibilities are as many as what you can figure out... I just wouldn't ship anything with hard coded key interactions.

#

Except maybe a Konami Code? That one gets a pass.

thin panther
#

Even then I'd still rather map it to actions, who's to say you can't use a cheat code because you use an alternate layout, a foreign keyboard, or an accessibility controller

warped juniper
#

Yeah, that's a fair point as well.

#

Not to mention EIS handles player custom buttons by itself. That's a load off your shoulders for something every player will want.

south ginkgo
#

Hi! Just a quick question. I've been trying to find a way re-update my player references upon respawning and found this post: https://www.reddit.com/r/unrealengine/comments/cg3i6h/for_single_player_game_whats_best_way_to_handle/
And it seems that OP found a solution but I don't quite seem to understand it. I'm just kinda confused on where exactly this code would be placed like if it's in the level BP, or elsewhere and what exactly would be the BP_myController. I'm pretty new to UE5 too, so forgive me if I'm a little slow.

Reddit

Explore this post and more from the unrealengine community

bitter star
#

Hi guys, I'm trying to make a blueprint that spawns an actor (Gas 1unit) with an osc message and checks if there are other actors present (Gas 2unit A & Gas 2unitB) and if so destroy them. This is what I've done so far and it "works" but i get errors from the message log (Blueprint Runtime Error: "Accessed None trying to read property Gas2unitB". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP OSC Server Blueprint: BP_OSC_Server) that points to my last branch of the chain (the one that goes out to destroy actor). What am I doing wrong in the bp? Note: the gas2 unit A & B may not have been spawned yet at the moment the action is called, but it shouldn't matter as I've added the isvisible bool. Or should I spawn all actor and hide them all then call visibility toggles with my osc message instead of spawn and destroy?

dawn gazelle
# south ginkgo Hi! Just a quick question. I've been trying to find a way re-update my player re...

This is one of the issues of storing refs to something that may dynamically change during gameplay. You don't want to have everything using additional dispatcher logic just to keep itself updated with the new ref. The code you've displayed would need to go in to any actor that wants to maintain a reference to the Player Character, and yes, that means any actor that wants to keep itself updated when the player's pawn changes.

An alternative would be to create a blueprint function library with a getter function for your custom character class, allowing you to easily get your character reference from anywhere, and anything that needs to use a reference to the character can just request the reference at any time.

frail swan
dawn gazelle
# bitter star Hi guys, I'm trying to make a blueprint that spawns an actor (Gas 1unit) with an...

The issue is that you're trying to reference something from Gas2unitB (the Root Component) and as you've said, it may not necessarily be spawned, and because it's not spawned, you can't access the Root Component of it, so then you get this error.

To fix this, you can check if it is valid first before doing anything with it, and only if it is valid can you attempt to access values from it and destroy it.
This means you may want to use a sequence here after your first branch so you can check both of your Gas units individually and destroy them if necessary.

bitter star
dawn gazelle
bitter star
bitter star
dawn gazelle
lunar sleet
#

speed of what

#

ok, so what's the issue you are experiencing exactly?

#

Oh

#

You’d prly need to do some maths to change the track output

bitter star
#

What node should I use to invert the vector direction of a value? For example if my value is 200 I want it to become -200

lunar sleet
#

I’m thinking you can maybe get distance to actor at the start, and divide the track output by it before plugging it into the lerp. But you’d need to test that theory. #game-math would prly be more useful than me

bitter star
trim matrix
#

Is there a delegate that fires when the world has fully loaded that I can access in blueprint on the game instance?

thin panther
#

No

hardy mango
#

Streaming Levels - how do i set this initial state for this MISSION MAP to NOT be loaded?

#

when I play the game - this level is visible.

hardy mango
#

is this appropriate? This works but it feels like there is supposed to be a setting somewhere to set the initial state of this streamed level?

#

all docs say to use Blueprint or AlwaysLoaded - thats the only 2 options....

surreal peak
#

@hardy mango have you tried the Visibility setting?

hardy mango
surreal peak
#

The entry in the menu you are showing

#

Second from the too

#

Top

hardy mango
#

same as the eye icon....

#

it temporarily (editor when not in PIE) hides it

warped juniper
#

Hey there, just want a quick hand here...
I'm trying to make a simple explosion expand over time based on its lifespan.

surreal peak
#

I'm relatively sure the level should be unloaded by default if you set it to Blueprint... Hm

warped juniper
#

I tried using the Event tick delta seconds but it ain't doing anything, sadly.

#

A timeline isn't ideal either since I want the duration to be dynamic.

warped juniper
#

I don't know much of them sadly... How can I input a float to adjust their length?

surreal peak
#

Make the Timeline 1 second long and set the PlayRate to 1 / Duration

warped juniper
#

Ahhh thank you... And that retains all easing as well?

surreal peak
#

Should yeah.

#

The Lerp is linear so if you want to recreate that without a Timeline you need to use a Float Curve asset

#

And then count up some float variable on tick to know how long the actor is alive. There might be a variable somewhere that gives you that already but not sure what it's called or if it's BP exposed

warped juniper
#

Thanks so much for that, you're a lifesaver...

surreal peak
#

That counted up variable is then divided by life time and the result clamped to 1.f and fed into the get value function of the float curve

#

That's the alternative solution to the timeline

warped juniper
#

I think a timeline should work though

#

It wouldn't cause issues if spammed multiple times I hope...

#

This is for an explosion.

surreal peak
#

It resets fwiw. You wouldn't call this in Tick

#

Right but one explosion is one actor, right?

#

At least it should be

warped juniper
#

Yeah of course

#

It's one actor with a matching particle effect

#

Plus the overlap event to check for damage.

#

@surreal peak It works excellently, thank you!

#

Now I just hope my spell system holds up...

#

I feel this will make some people cringe.

#

The way it works is that it checks for the current spell the player holds and executes the according function.

#

Each spell has alternate player actions besides the basic M1 fire event... But I'm at a loss for making this more efficient.

#

Specially for creating more complex systems.

#

I would like to have something similar to the U5 first person default FPS gun... The gun itself holds its own input logic that overrides the players

#

I just cannot crack the code for it.

teal sky
#

tryign to make an on clicked event for this gun, where the cube detects when it is clicked. the cube doesn't really fit the gun though that well. does anyone know of a better way to do this? perhaps there is a shape i can use besides a cube that is more customizable

surreal peak
#

@warped juniper Singleplayer ?

#

Your system is basically lacking any kind of Object Oriented Programming.

warped juniper
surreal peak
#

Your Spells should be their own Objects

warped juniper
surreal peak
#

BP_Spell which should have some functions like ActivateSpell with some generic information passed in. Then you can inherit from that and make a BP_Spell_Fireball.

#

Override ActivateSpell in there to do your actual Fireball stuff

#

There might be more functions you need, and some more boilerplate stuff

#

You would probably also have a BP_SpellComponent which is a child of UActorComponent which should take care of the spell system in generall

#

E.g. adding spells or activating the right one

warped juniper
#

Hmm well the current system I have for selecting spells is a pretty weird but "functional" one

surreal peak
#

You can try to activate spells by matching the class or give them some GameplayTag to identify them

warped juniper
#

Player input is translated to an ID

surreal peak
#

Your system looks like almost everything sits in the character

warped juniper
#

The ID is converted to a string and then that string is what drives the spell once cast

warped juniper
surreal peak
#

You can still do that. Input can be translated to a GameplayTag and you then tell the SpellComp to activate that

#

SpellComp loops the abilities and checks which one has the tag

#

You should really not code the system into the character

#

It will bite you really quickly

#

And since you are doing Singleplayer stuff you can use Objects easily I guess

warped juniper
#

I really wish I could follow you better here. I'm really not at the level you may think I am.

#

I cannot fully grasp what objects are in this case.

#

Just the absolute base class type?

surreal peak
#

Object is the base class of basic almost everything in UE. The are also the most lightweight class you can make

warped juniper
#

Alright.

surreal peak
#

They can't be placed in the scene for example. That only starts being a thing with Actors

#

But for a spell they also don't need to

warped juniper
#

Currently I have my spells as a BP Component...

surreal peak
#

Yeah...

#

Idk. You should learn a bit more than I would say. You will code yourself into a mess sooner or later other wise

#

The system you make there scales really poorly

warped juniper
#

Sadly that's how college life is.

#

They half teach you JS and throw you into the engine to make a proof of concept in a month.

surreal peak
#

Game Dev college?

warped juniper
#

Hey, it's free.

surreal peak
#

Yeah idk. I never thought that made sense

warped juniper
#

It's mostly for the business studies.

surreal peak
#

I studied generally math and IT and learned the Game Dev stuff myself with a then very nice base of knowledge

#

Two of our employees went to a Game Dev University. Can't say they seem to have learned more than anyone going to a normal one and learning Game Dev manually

warped juniper
#

I'm not quite good at self teaching most things... More often than not I just don't know how to properly train myself.

surreal peak
#

They are lacking a lot of base knowledge due to that actually

hardy mango
#

i myself have a computer networking degree (Cisco/MS Servers) and never used it.... 12 years IT work.... self taught myself programming + game dev

#

i full heartedly agree/stand-behind self learning.

#

college is a joke

warped juniper
#

I guess it's just a mistake... Really I'm just carrying on with this because I'm so close to the finish line.

surreal peak
#

Totally fine

warped juniper
#

And if I abandon now I would have wasted years for nothing.

surreal peak
#

Just sharing experience

hardy mango
#

yah - and its a rough point in life - businesses/corps push "NEED BACHELORS"

surreal peak
#

My bachelor degree is also unused

#

And I never went for a master one or a doctor title

#

After all I founded my own company and no one cares about this anymore

hardy mango
#

but - it gets you foot in teh door... you do learn good things though

#

soft skills

#

people/project management

surreal peak
#

But the knowledge I got from studying was worth it

hardy mango
#

core skills that develop you as a person.

warped juniper
#

It's pretty bizarre, really.

surreal peak
#

Game Dev college is not bad. I just don't think it's the best alternative out there

warped juniper
#

Most of my focus was on more general art elements of the game dev pipeline

#

Like the general area of 3D art such as shaders, rigging, models, texturing and whatnot.

hardy mango
#

college is a good INTRODUCTION to topics i find

warped juniper
#

But having to do all the college stuff made me neglect it, as all the 3D related elements get skimmed over with redundant subjects I mastered long ago.

hardy mango
#

its good for people that cant self-learn

#

sets an agenda & topics to go study

#

but

warped juniper
#

Yeah, but if college can't help me now, what's my other option?

hardy mango
#

if you take college - and dont put in 1000+ hours on the topics to develop/go above & beyond.... you're not going to get into the industry on your degree alone

hardy mango
#

tons of study

warped juniper
#

I would love to do that, genuinely.

#

But there's a lot of stuff bothering me

surreal peak
#

Idk how it is in your college but I think here they give you art and programming basics and then have you take a path.

And at the end of the day you gotta make some project with a small group of people which will probably just about work cause everyone is lacking actually experience

hardy mango
warped juniper
#

Every time I feel I made some progress to set some form of consistency, I just fall back.

#

Like, I stried to sculpt every day to improve my skills. And it started giving some results.

hardy mango
#

my suggestion - get with someone good - learn together.

THis also is hard in this industry .... its hard to find good people in a FREE MARKET such as game dev

surreal peak
#

@warped juniper I've been out of Uni for 8 years or so. And also working with UE4/5 for 10 years. I'm still learning

#

That's how it is

warped juniper
#

But sadly I couldn't keep it up.

hardy mango
#

ALWAYS learning

warped juniper
#

Imposter syndrome just gets the best of me. How do you beat that invisible hand just pushing you down?

hardy mango
#

9/10 peopel cant finish a project

#

= failure from the start

surreal peak
#

Socializing imo. You aren't alone. Almost everyone struggles with it, even the ones where you think are masters of what they do

warped juniper
#

I'm not talking exactly of entire games regardless of size

#

But goals...

#

I want to improve at digital art, but can't keep a good streak of art made every day.

surreal peak
#

In your current stage you should probably do what is the most fun for you

hardy mango
# warped juniper But goals...

well this is on you my man... you gotta keep motivated.

Think of big success stories - Valheim, Minecraft..... ask yourself - "Do I want to be one of N# of devs that made 80 million $$ for their 2 years of work?"

warped juniper
#

I love design above all things, really.

#

The puzzle of making things fun and engaging, or look interesting and unique.

surreal peak
#

Try to find like-minded people fwiw

hardy mango
warped juniper
#

But currently, I need to prototype a proof of concept in a month.

surreal peak
#

You have a 100k User Server here. Use some of the social channels

#

And find some peeps that do and think the same to talk to

surreal peak
hardy mango
warped juniper
#

Because the college says so. And that's just beyond absurd when the only dedicated programming class we ever had was using JavaScript for Phaser browser games.

warped juniper
surreal peak
#

Yeah we have a lot of peeps like you here that got told to make something in UE but never got much stuff taught about it

warped juniper
#

Which could mean anything.

hardy mango
#

start with a subject like that - then expand on it if you have time.

#

make it shine

surreal peak
#

I doubt any college professor would actually objectively review something as unique

gentle urchin
#

^

surreal peak
#

So just go with your gut feeling

warped juniper
#

Honestly my college stories are a nightmare.

#

I worked with people who demanded final-quality character models before a prototype was even set up.

sick sky
gentle urchin
#

Bring up a AAA prototype

#

Hzd got some prototypes out and about

warped juniper
#

People who told me to forget the color palette, then color the characters themselves and set up the lightning, only to then complain about the characters having low visibility.

sick sky
#

For us its the opposite
We are focused on game design et game feel before starting the visuals

gentle urchin
surreal peak
#

I gotta start my day and leave the convo. Please consider moving to a social channel like #lounge , #programmer-hangout or similar. Or something more #career-chat like. BP questions are getting drowned out.

warped juniper
#

It's just a pretty demoralising experience. I want to improve, I want to be great at what I want to do, but I feel demolished thinking the time I could be spending on mastering some crafts is spent on a place like that.

#

Yeah, we got carried over. I'm sorry for that.

surreal peak
#

No worries.

abstract schooner
#

Hey Guys,
There is no UI or Wdgets forum, so I'll ask here I guess..

What is the trick, feel free to link some docs or tutorials.
How do we combine CommonUI widgets with UMG widgets?

I have an asset from the MP that uses CommonUI that works great, but I also have quite some normal UMG widgets that stop worki g the second time they are created.

I'm not sure if it is due to them being different types of widgets or if it has to do with changing the InputMode or something..
But I can't be the only one running into this?

hardy mango
verbal jungle
#

quick question, if i make an array, and then remove an item from said array, does the array shrink? or is there jsut an empty item there

hardy mango
# verbal jungle quick question, if i make an array, and then remove an item from said array, doe...

simply removeItem - then debug string the array size -

I was trying to find an answer for you but i'm not finding what i want to see.... in C++ you can array->shrink() because it states that arrays dont shrink automatically (copilot).... i would still suggest debugging it after removing item.

I recall there being a boolean on the function bShrink? or something to that nature - but i dont see this .... not in 5.3

#

there is no SHRINK node in blueprints however

verbal jungle
#

yeah i was rummaging around in the blueprint node menu and found none

lunar sleet
#

There’s Resize Array

verbal jungle
#

guess i could work with that

sick sky
#

so in UE, it can add slots if you add items, but it wont shrink when you remove ?

#

or is this a c++ array behavior

lunar sleet
#

I think it shrinks but the indices don’t get resorted automatically

#

So if you iterate over an array you removed an item from, it’ll cause some issues

sick sky
#

because from memory they shrink

hardy mango
#

literally debug it - you'll find your answer

#

array->removeItem(item)
printString(array.length)

#

if you have 5, remove = 4 (expected)

print string = 4 - you know it shrinks automatically

verbal jungle
#

so if i remove the 3rd item in an array of 5, does the 4th and 5th items get moved "up"?

lunar sleet
#

From what I’ve experienced, the indices break without using resize

hardy mango
#

this is referred to as "shrinking"

again i remember this being a boolean value on the operation .... but i'm not seeing that in 5.3

sick sky
#

in 10m i can test this

#

from memory the indexs are updating after a remove

#

i did a lot of stuff with arrays and never got issues

undone bluff
#

you will need an entry that represents an empty slot

#

you can't actually have an empty array index

bitter otter
#

hi guys,
I have an actor that can be destroyed when shot and i have it used to my enemy actor blueprint (like a weakspot), since the destroy logic is in the original actor, im struggling to have it lower the enemies health when destroyed,
does anyone know how to fix this? (sorry if its easy, im pretty new to unreal)

undone bluff
#

it either has a value or it doesn't exist

undone bluff
sick sky
#

@verbal jungle @lunar sleet @hardy mango
looks like (in BP atleast) the array is resized and updating index

hardy mango
#

debugging ftw

bitter otter
# undone bluff Your enemy should save the references when it spawns them

sorry, im pretty bad at this and don't quite understand, since there are many enemys, all sharing the same weakpoint actor as one of their components, with the weakpoint logic being in the weakpoint actor as to not repeat it alot as each enemy has many points, how can i check when it is destroyed in the enemy actor to lower health, while not lowering the health of all enemies through a custom event or something?

frigid summit
#

hi guys how to speed up the charcter using set timer by event and add movement input nothing work so far including set max walk speed

gentle urchin
#

Only on the one you invoke it on

bitter otter
gentle urchin
#

probably got some logical flaw there ^^

#

show some code

undone bluff
#

All instances are entirely separate objects

gentle urchin
#

and have their own values

#

but if your UI is stuck to the old instance or smth, then its a coding mistake

abstract schooner
nimble citrus
#

Hello, I'm working on merging two objects into one. Currently, there are two small objects tagged as 'small.' Upon collision, they're set to be destroyed, replaced by a larger object tagged as 'medium.' However, two medium objects spawn instead of just one. Additionally, these new objects appear at the spawn point of the initial small objects, whereas I intend for them to spawn at the exact collision location. How can I achieve that merging effect, similar to the game 2048. What I'm trying to do is a snowball keep growing with each new smaller object added to the mix. Also here is my current object setup:

sick sky
#

begin overlapcan be called twice

#

However, two medium objects spawn instead of just one

when this happens, is 'col' printed twice ?

nimble citrus
#

yes!

sick sky
#

and i think i understood the main problem

for each small objetcs, this code is called
so this will result in 2 time your code (2 prints and 2 spawned mdeium)

#

since each collided small object will start overlaping

nimble citrus
#

i see! is there a way to limit it run only for one object? because all the small objects have the same blueprint it2ll keep running it for both of them

sick sky
#

a possible fix would be adding a bool var "did merge"

it is false by default

  • before your branch, check if "did merge" is true

  • if its true, destroy self

  • if its false, check for the tag,

  • if the tag is found, you set to true and do your stuff

gentle urchin
#

that wont work

#

the issue is that they're two instances, and they both collide with each other

#

so both react to the overlap event

#

and both have the correct tag

#

and b oth spawn the new medium

#

What you could do is when you interact with one of them

#

you can mark them in some manner

#

either by a bool or by adding/removing the tag

#

bool is safer

#

that way you can use that bool as described above to block the functionality in the cube you're holding

#

(so the merge happens on the other cube, not currently held by the player)

#

(welp, you're dropping it , so i guess that wont work)

#

atleast not directly

nimble citrus
nimble citrus
#

i'm thinking of a way to not destroying both of the objects and not spawning new ones but keeping one and make it grow with each additional collision destroying the smaller object in each collision

gentle urchin
#

whoever destroys first wins

#

just make sure you validate the target first

#

it should then be marked for destruction

#

im also not sure why you're using CAC

#

why not just Actor?

nimble citrus
#

i'm not sure what is CAC honestly 😅 i've been learning UE only for a week at the minute

gentle urchin
#

Child actor component

nimble citrus
#

oh i just draged and dropped the medium object from the content drawer

gentle urchin
#

Really?

#

thats interesting ..

#

SpawnActorOfClass is usually what you wanna do,

#

and destroy self (alternatively Set Lifespan)

nimble citrus
#

got it!

#

thank you very much to both of you trying to help!! you're too kind wingo9Love

nimble citrus
#

it's working fine for now, i just need to do the math right 😅

#

now i see the extra branch please ignore that

gentle urchin
#

Ypud probablt want a generic cube actor class

#

Which have some value to it, directly related to the size

#

So instead of looking for a tag, you look for a class, and attempt to merge with self

lofty rapids
dark drum
#

Does anyone know if there's a way to specify the default key value when adding a new entry to a map? I'm wanting to use an int as the key and it defaulting to 0 makes it awkward. :/

gentle urchin
#

Just add entry 0 last

#

Or does your ocd not allow you?

dark drum
# gentle urchin Or does your ocd not allow you?

I feel attacked. 😛 haha. Having 0 last is what I've been doing but I'd prefer it to be a value less likely to be used.

If I decide to add another, i have to modify the 0 entry first (to a different one) and then re-add it which isn't ideal.

gentle urchin
#

You mod 0 to new, and add new 0 😄

#

But yes its awkward

#

Could do it by script

#

What id do is fake it with more instances

#

Which you on damage, swaps for a real actor

#

Yepp

torpid hearth
#

Hi! I'm trying to export a metahuman to my project (using quixel bridge), but this error keeps occurring:

#

anyone knows how to fix it?

verbal jungle
lofty rapids
verbal jungle
#

Anyone here with experience with the* InterpToMovement *component?

south ginkgo
jaunty solstice
#

Blueprint puzzle. Why isn't it possible to simply cut paste functions from one BP to another?
If you can't cut paste, how do you use functions in multiple BPs?

hoary junco
#

so I'm trying to create impossible geometry by teleporting my player around between similar looking corridors using directional teleporters, most of it is working so far but I want the effect to be subtle, like I don't want the player to know they've just been teleported or it breaks the illusion, but whenever my character walks through the teleporter there's this slight jitter in the character's vision as they are teleported, is there a way to get rid of this jitter?

lofty rapids
#

how are you teleporting ?

#

just setting the position ?

hoary junco
#

yeah, set player position and rotation

#

or, set actor location and rotation

lofty rapids
#

it's probably loading

#

that would be my guess

hoary junco
#

well I'm only moving them like 700 units..

lofty rapids
#

hmm

#

wdym "jitter" ?

hoary junco
#

hold on lemme get a video

hoary junco
#

you'll see when the teleport occurs

torpid hearth
verbal jungle
#

whatever the Live Link Body Retarget is was changed so the references need to change too

#

i think there's a "replace reference" functionality somewhere

torpid hearth
#

ok, I'm going to try this, thanks 🙂

ripe quarry
#

The jitter could just be the result of the player teleporting to a location thats not pixel perfect in relation to the corridoor

#

Then again i'm no expert, still learning day by day

#

So dont take my words as gospel

hoary junco
lofty rapids
#

maybe you teleport a bit high ?

#

and you drop down real quick ?

gentle urchin
#

Camera/spring arm lag? 😆

hoary junco
gentle urchin
#

Ah ofc

#

Then the positions gotta be wrong

#

Print location on tick

hoary junco
gentle urchin
#

Altho... it seems its skewed to a side notnjust straight up

gentle urchin
ripe quarry
#

Or maybe lighting is slightly off on the location ur teleporting to, so you could be seeing the switch between different lighting

gentle urchin
#

Try setting movement mode to flying, disable collision, and teleport

#

See what happens

hoary junco
ripe quarry
#

I see

#

I gotta goto work now so i'll give it a think

gentle urchin
hoary junco
gentle urchin
#

So on overlap -> cast to character -> get character movement comp -> set movement mode

#

And set actor enable collision

#

Iirc

lofty rapids
#

i would make sure the top part is perfectly lined up as well

#

just check the maths make sure its correct

hoary junco
#

I found out the issue

#

fucking motion blur

gentle urchin
#

😆

#

There we go

#

Hate it