#blueprint

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lofty rapids
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ffs

hoary junco
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there is still an issue where the lighting slightly dims on teleport.. gonna have to look into what the hell is causing that now...

lofty rapids
hoary junco
#

also @lofty rapids were you the one who helped me make the directional teleporter yesterday?

lofty rapids
#

idk maybe

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i help a lot on a couple servers

hoary junco
#

oh yeah it was you and @versed sun

the reason I ask is I am getting a slight issue with the way it was set up in that it will sometimes trigger both overlap events even when I only go through 1 direction

the directional teleporter that uses this system

lofty rapids
#

i was saying dot product

hoary junco
#

idk how to use dot product though

lofty rapids
#

i remember it was someone else helping you

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whats wrong with it ?

hoary junco
#

you said dot product a few times and never really explained what it was or how I use it

lofty rapids
#

so you take two directrional vectors, feed it into dot product

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and you'll get a number

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that number you can tell if your facing the same direction or opposite

hoary junco
#

so how would I use that here? because I want to make it based on what direction the player enters the teleporter from not what direction they are looking at

lofty rapids
#

hmm, maybe i misunderstood

lofty rapids
#

it's probably better i'm still fairly new to unreal

hoary junco
#

like I said sometimes it will fire both overlaps simultaneously

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so it will trigger both the front and back teleports even if you only enter it once

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it's like one takes priority over the other

lofty rapids
#

so you want to get the direction you entered the portal so even if your facing backward

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you want that direction you entered ?

hoary junco
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yes

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so if you enter the portal from the front, regardless of what way you're looking, you go to location A, and if you enter the teleport from the back, regardless of where you're looking, you go to location B

lofty rapids
#

hmm

hoary junco
#

the idea is creating an endless corridor where it's just a loop that you keep going around endlessly if you go around it clockwise, but if you go around anticlockwise you get to the exit

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if you've ever played antichamber you know the sort of surreal impossible geometry I'm going for

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the overlapping boxes method that Ryck talked about before worked at first, but when entering from the back it would sometimes trigger both the front and the back teleporters at once which would kick me out of the map

gentle urchin
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Dotproduct should work

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Single collider

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Double overlap can happen with low framerates

lofty rapids
#

can you just dot product a location or something ?

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i mean what if your going backwards is my only thought

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like backing into it

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ig if thats even possible in the game

gentle urchin
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No, direction

lofty rapids
#

so i used the forward vectors

gentle urchin
#

You check movement direction

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Not facing

hoary junco
#

how do you check that?

lofty rapids
hoary junco
#

I'm still really new to unreal so a lot of this is going over my head

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how do you get the movement direction of the player character?

gentle urchin
#

Dot product is somewhat similarity of two normalized vectors

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Equal == 1.0
Opposite == -1.0
Perpendicular == 0.0

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Not sure if CMC has last direction?

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Or current direction

lofty rapids
#

get the rotation from the velocity ?

gentle urchin
#

Not rot

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But normalize velocity

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Velocity is direction*magnitude

lofty rapids
#

makes sense

gentle urchin
#

So you theres one vector

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The other is from the overlap actor

gentle urchin
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GetForwardVector

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Add an arrow comp alligned to X to help you visualize forward in scene

hoary junco
#

so how would you normalize the velocity?

gentle urchin
#

Simply add a normalize node

hoary junco
#

with what tolerance?

gentle urchin
#

Default is fine

hoary junco
#

and then dot product the normalized velocity with the forward vector, I'm guessing it will spit out 1 if the player is moving in the forward direction and -1 if they are moving into it backwards?

gentle urchin
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From behind*

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But the other way around

lofty rapids
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it will tell you if your comming in from the front or back

hoary junco
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yeah that's what I meant

gentle urchin
#

From behind > 0
From front < 0

hoary junco
#

are there any situations where this could bug out? like of they tried to move across the teleporter at an angle how far before it would fuck up?

gentle urchin
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Going in front would be opposite of the arrow and forward vectlor if the overlap actor

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Perpendicular

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Would return 0.0

lofty rapids
gentle urchin
#

But thats sorta impossible

hoary junco
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which given the teleporter trigger box goes right across the corridor isn't likely

gentle urchin
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As you would never hit it

lofty rapids
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i would just put a collision box a bit larger that it so you get the right number

gentle urchin
#

Lines going in parallel goes... well parallel

hoary junco
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welp, time to delete this entire blueprint and remake it using dot product XD

gentle urchin
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Parallel wont touch for infinity

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Assuming the collider goes wall to wall so you cant enter it from the side ๐Ÿ˜„

lofty rapids
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i would just use a compare on it

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> go one way, < going another

gentle urchin
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You could include >= to cover 0.0

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just in case

hoary junco
gentle urchin
#

Its just a single branch

lofty rapids
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you could just run a default on the 0.0, but that is a weird case if you went in at exact 0

gentle urchin
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Not sure id bother compare

lofty rapids
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i think it's not just -1 and 1

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but -, or +

gentle urchin
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If (Dot >=0 )
{
// Front
}
else
{
// Back
}

True -> back
False -> front

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That covers all the options

hoary junco
#

uhm, how do I get the velocity from the character movement component?

gentle urchin
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Is it accessible in the Character?

hoary junco
#

yeah

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well, I'm getting the character movement component from the teleporter blueprint

gentle urchin
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Huh?

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Show ? ๐Ÿ˜†

lofty rapids
#

hmm

hoary junco
gentle urchin
#

This is not the way

lofty rapids
#

so your dragging from character movement ?

hoary junco
#

yeah

lofty rapids
#

like mentioned there is probably a better way to do this

hoary junco
#

wanna explain how instead of just saying it's not the way to do it?

gentle urchin
#

On overlap -> other actor

lofty rapids
#

do you only have one character ?

hoary junco
gentle urchin
#

Dont mean to be short , but walking the dog and arriving at home as we speak ๐Ÿ˜…

hoary junco
#

I have to do the "get all actors of class, get copy" anyway because I added in a branch testing if the actor that's overlapping the trigger box is the player character

lofty rapids
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without the s

hoary junco
lofty rapids
#

but are you doing that on beginplay ?

lofty rapids
hoary junco
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no I'm doing it on "on component begin overlap"

lofty rapids
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ok so is the player the one overlapping ?

hoary junco
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well that's what the check is there for

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if another actor is doing the overlapping it ignores the rest, but if the player is the one overlapping then it continues

lofty rapids
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thats not how you check that

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you want to drag out from other actor

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and try to cast to it

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if success it's the player

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on fail it's not

hoary junco
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thats what I've done

wise ravine
lofty rapids
lunar sleet
lofty rapids
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but you shouls be able to pull out of it get the movement component

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and get velocity

wise ravine
lunar sleet
#

Itโ€™s one of the ways but yeah Iโ€™d go for that one

hoary junco
lunar sleet
lofty rapids
hoary junco
lofty rapids
#

well i would try the cast and then get movement, then get velocity

wise ravine
hoary junco
# wise ravine they're just trying to help you, maybe be more patient

I posted a message about a different issue and 3 people jump down my throat essentially calling me stupid because I didn't know the correct way to do something when nobody beforehand had actually told me how and I was just doing it the way I'd been shown too previously excuse me if I'm a little short on patience when people are so fucking quick to point out flaws as if it's something I should have known when nobody had told me previously

lunar sleet
#

Weโ€™ve all been where you are

wise ravine
lofty rapids
#

i'm still learning every day

lunar sleet
#

Thereโ€™s a few issues with what youโ€™re doing and I keep trying to explain but then have to stop lol

lofty rapids
#

the cast is probably more efficient

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probably already loaded anyway

hoary junco
lunar sleet
wise ravine
# hoary junco I posted a message about a different issue and 3 people jump down my throat esse...

This video is extremely helpful if you're new to blueprint communication. It makes a lot of things make sense. (https://www.youtube.com/watch?v=EM_HYqQdToE&t=886s)

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...

โ–ถ Play video
lunar sleet
#

Get actors of class can work but it can become very expensive if you do check it against a class that has a lot of instances

#

Thereโ€™s also get actor of class if you want to go that route but keep in mind that as soon as you have more than one instance of that bp in the world, that will just take the first copy it finds no matter which one it is

lofty rapids
hoary junco
#

that's what I've been trying to find

lofty rapids
lofty rapids
hoary junco
lofty rapids
#

thats strange

lunar sleet
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It should be in context

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Did you pull the character component first ?

hoary junco
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so as a follow up, with the dot product of these two, does it matter which one is on top or on bottom in terms of what the product will spit out?

lofty rapids
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i know very little how dot product works tbh

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i would just try it both ways

hoary junco
wise ravine
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It is from 8 years ago

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if that matters

gentle urchin
lunar sleet
lofty rapids
cyan bone
#

No matter what i do i cant make my RoundAbout Sequence work...
Its been hours and so far no luck ๐Ÿ˜ฆ ... Can anyone help pls?

lunar sleet
gentle urchin
lunar sleet
hoary junco
#

@gentle urchin what was it you said earlier about the way to check the direction without having to do a comparison? I've forgotten it

cyan bone
gentle urchin
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Its a comparator, but not using the Compare float node

lofty rapids
gentle urchin
#

Its just a fancy sequence

cyan bone
#

yup

lunar sleet
cyan bone
#

quite awesome by the way

cyan bone
#

saves you time and its very handy

gentle urchin
#

Perfect

lunar sleet
#

Well

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Positive and zero mean 2 diff things technically but ig it depends how specific you need to be

gentle urchin
#

Not sure how it saves time but it does have a visual appeal to some audiences

hoary junco
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I mean, a zero situation shouldn't come up but... never know

gentle urchin
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Yeah 0 is a non-case,

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So we add it just to cover it

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It shouldnt ever happen tho

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Unless its setup wrong in the level

hoary junco
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just tested, it, seems to be working

gentle urchin
#

Sweet

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Full code?

cyan bone
gentle urchin
#

Did you get rid of GetActorOfClass?

cyan bone
#

Did anyone fall for it?

gentle urchin
#

Now i get it

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It saves time

cyan bone
#

Did you fall ? Squize?

lunar sleet
gentle urchin
#

Because roundabouts save time

cyan bone
hoary junco
lunar sleet
gentle urchin
#

So now the executions can pass the roundabout at the aame time

hoary junco
#

I did get it triggering backwards twice during the execution at one point...

gentle urchin
#

If its roundabout or regular cross

lunar sleet
#

Now they just serve as a high accident risk

lofty rapids
hoary junco
# gentle urchin With new code?

yeah with the new code, shouldn't be an issue though, the teleport vector is hard coded to each instance of the teleporter using variables so.. it shouldn't be too much of an issue

gentle urchin
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Should need tohardcode it

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Just use the actor forward vector

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Add an arrow comp so you know whats "forward"

hoary junco
#

I know, what I'm getting at is the destination of the teleporter is using a variable so even if the teleporter double triggers it's not going to fling me off the map or anything

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like it didn't trigger both forward and backwards simultaneously like before it triggered backwards twice when only entering it once

gentle urchin
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Id prob link them up with references

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Still got 2 colliders?

hoary junco
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no just 1

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like this is it now

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the box being a box collider and an arrow to show which way is forwards

gentle urchin
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Neat

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Shouldn't trigger twice tho ๐Ÿ˜…

hoary junco
#

yeah idk why...

gentle urchin
#

Are tping to a new teleporter?

hoary junco
#

maybe like a single frame stutter or something?

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no I'm tping to a blank space

gentle urchin
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Show complete code?

hoary junco
#

still working on it

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this is going to look an absolute mess...

gentle urchin
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Fix first ๐Ÿ˜†

lofty rapids
#

blueprints get messy fast

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i just try not to make lines blend so i can see whats going on

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but it's way more difficult than the typical top to bottom where you can just scroll up and down

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you gotta do a lot of click drag

gentle urchin
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Theres shortcut keys

hoary junco
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ok, now it's not working...

gentle urchin
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And extensionsn

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Plugins

hoary kraken
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hey so i want to make a call of duty style map for my game where i have to use points to open doors but how can i make the map and the doors work like that

pastel skiff
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hey so i want to repaet the anim montage in the loop, but it doesnt work, anybody know how to fix it?

lofty rapids
gentle urchin
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This looks...

hoary kraken
hoary junco
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ok nvm it is working I just had it backwards

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@gentle urchin it seems you got the dot product a bit wrong ๐Ÿ˜› the front teleporter is working if the product is >= 0 but the back teleporter is working if it's <0

lofty rapids
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if you put a variable on and make it instance editable, expose on spawn, then you can put the door in the world

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and set the variable for the amount of points

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you could check on tick but i would do an event or something maybe that you run when points updates

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or probably the most efficient would be to open upon collision if you have enough points

hoary junco
#

@lofty rapids @gentle urchin @lunar sleet @wise ravine got it working thanks for the help all, just need to fix the slight lighting issue and we're good, sorry for getting heated in the middle there but I appreciate the effort

lofty rapids
pastel skiff
#

how can i repeat an animation in the for loop?

lofty rapids
#

normally i would use a state machin in the animation bp to loop an animation

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but the problem your most likely having is the loop just runs really quick

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so you see probably a few glitches and the last one play

gentle urchin
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Me, wrong? Is this aprils fools joke?

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๐Ÿ˜„

lofty rapids
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i even just use the state machine to do death lol

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instead of montage

pastel skiff
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not jsut loop constantly

lofty rapids
#

i c, so the problem is your looping to fast like i mentioned

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you could run them on a timer x amount of times

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but that would take some messing with the numbers

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somehow you need to know the last one ended

gentle urchin
#

It looks very hardcoded and strange ..

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You normally dont loop anims/montages to play like that

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At best you want a foreachloopwait

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But even then id reconsider.

hoary junco
#

@gentle urchin so that issue I mentioned before is becoming a problem, when I enter through the back end of the teleporter sometimes it will teleport me twice meaning I get sent through the floor, is there a way of limiting a set location node so it can only trigger a maximum of once in a certain time frame?

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actually it's not just happening at the back it's happening on the front end sometimes too now

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it's like it's detecting that the begin overlap happens twice even though there's only 1 trigger zone

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I guess one way I could do it is make a variable called "is ready?" and set a branch off the begin overlap, and when the teleport executes have "is ready?" set to false, delay for one second, then have "is ready?" set to true allowing teleports again

any problems that could come of this?

gentle urchin
#

Gotta see some code

hoary junco
gentle urchin
#

I need all of it

hoary junco
#

the reference going itno get position and whatnot is the actor location

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you've seen the rest of it dude XD

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it's this stuff we did before

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I put the "is ready" branch in to add the delay in if that works

gentle urchin
#

Ok so

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There's a select node which cleans this up a bit

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But for why this triggers twice...

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Doesnt make sense to me

hoary junco
#

unreal being unreal?

gentle urchin
#

Do you have two overlapping teleporters ?

hoary junco
#

no

gentle urchin
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Can you show me where we teleport to ingame?

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You said you moved it up 720?

hoary junco
#

yeah if you can see here, the teleporter is down below and "tp pos front" is a vector with a 3d widget that tells you the difference between the 2 locations

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so what I do is I add the difference to the player character's location but sometimes it's triggering twice which kicks me out of the level

lofty rapids
#

things don't usually just fire twice

hoary junco
#

yeah idk why it's happening, it's not like there's another teleporter up there the tp position is just empty corridor

gentle urchin
#

So wheres the tp down?

hoary junco
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on the opposite side of the looping corridor from tp pos front

gentle urchin
#

Ok

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Do a print string

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From the OtherComponent -> get display name

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Alll the way at the very start

hoary junco
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why other component? it's not hooked up to anything

gentle urchin
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To check if thats whats going onn

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Two different comps of the same actor overlapping

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Capsule + mesh, for instance

hoary junco
#

it's just triggering the capsule component

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that said I'm now having a hard time triggering the bug

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it only happens ocassionally and it's not consistent

gentle urchin
#

Didnit only print capsule while the bug happened?

hoary junco
#

idk I haven't got the bug to happen while I have prtstring added in

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ok got it to happen finally and yes it only prints the capsule component

lofty rapids
#

it prints it twice ?

hoary junco
#

yeah

gentle urchin
#

Ok soooo

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Add a doOnce

hoary junco
#

also I am running into yet another issue....

gentle urchin
#

(Or you got isReady)

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Set to to false on TP,

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Then delay 0.1s -> set to true

hoary junco
#

this new issue is I started playing around with the positions of the teleport exits and whatnot, and.. it's only teleporting me along the Z axis...

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despite the fact I'm adding together vectors to find the new location for the player character it only works up or down

gentle urchin
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I wouldnt really add vectors

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Id just tp to the new location ๐Ÿ˜…

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Adding is as you notice prone to issues like double add

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Which shouldn't happen but if bugs exist then you never know

hoary junco
#

yeah but, what do I do if a player is mid jump and they teleport?

gentle urchin
hoary junco
#

it will ground them again which will make it real obvious they teleported

gentle urchin
#

Fair

lofty rapids
#

well do you have a teleport at top and bottom ?

gentle urchin
#

Yes

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They do

hoary junco
#

yeah

gentle urchin
#

So

lofty rapids
#

wouldn't that fire twice ?

gentle urchin
#

Set IsReady false

lofty rapids
#

because you teleport into it it my fire off

gentle urchin
#

Then delay (0.1)-> set IsReady true

hoary junco
gentle urchin
lofty rapids
#

when you teleport into it it won't fire off the one that you teleported into ?

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as a collision ?

gentle urchin
#

It dont teleport into it

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It teleports to the other end of the room

hoary junco
lofty rapids
#

i c

hoary junco
#

but you see how in this one the variable for tp pos back is in the bottom left and the teleporter itself is in the top right, when I enter it, it only teleports me down, it ignores the left direction

gentle urchin
#

So...

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After tp set IsReady to false

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Then a delay

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And set IsReady to true

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Should fix it

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Since we didnt find the root cause,this is more like a band-aid solution but oh well

#

Nobody's gonna peek behind the curtains

hoary junco
#

yeah that fixes the double firing problem, but what about the problem of it not teleporting to the right location?

lofty rapids
#

debug one thing at a time

gentle urchin
#

^

lofty rapids
#

best route to fix problems

hoary junco
#

we have debugged the double firing issue

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that's why I'm moving on to the next issue

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even with the double firing fixed the wrong location teleport is still an issue

lofty rapids
#

are you using some sort of offset, or how are you teleporting ?

gentle urchin
#

Current loc + offset vector

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(theres also add actor relative location)

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Which you can use directly

hoary junco
#

this is where that teleport is supposed to be moving

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it is moving me -740 in the z direction, that works, but it is not teleporting me 330 in the y direction

gentle urchin
#

Think you wanna enable 'teleport' on set location

hoary junco
#

I did

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still not working

hoary junco
#

but it still won't work

gentle urchin
#

Looks beautifull

hoary junco
#

yeah but it doesn't function XD

gentle urchin
#

No reason it shouldnt move you in Y tho

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It doesnt care what you add

hoary junco
hoary junco
gentle urchin
#

Somethings wrong here ๐Ÿ˜†

#

The shown code should be fine

lofty rapids
#

so thats the location the character should spawn to ?

gentle urchin
#

No, its the delta

lofty rapids
#

current location + that

gentle urchin
#

Ye

lofty rapids
#

why set offset and net get actor location, set actor location

gentle urchin
#

Offset is the same just less nodes

lofty rapids
#

i feel like changing relative is odd, whats it "relative to ?

gentle urchin
#

Its current location

lofty rapids
#

i would try it with get, add, set

gentle urchin
#

Thats what they had initially

hoary junco
gentle urchin
#

No difference

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Which was expected tbh

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Just cleaner to use add

hoary junco
#

yeah idk what's going on but the x and y axis are completely broken when trying to do this teleport

gentle urchin
#

Print the the current location of char

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  • the offset
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Aand the new location of the char

hoary junco
#

ok so this is teleporting up, that works

wise ravine
gentle urchin
#

Yes

hoary junco
#

this is what happens when I go through the Y teleporter.. it's moving me 32.5 in the positive direction when it's supposed to move me 325 in the negative direction... what?

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it's somehow being multipled by -0.1?

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wait no other way around same principle

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it's supposed to move me +325 and it's moving me -32.5 because the print order is bottom to top

lofty rapids
#

do you alter those values ?

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or your just using them straight from how you place them in the level ?

hoary junco
#

so the way the vector variable with the 3d widget works is it's supposed to treat the positiuon of the widget (aka the little purple rhombus) as tthe place the vector is supposed to be pointing to, so when I add that to the character location it's supposed to take me to where that widget is

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but it's not

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so I tried rotating the widget around and trying it that way and it's not working either it just keeps teleporting me to the same place, about 32 units in the negative Y direction no matter what I input

gentle urchin
#

X moves you ~320

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Y moves you - ~33

hoary junco
#

X I haven't tested yet it's Z that works fine

gentle urchin
#

Yes

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By intent

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The offset added is local aswell

hoary junco
faint pasture
hoary junco
gentle urchin
#

Its simply adding the offset vector variable

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No magic

faint pasture
#

but locally

gentle urchin
#

Yes

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The vector is local

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To its owner

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The teleporter

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Char runs into teleporter

hoary junco
#

I showed it, the variable tp pos front and tp pos back are instance editable variables and on each instance of the teleporter has the variable set but it's not going where the variable is telling it to go

gentle urchin
#

And is ment to be tp'ed the exact offset

faint pasture
#

it's relative to the thing

#

since you're using local

faint pasture
#

is that what you want?

hoary junco
#

no I want it teleported based on the offset of the teleporter

faint pasture
#

well the code you have is doing exactly what I said

#

you're adding the vector to the victims location in their current reference frame

hoary junco
#

is there a way you can have the vector widget show change in location based on world co-ordinates rather than local?

faint pasture
#

What coordinate system do you want the vector to be in, local to the teleporter?

#

There are 3 coordinate systems at play here

#

world, teleporter, character

hoary junco
#

what I want is the character to walk into the teleporter, then to be teleported A number of units in B direction from the perspective of the teleporter

#

so say 325 units in the teleporter's positive Y direction

faint pasture
#

ok so do it like this

Teleport char to TransformLocation(TheVector, Teleporter.GetWorldTransform)

#

in world space

#

not add local or anything like that, just set location

faint pasture
hoary junco
#

I don't want to telepor to an exact location though I do want to offset the character to a different part of the map because I don't want it to be obvious they teleported

#

I'm basically doing impossible geometry here with corridors that loop back on themselves

gentle urchin
#

Its an infinite corridor, if ran innone direction

lofty rapids
#

you can use the teleporters variables

#

and just add to the get

#

i would do each seperately, split the pin because wtf not ?

faint pasture
#

TeleportLocation = TransformDirection(TheVector, Teleporter.GetWorldTransform) + CharacterLocation

hoary junco
#

what's that in blueprints?

gentle urchin
#

AddActorWorldOffset is then in world ref, right?

#

Instead of the relative

faint pasture
#

Or you can use AddActorWorldOffset like
AddActorWorldOffset(TransformDirection(TheVector, Teleporter.GetWorldTransform)

hoary junco
lofty rapids
#

because i like to be sure it's doing what i want lol

gentle urchin
hoary junco
# faint pasture

so for the get actor transform that's the teleporter's transform I assume? or the player character's?

#

sorry if I sound absolutely retarded here just... trying to comprehend

vernal snow
#

Hello everyone, So currently im working on making a modular weapon system allowing creation and testing of weapons, using structures + Nested structures etc etc
In the past attempts of this i used Skeletal Mesh Components, which allow input mapping to be added and generally i'd say be a bit cleaner.
So for a bit more context the weapon can be dropped, picked up, reloaded, etc etc, basically using Call of duty as a reference.

Now, currently im working on a newer version that allows weapon modification similar to Call of duty.
So different weapon parts, affecting stats etc.
Issue being A Skeletal mesh component doesn't seem to be able to fit this - and a Skeletal Mesh actor while does the weapon attachment parts doesn't seem to do the interactivity im looking for.
Anyone know if there is something that can act a inbetween of the two or if there is something else to use that's better suited.
Just curious if anyone is able to give a hand and explain how they would do it.

hoary junco
wise ravine
#

hey whats the construction script?

warped juniper
#

Hey there. I'm working on a spell system and I want to rework some elements...

#

I want to put a make the player equip a spell (as if it was a weapon in their hands) by using an Object class.

#

Thing is, I'm not sure how that works...

#

@surreal peak Hey there, hope you're doing well... I'm back and will try to redo all this mess.

gentle urchin
#

Whats your current setup

hoary junco
#

where's the lighting channel?

#

I think the teleporter is working now I just need to get the lighting fixed but I can't find it

sick sky
#

i wonder what "Blueprint Category" is for

hoary junco
lofty rapids
#

theres a bunch that are not on the list by default

warped juniper
#

Each spell is part of a component that is added onto the actor casting it.

#

This is inefficient, slow, convoluted and extremely unversatile.

#

I need to change it. I was told I could make an Object that is created by the actor when casting the spell, BUT noone actually told me how to do that.

gentle urchin
#

This looks...

#

Fun

#

So is this in the character bp?

warped juniper
#

Yes. It's all in the character.

#

Spell elements are however just separate BPs, naturally.

gentle urchin
#

If anything, skillcomp should have the logic and list of all the spells

#

With some list of initial spells, and a method of adding / removing spells

warped juniper
#

Talk to me like I'm 5.

#

That's my programming age.

dim ice
#

Hello, i'm trying to implement a small animation logic with GAS , and i have this blueprint and i just wanted to know why i'm no going through the breakpoint, what should trigger Event Received ?

agile moss
#

how do I get a ref to player?

lofty rapids
gentle urchin
warped juniper
#

Okay, so this is what I want to do.

#

The player can switch between 2 spell slots at will.

gentle urchin
#

Thats fine

warped juniper
#

If the slot is empty, the M1 / M2 inputs are used to cast the spell.

gentle urchin
#

Thats just invoking a function on the skillcomp

warped juniper
#

If not, then the inputs for that spell should be used instead.

lofty rapids
#

are you storing the spells as a number in a string in an array ?

warped juniper
#

For example the fireball here has a normal fire in M1, and a heavy attack in M2.

warped juniper
#

I would like to use a map instead of a switch.

#

but every time I try to make a map variable it just... breaks.

gentle urchin
#

Yepp

#

Map makes sense

#

With a key for identifying the spell

warped juniper
#

Do tell me how to make a map, I'm losing hair here.

gentle urchin
#

And the spell itself

gentle urchin
#

Im personally a fan of GameplayTags ๐Ÿ˜„ they're basically pre-made strings with hierarchy functionality

warped juniper
#

Yeah I love tags, but genuinely I cannot figure out maps.

#

If you have some explanation to make that, or a video you reccomend, I would greatly appreciate it...

gentle urchin
#

Create your map variable,

#

As a gameplaytag

#

Then to the right of the var type clcik the small icon

dim ice
#

Hello, i'm trying to implement a small animation logic with GAS , and i have this blueprint and i just wanted to know why i'm no going through the breakpoint, what should trigger Event Received ?

gentle urchin
#

You'll get a dropdown list of 4 things. Var , array, map and set

warped juniper
gentle urchin
sick sky
#

oh

gentle urchin
warped juniper
#

Do I create it straight into the player character?

gentle urchin
#

Is that were you want the map?

warped juniper
#

It's the only place I can use it.

#

Since it's a singleplayer game and all.

gentle urchin
#

Not true but alright

warped juniper
#

No, I mean.

gentle urchin
#

You can ofcourse put it in the componemt

warped juniper
#

The player is the only one in the game who can use it, or is designed to use it in the first place.

#

But maybe a component would be better.

gentle urchin
#

Its not only for reusing purposes,

warped juniper
#

That also handles the logic to sort out the IDs.

gentle urchin
#

Its also for code separation

#

And separation of concerns

warped juniper
#

Yeah, fair. I will make it a component then.

#

Anyhow, I just made the component and a variable...

#

So for this, I want to make it so each unique ID String returns its own specific Spell.

gentle urchin
#

(Each gameplaytag?)

warped juniper
#

For that do I use string to what?

gentle urchin
#

Didnt we wanna use gameplaytags? ๐Ÿ˜„

#

Avoids typing errors and whatnot

warped juniper
#

I'm not even sure how to implement gameplay tags here

#

Since I'm not good at coding I haven't figureo out the end goal of this system yet.

#

Perhaps each person that helps me just goes in a different direction and everything starts conflicting...

sick sky
#

i dont find real examples of use cases of using gameplay tags

gentle urchin
#

The component should:

  • hold a list of all avaliable spells
    • a Map of GameplayTag/Skillclass ?
  • be able to check if we can fire a spell
    • is it on cd?
    • do we have the rss?
  • be able to consume the necessary resources from the owner
  • provide methods for trying to acticate a spell by gameplaytag
warped juniper
#

Okay yeah I'm sorry for not explaining properly about this system.

#

I'm doing something unique and unorthodox here.

#

Are you familiar with Magicka?

gentle urchin
#

Heard about it

warped juniper
#

So the player can press a combination of buttons and cast a spell to put it on their hand (referred to as a Slot)

#

Once in a slot, the buttons that normally make the spells now make that spell do their relevant actions.

#

For example it can fire the spell, zoom in to aim it, charge it up, etc.

#

In otherwords I would have to make the input events of the spell override the ones of the player.

gentle urchin
#

Pretty interesting

#

Id kinda imagine this being some gameplaytagcontainer

warped juniper
#

Yeah, and sadly I cannot figure out how to achieve that.

#

I feel maybe I need something similar to the default FPS template gun but I'm not sure how to get that.

gentle urchin
#

What does that have that helps you ?

warped juniper
#

So for starters.

#

The gun has its own IA events.

#

That work in tandem with the player's.

#

The idea is that if the spell slots were to be occupied, the player's spell casting input could be completely ignored, while now the Spell's concrete inputs take over.

lofty rapids
#

maybe mapping contexts

warped juniper
#

I would love to use them but I genuinely cannot figure out how.

lofty rapids
#

i have not used them much i still use mostly the old input system

#

but my understanding is you can switch contexts

#

so your button actions would change

#

and you could do different things, but then you would also need to figure out what spell you were on

#

but you could also have a mode enum, and switch what the buttons do based on a mode you have set at some point

warped juniper
#

Hm but that would have to go on every single output for the events.

lofty rapids
#

hmm

warped juniper
#

I genuinely hate not being a coder...

lofty rapids
#

i think i would look into context

#

mapping context in the enhanced input system

#

you can set it up to have a different set of events in a different context

gentle urchin
#

I think that can get pretty messy

#

Adding a new spell to hotbar needs a new context

lofty rapids
#

i figured you could just flip it like modes

#

so just add the thing to the context and it'll work when thats on there

warped juniper
#

So the idea is this

#

Whenever there is a spell currently in your hands, the event for casting spells is completely disabled.

#

Additionally I would need to find a way to make the events always be tied to the same input.

#

@gentle urchin Okay then, new idea... Enable / disable the mapping context on the player using the Controller bp

gentle urchin
#

When are you " holding a spell in the hand?"

warped juniper
#

This is the logic I already explained

#

Player slot 1 is empty
Player presses the button combination to get the spell ID 111 and then casts it
Cast spell is put into hand

#

Now M1 and M2 do the specific spell's actions.

gentle urchin
#

M1 M2 is LMB RMB

#

?

warped juniper
#

Yes

gentle urchin
#

That clears it up

#

So you pick the type after combining the spells

lunar cobalt
#

hey I have a sphere trace that hits the same enemy multiple times how do i fix that? Canยดt remember how.

warped juniper
#

Yes, exactly.

#

The idea here is to create a Spell object class into the hands of the player that takes over what the Mouse buttons do.

#

But if they switch to another spell slot, if that slot is empty, they can simply cast another spell.

gentle urchin
#

And first spell is the 'base' for the rest of the elements. Order matters

warped juniper
#

If the player loses the spell, then they also recover the ability to cast new spells.

#

I mean order matters but I'm not sure where you got that first part.

dim ice
#

Hello , please i'm struggling with PlayMontageAndWait and Wait Gameplay Event , i've read tons of different sources but i can't manage to make them work

#

I can do a properly replicated animation but the thing is that EventReceived is never triggered , if someone is up to tell mm few words that can unstuck me , it would be verry appreciated

#

Thank you again and sorry for bothering

gentle urchin
#

Even if you were to add 4 hurricane to it

warped juniper
#

Okay that's not relevant to the logic here...

#

I'm working first on how to put the spells on the player's hands.

gentle urchin
#

It is relevant for the coding of it

warped juniper
#

Well it works like this

#

Player can select the element of their spell beforehand.

lunar sleet
warped juniper
#

That's it.

gentle urchin
#

So does that count as 1 of those up to 5 element/modifiers , or is it 5 in addition ?

#

As i read magica its 1 + up to 4 modifiers.

warped juniper
#

No no...

#

The game is like magicka casting, not magicka casting.

#

Emphasis on like.

gentle urchin
#

๐Ÿ˜†

warped juniper
#

The player inputs a morse code like combination to cast spells.

hoary junco
#

like the game magicka

dim ice
warped juniper
#

No, in magicka you use 8 buttons

#

In this one you use 2.

gentle urchin
#

Thats not very clear from your description and comparison

lunar sleet
hoary junco
#

so magicka with less buttons

warped juniper
#

The nature is different. For instance, magicka doesn't actually care about order for a bunch of spells

#

But in my case it's always relevant.

hoary junco
#

yes it does... it's only when you slap random elements together it doesn't care, for the actual spells order is important

lofty rapids
#

so you want to click the buttons in a specific order ?

hoary junco
#

I mean tbh it kinda sounds like the casting version of helldivers 2 stratagems XD

lofty rapids
#

i feel like your way with the switch does it work ? if so just go for it

warped juniper
#

It doesn't actually work how I need.

#

At most it makes me run a function based on what is on the spell slot.

#

But I cannot make more complex spells using that because I'm constrained to using the exact same Input action events.

hoary junco
#

there's something I want to try with this game with impossible geometry but idk if attempting it is going to make me want to shoot myself or not.... basically I want to make it so there's a free standing doorway that when you look through it, despite nothing being behind the doorway, you can look into a completely different room then walk through into said room... I know it's something that's possible because antichamber did it back on unreal engine 3, but I haven't the foggiest idea how I'd even start or what search terms to use to bring up a tutorial about it....

gentle urchin
warped juniper
#

For instance, if I want to make the switch work how I want, BOTH spell events need this

gentle urchin
#

Using some fancy techniques

warped juniper
#

With another switch running through the Occupied slots.

hoary junco
#

because the game I'm making is basically a maze that's full of brain bending geometry that makes no sense and each room has a hint to the actual pathway to finding your way out

#

that's why I wanted the looping corridor

smoky solstice
#

I made some sprites for health bars and stuff like that but I don't know how to add them to the corner of the screen like i want, can someone please explain how to do this? I'm super inexperienced with UE5 still so please explain as simple as you can if you have an answer

hoary junco
smoky solstice
#

thanks

warped juniper
#

Maybe I should just give up...

lofty rapids
remote silo
#

hi im trying to get information from an actor component that is sent to my third person character pushed to my UI and updated when i pick up coins
but cant figure out how to do it

Widget to ThirdPerChar to AC_Currency to ThirdPerChar to Widget

is this a good system, or should i use something else with currency?
i plan to use this for random loot as well to call a random number to get loot from chests or enemies
trading/widgetInfo/storage/store and so on

gentle urchin
#

It was some fancy stuff without using scene capture iirc

hoary junco
#

tbh I haven't even gotten an answer on how to teleport without the light slightly flickering yet...

gentle urchin
#

Get owning player -> get pawn -> get component by class (ac currency) -> bind to currencyChanged.

#

Store the comp ref, update current value, aand update on the bound event

stable birch
hoary junco
stable birch
hoary junco
stable birch
#

If you want to do the seemless transition between the two areas its a bunch of work~~
you spawn a duplicate mesh (animating identical to your character) so that when you step through the potral (but your main camera is still in the old scene) you're actually looking at the render-target with the "dummy" player character, and once your camera can no longer see the old scene, you teleport to the new scene (and theoretically if done properly the telepor twill be completely invis to the player)

hoary junco
remote silo
stable birch
# hoary junco would you be able to help me actually put this into code because I'm trying to f...

Setup a render target with a camera first. Then have that render target placed on the doorway/plane that you want to use as a portal~~

The camera in the other scenes position should simply be the exact same offset from the camera in the original scene.
IE if your camera is 10m from the portal, the "Portal Camrea" is 10m from the portal/area you are teleporting to.
(Note: You might need to make the second portal invisible to the other second camera)

I'm down to help but start there^

silver blade
#

Hey all, I was just wondering if there was a cleaner way to handle switching between preset resolutions for a settings menu; I've got a variable acting as an index (int), and a variable for the resolution (int point)

stable birch
silver blade
lofty rapids
#

whats wrong with a switch anyway ?

#

looks legit to me

silver blade
#

I just felt like the cycling through branches was a bit of a patchwork approach ๐Ÿ˜… if that's not the case then that's fine

lofty rapids
#

idk i'm not a professional, i just think it looks ok to me

stable birch
#

So a switch is generally preferable to use when the actual "branching" of it results in different code executing

#

In this case we're just trying to map "Resolutions" to "Indicies"

#

Like wise we can use a single node "Find" (from Map) to properly get the index from the resolution which is obviously less nodes/work then creating a switch statement

lofty rapids
#

i can see replacing the branches with a map

#

but i don't see how that replaces the switch

#

i have not used a map in ue, i understand a bit of how it works

lofty rapids
#

all the branches

hoary junco
#

because it's 1x2 in size it's repeating the texture?

#

how can I make the material stretch instead of repeating like that? The render target size is 1x2 idk why this is doing this

#

wait, figured it out...

#

@stable birch the render target version of the window looks kinda white and washed out, compared to the rest of the scene, is there a way to fix this?

stable birch
hoary junco
#

it's just the default camera

bitter star
#

Hi guys, I have a light fixture with 9 spotlights in a row. I want them to turn on and off in a sequence. I'm using a Box collision to move from one spotlight to the other and back. The box moves correctly but doesnt seem to trigger anything. Here's my blueprint, can you help me finding what doesn't look good?

lofty rapids
#

theres a few things you could do "better" as far as performance goes

bitter star
lofty rapids
#

with a print string right at the beginning see if it prints

lofty rapids
#

if your using the collider for that thats definately not how to go about it

bitter star
bitter star
lofty rapids
#

what does the collision settings look like on the box, and the light ?

bitter star
#

the collision on the box is OverlapAll

lofty rapids
#

and the light ?

bitter star
#

I dont see any collision settings on the light

#

my spotlights are children of another Mesh, woudl that be a pb?

lofty rapids
#

hmm

#

and the mesh is in an actor ?

lofty rapids
#

you mean in the viewport, or bp wise ?

bitter star
#

the static mesh is children of another static mesh

#

in the bp

#

i can see collision paramters on the SMs but not on the spotlights

#

the parent SMs are both on BlockAllDynamic

lofty rapids
#

hmm

#

well i would say you got to get that thing firing before you start working with it

bitter star
#

is there a better way to do it without collision to trigger the intensity timeline on each specific spot?

lofty rapids
#

ya because you want them to trigger in a sequence not just on overlap correct ?

#

if you want them to trigger as you walk down the collision is probably your best bet

bitter star
#

basically i'm trying to do the light at the front of the car in knight rider if you see what i mean

#

i dont have a player/pawn to enter the collision box

lofty rapids
#

so you just want it to go back and forth ?

bitter star
#

yes ๐Ÿ™‚

lofty rapids
#

you could do this with some timers but it's probably super hacky

#

interval * index

#

in a foreach

#

put them all in array

bitter star
#

i just need back and forth for now but i m also looking for a solution that helps me do other patterns later

lofty rapids
#

well you could try it to get it going one way first

#

then try to reverse it

#

but i have an idea like i said with timers

#

you can make a custom event

bitter star
lofty rapids
#

and then loop over that

#

make array you just add the stuff to the pins

#

it "make" the array

bitter star
#

got it, so once my array is created with all spotlight, where do i got from here?

lofty rapids
#

i'm actually looking at it now to see if it would even work

frail swan
#

I solved the problem where I was getting caught on ledges by lowering my acceleration value a bit. I had it very high so that I would instantly start running, but turning it back down to a still large, but less ridiculous number, seems to have fixed my problem. Also I mentioned this before, but when my acceleration was high, "Use flat base for floor checks" would switch between getting caught, and snapping my feet onto the platform (instead of finishing the jump arc). Lowering the acceleration fixed both versions of this problem

lofty rapids
#

i made the thing visible

#

but the point is you can run the events in interval using a timer

#

then i would use a boolean for direction

#
  • in one direction - in the other
#

and just switch the direction back and forth to get the effect your looking for

#

or you could make a macro but i don't know how to do that yet

#

there may be better ways to do that idk

bitter star
lofty rapids
#

idk how that works with a timeline

#

i don't know much about latent stuff

chilly gazelle
#

Any thoughts on why my cast is failing here? The controlled pawn here is a child class of AParentSoldier, so I'm not sure why that's happening.

#

ok so the pawn returned from GetControlledPawn is invalid. Never seen that before

main lake
#

I guess

chilly gazelle
chilly gazelle
#

All good! I feel like im taking crazy pillz rn

main lake
echo pawn
#

Try doing it from the pawn possessed event instead of begin play

silver blade
chilly gazelle
#

ok so the controlled pawn, on printing it, is the childclass, BritishRifleman. So why would that not cast to its parent as well?

chilly gazelle
main lake
echo pawn
#

Yep, so thatโ€™s where you want to do what youโ€™re doing. The controller spawning is what triggers begin play, it wonโ€™t have a pawn at that point

chilly gazelle
lofty rapids
#

i'm not sure you can cast up

chilly gazelle
#

I mis stated what I was saying. These are BP classes that directly inherit from AParentSoldier. Does that still make them child classes?

lofty rapids
#

you right clicked and create child ?

chilly gazelle
#

oh, yea lol good point

#

sorry, im frustrated with this and not thinking straight

lofty rapids
#

i don't think you can cast up, only down

lunar sleet
#

you can cast to any parent

chilly gazelle
#

yea i do it all over lol not sure why my shit is broke

lunar sleet
#

but if you're in the child you prly shouldn't be casting up

chilly gazelle
#

nah im on a controller.

lunar sleet
#

maybe you're not controlling what you think you are

chilly gazelle
#

yea i have been. I'm on the correct thing and the cast is functioning now, seemingly. Its at least not hitting the 'cast failed' print out, but its also not grabbing the object it should be. I think my system is haunted

#

and if it isn't, I will be after this

lunar sleet
#

when in doubt, restart engine ๐Ÿ˜„

chilly gazelle
#

yea i have:( and rebuilt intermediate and bin

lunar sleet
#

but it works now?

chilly gazelle
#

the cast does, but accessing the component i need to doesn't for some odd reason

#

like I can set the ref in OnPossess and it displays the correct name, but when I try to access it in beginplay, its invalid

tame grotto
chilly gazelle
#

tysm for the suggestion! idk why i didn't think of that

tame grotto
#

Yep always go with delay if something fails during cast. Especially if you cast from controller since it's created much earlier than rest of the actors

chilly gazelle
tame grotto
#

Np^^ But delay is more of a debug than a solution. I suggest replacing it with event dispatcher. Like when component fully initialized make it send an event dispatcher and then on the controller side subscribe to that event and access the needed stuff

chilly gazelle
#

do the nodes on the blueprnt graph account for initialization? So if I slap the event call at the end of that sequence where the cast is made, will it be initialized by that point?

tame grotto
#

The event signal should be sent from the component itself, can do it straight away at the begin play. This way it will "tell" that it's initialized and ready to be accessed

chilly gazelle
#

so are you saying do it like this? Then how do I get this to go to begin play?

#

sorry, I'm new with events

#

ohhhh i see what you're saying now, ok.

twin shale
#

My items are created from a Data Asset. In the item object I have a reference to the Data Asset that was used to create it, it houses a bunch of static data for the item. Depending on the type of item there can be loads of blank fields. It's a Data Asset, and it's not replicated or changed or anything at runtime. Are the loads of blank fields going to eat memory or anything?

#

In a meaningful or concerning way

bitter star
#

How to change the intensity of a light when a moving box collision in the same BP hits the light. I tried with the is overlapping Actor node but the "other" branch doesnt let me input a spot light component object ref

rare juniper
woven drift
#

is there a way to make traditional configs in game files? smth like this:

USSR.T34
{
 engine_p: 560
 ap_dmg: 160
 shells: ap, heat, he
}
#

or like, any other type of config which is open source so anyone can edit it

spark steppe
#

UDeveloperSettings if you are into C++

#

otherwise best bet is probably to use some json helper plugins from the marketplace

dawn gazelle
#

Perhaps you want to get your "Casted Character" and get the Character Movement Component from that?

woven drift
#

aight i think it would be easier to make variables editable ingame

#

thru some kind of devmode

dawn gazelle
# twin shale My items are created from a Data Asset. In the item object I have a reference to...

In a meaningful way, yes. A variable without a value is still reserved space in memory to hold that value, or in the case of numeric values, their default value.
In a concerning way, not likely. One int variable takes up only about 4 bytes. A float, 8 bytes. So again, 1000 int fields and 1000 float fields would = ~12000 bytes give or take. Even if you had 10000 items loaded that had these 2000 fields, that would still only be about 120MB. That's not small by any means, but less than 2% of the amount of memory available on an 8GB system, and this is also an extremely exaggerated example.

rare juniper
dim halo
#

do you guys know of any way in which i can spawn the nav mesh dynamically on a platform im spawning mid play? I tried to us the dynamicmodifier only with a nav mesh invoker but that isnt working

gentle urchin
#

Gotta set nav gen to dynamic

dim halo
#

thank you

wheat radish
#

Hey, I have 2 actors and I want there to be no collision between the two of them specifically. How do I do that?

verbal jungle
#

Question: I have an array of 5 floats. How should I find the 3 floats in the array with the lowest value?

gentle urchin
#

sort them

verbal jungle
#

๐Ÿ˜ฆ

timber sable
verbal jungle
#

๐Ÿฅบ

timber sable
#

glhf!

verbal jungle
#

there is this tho

#

guess i could use this a few times

gentle urchin
#

you gotta remove the index , but yes

#

its a little function

#

a tiny while loop

verbal jungle
#

and i could make a new array by looping the lowest from the old one into the new one, and removing each from the old ones

#

and pick the top 3 from the new array

#

then i don't have to worry about having to loop only 3 times

#

big brain

gentle urchin
#

to be battle tested

#

Works : )

#

The entire macro

#

This might work

#

Fails if input array is < number of entries.^
Copies the input if its ==
runs the search if theres more entries than number to return

verbal jungle
# gentle urchin

one more thing, "REMOVE INDEX" shrinks the array after removing the item, correct?"

gentle urchin
#

yepp

#

we also make a copy of the array to make sure we dont modify the original array ๐Ÿ™‚

verbal jungle
#

ty

#

For prosperity, what I was actually trying to do was: I made a BP actor called Nav Beacon, because I want to place a bunch of them around the map as a pseudo-navmesh for an AI flyer. So I needed each beacon to find the nearest 4 beacons as options for the AI.

#

Ended up with this

gentle urchin
#

I think theres a sort by distance

#

Native node

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For Actor Arrays

#

nvm

verbal jungle
#

nope XD

gentle urchin
#

it was my own xD

verbal jungle
#

I ought to learn cpp at some point ain't i

gentle urchin
#

yepp ๐Ÿ˜„

#
{
    QuickSort(Actors, 0, Actors.Num() - 1, Target);
    return Actors;
}
#

It opens many new doors, even for simple loops and stuff

#

access to things that simply isnt bp exposed

steel shadow
#

Hello everyone, I'm making a trace and limiting the time it damages the enemy by 1 per trace but it doesnt work

#

I'm unsure why

gentle urchin
#

You dont need to check containsn

#

AddUnique chevks for you

#

Just check the outgoing index to be != -1

steel shadow
steel shadow
gentle urchin
#

(The out index from AddUnique)

steel shadow
#

like so

gentle urchin
#

Yepp

#

Doesnt change anything, just remives redunandt check

steel shadow
#

Yeah having the same outcome

gentle urchin
#

Seems like hit actor is just hit once tho?

#

As you wanted?

surreal peak
#

Need to see more of the code fwiw

steel shadow
steel shadow
steel shadow
gentle urchin
#

You're not checking for blocking hit for one

#

So Actor hit can be null

#

Null being added to the array, and attempted damaged

#

Assuming thenlast pic goes directly to the one we got before..

#

Would explain one of the empty prints atleast

steel shadow
#

ah okkk

gentle urchin
#

Tho it shouldnt damage the other actor ๐Ÿ™‚

steel shadow
#

Yeah so that isn't the issue lol I was mistaken

#

so the issue is

#

On the damage GE

#

Ok found the issue

#

GE was instanced per execution

sick sky
#

how would you make a static var that is cross instances

gentle urchin
#

Store it in some easily accesible uobject

#

Which they all just reference

#

Oh sorry, cross instance. Not cross classes

#

Sounds like a regular var in bp

#

Do they even support static/const

sick sky
gentle urchin
#

Const function?

sick sky
#

might do the trick

gentle urchin
#

With hardcoded return?

#

Ugh

sick sky
#

also,
lets say i have a actor that needs a ACBP ref

if i place this actor in the world, can i "select" the needed ACBP using another actor ?

#

hard to write the question

outer frost
#

Sadly, I am no longer familiar enough with that sync of paks on runtime server-client to provide relevant help.

winged zephyr
#

is there a way to get a class' variables, get one (set per instance before run-time) and change it during run time? For example I want the variable that I get be an instance variable based on the BP_PizzaChef class' variables.

gentle urchin
#

I'm not really sure what you're asking

#

the variable you get there is that instance's value

#

it may or may not be different from all other instances

#

depending on if you've changed it

winged zephyr
#

What I want to do is set the get part of the function.
Here it is get(CoyoteTime)
I want it to be get(VariableSetInInstance)
This requires:

  1. The ability to limit VariableSetInInstance to be variables from the class I want to use.
  2. The ability to have a more dynamic get/set which can have both a reference and a variable as input.
#

Idk it is hard to communicate what I mean, I'm not a programmer ^^"

wispy jacinth
winged zephyr
gentle urchin
#

you'd want to wrap it in a function and call that in the owners construction script

#

Also directly modifying the spline itself doesnt tell the rest of the logic to do any updates

nimble wasp
#

What node would I use if I'm just going to do a bunch of branching? I want to use one node that checks conditions each time it is run. If one is true, it runs that pin.

versed sun
#

i think you want 'Or' node

nimble wasp
#

Thanks!

shrewd raft
#

I need your guide, it's recommended to use actors child for a multiplayer game? Because when I use the BP Actor my game runs well, but if I use a child, my game doesn't work well

versed sun
#

I think Child Actor Components are not good for multiplayer

#

or not good in general

gentle urchin
#

^

#

Im not sure why they're so tempting to be used

#

Guesd they may feel logical at some point

faint pasture
#

Sometimes you just want an actor inside another actor at design time.

#

That's the one change I'd make to unreal if I could

#

And it's the most attractive thing about Godot to me

gentle urchin
#

Basically a scene with multiple actors, whitout it being a level?

faint pasture
#

Yes

#

A house actor that comes with door actors

gentle urchin
#

Yeah that could make sense

#

I guess that was the attempt with CAC aswell

#

A house nowaday would be a BPP tho right ?

#

Or whatever its called

faint pasture
#

The thing that unreal does weirdly compared to many other engines is the fact that an actor is a thing. If you think about it, an actor is kind of like an implied component. You could just as easily have a system where you have prefabs and you put all the stuff that is in the actor nowadays inside of a component

gentle urchin
#

Bpp -> Level instance*

#

Kinda like a prefab

sick sky
#

i got some actors that have childs actors such as doors

gentle urchin
#

Level Instances

little coral
lofty rapids
#

i heard get actor of class is expensive to do on tick, you may want to set those up in begin play if you can

gentle urchin
#

This looks cursed

#

Timeline, tick , get actor

faint pasture
#

a timeline is basically a temporary tick

broken wadi
lofty rapids
#

so ig in theory you may get some empty gets

#

maybe you might get accessed none , trying to access out of bounds

sick sky
#

This is cursed

sick sky
lofty rapids
#

it's best to try to do that stuff on begin play

#

i imagine it would kill performance like you say it's in the description

#

if you think about it, under the hood it has to search all the actors most likely

gentle urchin
#

Probably not to bad but its generally viewed as bad practice

#

Its fine for editor stuff where it doesnt matter , and 'hacks' are ok

lofty rapids
#

i just feel like if you got a lot of actors it'll be worse than if you have less

#

i know if i was going to write a "get actor of class" you would search all actors then break when you found it

gentle urchin
#

It worsens the deeper hieriarchies you got

#

And more actors in the scene to consider

jaunty solstice
#

There is an icon I am trying to disanble entirely in my actor blueprints but have been unable to find the source. Anyone know what this icon represents?

lofty rapids
#

a scene component ?

#

what happens if you click on it, on the left it should show you what it is

sick sky
#

its called a billboard

#

you can disable it somewhere

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(if i remember correctly)