#blueprint

1 messages · Page 130 of 1

jaunty solstice
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Thanks. yeah it was a scene component!

vernal snow
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Hiya everyone, just trying to figure out if my current method of getting the player a weapon is good.

So for context its a weapon system taking inspiration from Call of duty, mainly the element of modding said weapons.
So currently i got a few bp types and just gonna go order.

Currently through a prototype got the Meshes to change and all that depending what is added via structures and datatables etc etc so nothing to worry about there for now.

BP_PickUPMaster > Adds a Skeletal Mesh Component Related to its weapon type (Firearm SKM / Throwable SKM etc) > Spawn BP_Actor_WeaponMaster which gets attached to the player.

So it adds a Skeletal Mesh Comp to the player its intention is to add in input to the player.
This SKComp adds a Actor which is the visual component and has varied data structures and the functionality which is referenced by the SKComp.

Not too sure if i explained the process correctly, or if it can really be answered, so far i got it where it works and attaches to the player.
But im still new UE5 i'd say so i might be missing a type of actor that can do all of this, i thought a Skeletal Mesh Actor might be a good attempt but it kinda bugs out when the Skeletal Mesh asset doesnt have anything in by default.

lofty rapids
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i feel like it might reset

lunar sleet
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prly a lot easier to not destroy it in the first place

sick sky
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random thought :

does it "cost" less to UE to cast from A to B if there is "less in between classes" ?

for example
casting scenario 1 :
Actor to Character

casting scenario 2 :
Pawn to Character

is it equal in performance cost ?

gentle urchin
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The cost depends on :

  • is it already loaded?
  • If no:
  • how big is it
  • what dependencies does it have
  • what else must be loaded with this
  • if yes
    • Move On
hollow pond
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I'm trying to add breakpoints to nodes in a level blueprint, but when I switch levels, the breakpoints disappear. is that normal?

sick sky
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its interesting, but it doesnt really answer the question

gentle urchin
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It does

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Number of classes doesnt matter

sick sky
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okay

gentle urchin
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Size and dependency does

sick sky
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so if a class is a child of child of child of child of another class, it has a bigger dependency ?

gentle urchin
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If MyPawn is a straight subclass of APawn with nothing new, their casting cost is ~Equal

sick sky
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okay

gentle urchin
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And/or assets

sick sky
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what is a dependency in this case ?

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actor components and stuff ?

gentle urchin
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Hard references to other stuff

sick sky
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okay

gentle urchin
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If your GreatGrandPawn has a hard ref to BP_SuperBoss

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Then BP_SuperBoss is also loaded

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Along with its BP_SuperHammer and whatnot

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You can right click any asset in the content browser and chevk the reference viewer

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You can also check the size map of the asset

lofty rapids
gentle urchin
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Gives you some hints to whats going on

sick sky
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okay ty

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its interesting

gentle urchin
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So when you cast

sick sky
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i try to avoid that

gentle urchin
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You want to cast as high up as possible

sick sky
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usually when i have to cast, its to generic classes like Pawn

gentle urchin
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Thats good

sick sky
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i use 99% of the time interfaces when working on communication

gentle urchin
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You can generally cast to player related classes as they're almost guaranteed to be loaded anyways

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So the cast would be free

sick sky
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true

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wait thats great

queen dagger
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im wondering why my button doesnt have an events category so i can put an on click function

sick sky
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so casting to player isnt that much costy

hollow pond
sick sky
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i thought that each time it was doing some hard work

gentle urchin
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If its already loaded, no

sick sky
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:)

queen dagger
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still isnt showing

sick sky
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set to is var

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i tested and when disabling the events disapear

lofty rapids
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interesting i just dragged a button in and it had the events

queen dagger
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ohhhh

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interesting

sick sky
queen dagger
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would have never thought it had to be var

sick sky
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untick and see the "events" tab disapear

sick sky
ancient heath
queen dagger
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gotcha works now

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thanks

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and second question

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probs a bit more tricky

sick sky
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other random question :
is there something faster than another between :

  • searching for <> by class
  • searching for <> by tag
  • searching for <> by interface
queen dagger
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but ive gotten to the point where i want to have multiple players play so i need to spawn in characters that have seperate controllers where would i start on that

lofty rapids
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i would hope behind the scenes that getting actors with tag would be a bit faster, because you would need only get all actors with tags, if they don't have tags np

gentle urchin
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Its slower afaik

lofty rapids
twin shale
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This is exactly what I needed to know, thank you. I realize I'm not architecting this data the "best" way but the alternative is lots and lots of code, checks, validations, and more work to make simple items. The way I'm doing it currently is far easier to use but that has a trade-off. I think I can live with this trade-off for the benefits I gain

gentle urchin
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Its always a tradeoff

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Storage/performance/memory

little coral
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i am trying to keep track of the score, total noob so expect things being plugged to the wrong hole every now and then

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Doing blueprints with gemini has no the been the easiest excersise

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what is it that i should be doing ?

lofty rapids
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i'm guessing it doesn't work ?

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trying to play all these timelines on tick is probably not a good idea

faint pasture
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What are the broad strokes of what you're trying to implement?

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When XXX happens, you want xxx and xxxxxx to happen.

little coral
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its a rail shooter setup, bassically i have 4 locations on the map once the score reaches a threshold, move the player from the origin point to point 1, and on each threshold move to the next taregt point with each movement also a rotation, since the camera is looking at a certain part of the environment where the targets are laid out

faint pasture
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THAT will want a timeline or tick involved

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timeline can work if you want to author it like:

Begin play -> ??? -> timeline -> ??? -> timeline ->??? timeline
if you want it to be more data-driven then you'd use tick

little coral
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i am just relying on event tick because of the score, and becaue the whole experience is just this rail track so its not that expensive in the grand scheme of things

austere ferry
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I would like to use Unreal Engine’s DataTable to animate. In the CSV, I have columns for Frame and Value. Could you advise on how to set the rotation value of a specified actor to 1 when it’s at frame 1? I’ve set up the nodes as shown in an image, but it’s not working properly.

faint pasture
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OK so I'd set it up like this if you wanted to use tick for everything.

Tick -> interpolate CurrentTransform towards TargetTransform -> update Score -> did score cross some threshold? -> update TargetTransform

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that'll be a catch all

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"Each frame, move towards TargetTransform, update score, and set a new TargetTransform if some criteria is reached."

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if you're already at TargetTransform, moving towards it won't do anything

little coral
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hmm, i am gonna try that now and see what happen !
appreciate the insights

lofty rapids
austere ferry
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Thank you for your comment. I would like the first frame to have a rotation value of "1", and for the second frame, to update the rotation value to "2". The information to be updated is in the Datatable.

lofty rapids
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i'm not understanding where you are saying "frames" ?

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you have some data with a fram, and value

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so in your loop

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each one will be that value

austere ferry
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I have managed to load the CSV. Currently, I am updating the "RoName" and changing the value in "AddLocalRotation", but it's happening too quickly.

lofty rapids
austere ferry
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Would it be good to add a delay after the Foreach loop? I have a feeling it might not be the best idea...

lofty rapids
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maybe a timer

little coral
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@lofty rapids is this what you meant ?
it is moving the camera from point A to point B but rotation is not being affected

lofty rapids
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but i was specifically talking about where you +1 and + 2, 3

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to the index

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but either way you don't if it's valid

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but don't try to do all that on tick

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it won't work like that

little coral
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So what sort of event should begin all this ? just a regular event begin play ?

lofty rapids
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i would probably make it a custom event, when do you want it to fire in a sequence, then fire again ?

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you can make use of timeline finished to make them not all run at once i think

little coral
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imma try then

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is there a better way to add to the index and ensure it is within bounds ?

lofty rapids
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you can clamp it

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but in general you don't want to add a bunch to the index and use it

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when it gets to the end your out of bounds

steady night
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hey

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the Gun aint playing the animation montage

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tips on whats going wrong ?

lofty rapids
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you got a slot in the animation bp ?

steady night
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yeah

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if u use the "play animation" it works

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but not montage.

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the 2nd montage works the "arms" wich is the parent

lofty rapids
steady night
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this is just some ssilly problem

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zzZZ

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i mean this works -.-'

graceful peak
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Not really sure what a good channel to ask this in is...butttt i had an idea for an interesting mechanic. Basically, it's an effect that's in superliminal but in reverse. But if you watch the video attached, I want to project a 3D object onto a 2D surface, such that you can't even tell that the 3D object dissapeared until the player moves and looks at the wall from another perspective. I managed to figure out the math to get the scale of the 2D project right, butttt rotation and perspective distortion seem pretty impossible to handle here. Just wondering if anyone has any ideas.

bold cypress
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I need to change the orient rotation on movement for a mob, but the details for movement aren't showing up. Do i need to remake it or is there a fix?

lofty rapids
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5.3 ?

steady night
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am i thinking wrong ?

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i want it to spawn at "muzzle location with the same rotation as the socket?

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but idnno if it working

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the Red arrow would be "Forward" Right ?

bold cypress
lofty rapids
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or revert to a backup

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i have seen this a bunch in 5.3, i have not had the problem yet

bold cypress
little coral
lofty rapids
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i can only imagine for some reason the target points array isn't getting changed but it could be anything

bold cypress
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It seems like it has to do with the c++ editor. Everytime i see something that has the issue it will always be editable in c++

little coral
lofty rapids
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if you do a custom event instead

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you can run it when you press a button to check it

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create a custom event

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instead of tick, go from the event into all the stuff

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then you can call it whenever you want

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but i think you probably want finished right ? you want them to run one after another ?

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right now performance wise it doesn't look to good

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right now if gamescore >= that get, it will start running all those on update idk how timelines would handle that i'm still learning

little coral
little coral
lofty rapids
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if you make a custom event

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and run that event on tick it's basically the same thing

lofty rapids
sonic fossil
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Hello! I have a very, VERY strange bug here. Can I ask for some help here that is related to UMG ?

little coral
sonic fossil
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Oh just saw the UMG section, sorry about that

lofty rapids
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but your using timeline so your trying to move smoothly or something ?

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first thing i would do is i usually have two functions change score, and show score

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there you can use change score to check the score if its a certain value run an event

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but i would have an array of booleans for each section

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i would also link the rotation and location arrays by index

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might be tricky to keep in order but if done right you can store multiple values based on an index

lofty rapids
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start with triggering an event when the score reaches a certain point

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i would suggest making it low so you can test it quicker

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i wouldn't be using tick

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use an on change kind of event or function

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then you could have an event where you pass it the index and it runs the timeline

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i'm sure there is several ways to do it as there usual is

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also structs exist but ig in bp they are broken so you should make them in c++

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i have not done that yet

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i have a struct and it works fine so far but i just made it and forgot about it

hot lion
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Hello there, when i'm trying to test a collider event, or a line check it always work the first time but it detect somehow the same actor again the next frame and for some reason it dosen't consider it to be the same, any idea what could be the cause ?

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literally not moving so hitting the same actor

lofty rapids
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the first time it's != is true and it sets it

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next time it's false

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but is it not the same actor or something ?

hot lion
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huh yeah, i'm beeing stupid there, so the mistake lies elsewhere 😒 huh

bitter star
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Hi guys, I' working on a BP to use a box collision to trigger a change in value on a material and I m getting an error pointing to the last node in the event graph. Do you know why?

hot lion
queen dagger
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ok so is there a way to identify which sprites to use based on which character is chosen? like for instance i have a character with its base animation state, however if we select a different character is there a way to transition to using those sprites instead without needing to create a whole new child character with a new anim source and anim blueprint

faint pasture
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A common pattern is to:
BaseCharacter
Ben
George
Judy
Where all the subclasses are data only

queen dagger
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correct

faint pasture
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but you can just as easily set values in an instance of BaseCharacter from a data asset or data table row

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up to you

queen dagger
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data table?

faint pasture
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I like seeing them in 3d so I like to use blueprints AS data assets, so to speak

tranquil lagoon
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I am having a very hard logical problem I would like help with solving.
I am trying to make a Breath of the Wild type Cooking System where players can enter any ingredients and the game would try and find the matching one to a list of recipes

How it works, is that:

  1. I have a data table with recipes, inside each row is an arrays structs (RecipeIngredients) that keep a Resource type (Enum) and an Amount (Int)
  2. I have an actor (CraftingTable) with an overlap, it contains 4 struct variables of type S_Recipe_Requirements (StoneAmount, WoodAmount, FoodAmount and SkinAmount)
  3. Each time an item gets overlapped on the table, it will check and increment the corresponding variables amount by 1

I got this far along, this is where I get stuck
The problem I have now, is how would I build the logic where the player can put in any amount of items (recipes won't be longer than 4 structs) and the actor will find the correct corresponding recipe. I believe I should be using For Each loops to compare, but I am not exactly sure how that would work.

How would you approach this problem?

livid axle
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Hello, I am trying to get a character to summon some mobs around him with EQS, but for some reason it just returns an empty array even though in game with the debugger I see it manages to find locations. Am I misunderstanding how this should work?

faint pasture
languid wolf
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Hey, did you manage to solve the issue?

faint pasture
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Assuming you have the foreach row bit:
For each row -> bool = true -> for each IngredientType -> bool = bool AND do you have enough of that ingredient on hand?
-> finished -> no recipe matches -> finished -> if bool -> this row is the recipe

tranquil lagoon
faint pasture
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for each recipe -> for each ingredient in recipe -> for each ingredient on hand

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it'll perform better at an extreme scale with maps but it's the same idea

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you choose the recipe where for each ingredient in the recipe, you have enough of that ingredient on hand

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then you remove those ingredients and replace with the item or whatever

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Make functions

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CanMakeRecipeWithIngredientsOnHand, CraftRecipe, etc

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stuff like that

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if you want

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it won't perform any better but it might be more easily tested and reasoned about

queen dagger
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ok so

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this is the senario

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i have a bunch of jump nodes that are named character specific

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i have the parent character

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currently hard coded to a specific character is there a way to change this based off a character selection?

lofty rapids
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jump to node is a plugin thing you are using ?

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or it's a built in function ?

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or you created it ?

queen dagger
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plugin

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it basically just a break where it forces an animation to play

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but for instance theres a jump animation

lofty rapids
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how do you have it "hard coded" ? in the target ?

queen dagger
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but like 26 of them depending on the character

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the parent character is currently set to narutos jump as thats just a place holder

faint pasture
# queen dagger

don't talk to animation from code whatever the equivelent of "play montage" would be

queen dagger
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?

faint pasture
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IDK anything about Paper but the general form is that the animation READS state, it is not written to

faint pasture
# queen dagger

The skeletal animation version of that would be the animBP noticing that the bool bIsInAir is now true and it'll switch its state machine from walking to falling with a jump animation transition

queen dagger
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yes

faint pasture
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animation knows about gameplay code
gameplay code does not know about the animation

queen dagger
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jump to node is just the code to force a transition to a state

faint pasture
# queen dagger

yes that should be RESPONDING to the pawn state, not told what to do

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unless that's some unavoidable thing

faint pasture
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are you making 1 state machine per character?

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or just 1 with the sprites as data

queen dagger
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yes

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so lol

faint pasture
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why

queen dagger
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i have one complete state machine

faint pasture
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I mean do they all do the same thing or are they very different

queen dagger
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and i am wondering if there is a way to do it without having to make multiple of them

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the only difference right now is character sprites

faint pasture
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There certainly is normally but like I said you're like the 1 person who uses Paper so it might be different

queen dagger
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lol fair enough

faint pasture
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instead of "Play HeroCharacter#2JumpAnimation" it'd be "Play MyJumpAnimation"

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and MyJumpAnimation is just data, it's just a variable you can set somewhere

queen dagger
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ok im sorta tracking

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so in the character bp

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i should assign a character variable

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based off that variable itll load the sprites that pertain to that character

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from a repository of some sort

tranquil lagoon
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So it's like this?

faint pasture
tranquil lagoon
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Resource type and amount

faint pasture
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That's kinda redundant, I'd just have an array of ResourceRequirements

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WoodAmount:
enum = Wood

bit redundant

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Just have an array like:
Requirements:
Wood, 3
Stone, 12
Bananas, 43 //you can do this now as you can just have any old thing

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in fact those probably shouldn't be an enum, but an FName or GameplayTag, but enum will work for now

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What's the structure of S RecipeInfo?

tranquil lagoon
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Sorry for asking so many dumb questions but I am relatively new to this.

faint pasture
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no problem

tranquil lagoon
faint pasture
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an array of RecipeIngredients just like in the RecipeInfo

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Array <RecipeIngredients> IngredientsOnHand

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you'll probably later want to lose the recipe language and just make them items but it'll do for now

tranquil lagoon
faint pasture
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The simplest item system would just be
Array<ItemStruct> BackpackInventory
Array<ItemStruct> CookingInventory

ItemStruct:
Icon
Name
Count

And a RecipeInfo would just have its required items

faint pasture
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instead of blindly adding, make an add function or event that can check if there's already one with matching enum (or tag or FName), and just add the count to it

tranquil lagoon
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RecipeIngredients is not a structure, it's just what I named it. It's an S_Recipe_Requirements

faint pasture
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hell just call it item

tranquil lagoon
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Yes, that is what i created

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It's the same!

faint pasture
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then later you can have recipes like

Sword + FirePotion = FireSword

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or whatever you want

tranquil lagoon
faint pasture
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yes, S_RecipeRequirements is what you want an array of in S_RecipeInfo AND in your crafting table

tranquil lagoon
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Yes! That's what I have now

faint pasture
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TArray<S_RecipeRequirements> IngredientsOnHand

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probably rename it but good luck renaming BP struct, have a backup lol

tranquil lagoon
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😭

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I am on source control

faint pasture
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aight then yolo

tranquil lagoon
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So like I said I created 4 indexes to represent all the 4 types of resources on the IngridientsAtHand array

faint pasture
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are you trying to constrain yourself to this seperate from any other items in the game or is this it for items

tranquil lagoon
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it's specific items only

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resources basically

faint pasture
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but is there another whole item system?

tranquil lagoon
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yes

faint pasture
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is Wood a thing that can be dropped

tranquil lagoon
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Yes

faint pasture
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or otherwise treated as a normal item

rugged sonnet
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How can I make my clamp to smooth in using a curve? Thanks

faint pasture
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Yeah I'd make 1 encompassing system

tranquil lagoon
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So basically I have pickup objects and they have all one resource type on the actor that I read in

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that part isn't a problem, I can detect them and increment values on the Crafting Table

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for me the biggest problem was just finding the correct recipie

faint pasture
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Yeah that'd be 3 loops nested, you succeed when the last loop has a match on all ingredients

tranquil lagoon
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Especially since arrays care about indexes right, I can't just compare two arrays if they are in different orders

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ah

faint pasture
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you need to compare the elements

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Make functions, stuff like HasEnoughOfThisIngredientOnHand

tranquil lagoon
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But should I then in every recipe just put in every element in the correct order, and if a recipe doesn't utilize a specific resource I put it at 0?

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Or is that not needed

faint pasture
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no just leave empty

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if it just needs wood then jsut add wood

tranquil lagoon
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Right

faint pasture
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depends on your metric

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Recipe1 takes 2 wood 1 stone
Recipe2 takes 2 wood 2 stone
you have 2 wood 2 stone
what do you make?

tranquil lagoon
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Recipe 2

faint pasture
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how do you decide that?

tranquil lagoon
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It should check for exact match on both material and amount

faint pasture
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if recipe2 didn't exist, could you still make recipe1 leaving 1 stone?

tranquil lagoon
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no

faint pasture
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ok so only exact?

tranquil lagoon
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I want it to need exact

faint pasture
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so yeah easiest way might be to have 0 count entries

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there's a lot of ways to go aobut it but that'd work

tranquil lagoon
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And I assume they need to be in the correct order as well

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the indexes

faint pasture
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order shouldn't matter

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all you care about is that you have the exact amount of each ingredient

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see how complicated a simple system can get? Welcome to game dev.

tranquil lagoon
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😭

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This is the spear, it requires 1 Stone and 1 Wood

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and just to pretend, I have 1 stone and 1 wood at hand

faint pasture
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You'd loop to the stone requirement, checke that you have exactly 1 stone

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then loop to the wood requirement, check if you have exactly 1 wood

tranquil lagoon
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Huh, but how would I know that the index is the same?

faint pasture
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bool = true -> for each recipe -> body -> for each ingredient -> body -> do you have exact amount? -> false -> bool = false
-> finished -> failed -> finished -> if bool -> return recipe

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you don't care about the index

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loop

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for each

tranquil lagoon
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Like this?

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Oh wait

faint pasture
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input ingredient, output bool

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do you have exact amount

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HasExactAmountOnHand
Input -> for each ingredient on hand -> body -> if Ingredient = InputIngredient -> return true
-> finished -> return false

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that'll return true if it gets 1 match or false if none

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that answers the question, do you have that specific ingredient satisfied

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do that for all ingredients, if it ever returns false, then the recipe doesn't work

inner sandal
#

Hey guys, sorry to butt in (ignore if need be) , I'm looking for some input on a potential project idea.

I was going to generate an entire train track and surrounding scenery from a spline with a BP, now part of me thinks I should use the terrain tools for this, but do you think it's even a good idea to do all of this in the BP with clever shaders and so forth? It's less about making a whole world and more about generating a "scenic voyage" just from 1 spline, so yes you'll likely see into nothingness at parts but I kind of like the "all consuming power" of being able to do it in one BP.

It's primarily to build up my tech art BP abilities and get used to materials again in Unreal after coming from Unity, but does it just seem like a bad idea and it'd make sense to use the landscape tools instead?

faint pasture
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I don't think run time terrain modification is a thing but you can certainly add meshes etc

inner sandal
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design time really, just to make it in editor, fuck about with a spline to make a pleasing path, generate and then build.

torpid hearth
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if someone has the same issue, i solved it by installing a plugin named WMFCodecs

faint pasture
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splines can deform landscape at design time I'm pretty sure

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look at ContentExamples for the roads

inner sandal
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I'm just curious if it's even a wise idea. I know splines can deform terrain but I'd kind of like to make my spline BP system quite smart, to set points that are bridges or stations etc.

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I get a feeling I might build it all and then employers will go "oh that's fuckin' stupid"

faint pasture
tranquil lagoon
faint pasture
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you can't do an == on a struct?

tranquil lagoon
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nope

faint pasture
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ah

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i make all mine in C++ and implement that so maybe never noticed it

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anyway that should work

trim matrix
faint pasture
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I wonder why it wouldn't jsut default to the obvious if you have properties that are able to be tested for equality

tranquil lagoon
#

Does this look correct?

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So this is inside a function called CalculateValidRecipe

lofty rapids
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i would probably get all the indexes if possible

tranquil lagoon
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Thank you by the way @faint pasture for all the help I am really sorry for bothering with this

lofty rapids
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if you looped through and saved all the indexes that matched what you have on hand

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you would have a list

lofty rapids
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it's not a pure node, it needs execution to run

faint pasture
#

If any ingredient fails, fail the recipe

#

If any recipe succeeds, return it

tranquil lagoon
#

You mean just create a new variable?

faint pasture
#

Sure, it depends on how nesty you're gonna get with it with early returning

#

If it's all needed functions then you don't need the bool.

tranquil lagoon
#

God I am sorry I really don't understand this at all

#

I really went over my head here

#

I don't get what I should do now I don't understand the flowchart you linked

nimble citrus
weak thicket
#

Hi, it happened like this, what I need to do for fix it

lofty rapids
weak thicket
#

yes, my gf just send it to me to fix it, she says that she just changed the name of event so thats why it happened

lofty rapids
#

so double click the bp and look inside of it

#

the compile have a question mark next to it ?

#

try to compile and look for the error

weak thicket
#

kk thank u for your help

#

ah solve it, thank u m8

chilly gazelle
#

with AI perception, what leads to an unsuccessful sense? I'm using sight, but none of the characters that should be sensed are being successfully sensed

lofty rapids
#

you need the perception on one, and the simuli on the other

#

atleast thats how i remember trying

chilly gazelle
#

so they are registering, its just when i get to that bool check so i can set the target, it fails the bool check for succesfully sensed.

tranquil lagoon
lofty rapids
#

i feel like you have one to many return nodes

#

not sure you want to return on false there

#

🤔

chilly gazelle
#

man this is so odd. I've checked that the otherBotSensed is valid and the right class, just no dice.

trim matrix
#

you should probably enable/disable input by using the cast node

#

and the get player controller (correctly)

#

why
the 'enable input' is connected with the Player Controller pin
and the disable input node is connected with the Target???

wise ravine
#

@nimble citrus yeah your input's are inconsistent

nimble citrus
#

the tutorial i followed connected them in that way 😅 but i'm not having any trouble with the inputs tho, can this my input shenanigans cause my play to go through the object?

#

same happened with the other lower box collision (it compares tag's the destroy objects and keep track of them, nothing to do with player controls) whenever player overlapped with that box it also made me go through the object. i changed the collision setting to ignore pawn and it solved for that one. but ignoring pawn on the playerdetector collision doesn't work since it also ignore the input system

trim matrix
#

well, we are just telling you that the nodes are not connected together correctly
You might be lucky that it works right now but will not, later on...

I suggest you to fix it or to actually understand what it does at least... because something is clearly wrong

#

@nimble citrus

lunar sleet
#

As for the “well the tutorial guy did it that way”, there’s a lot of bad content creators out there, most tutorials are created by people that don’t actually know wtf they’re doing, just doing it for the views. But something as obvious as plugging in the player controller into the player controller pin when using 2 opposite nodes should be fairly easy to realize, even for someone with little to no understanding of the input system

#

Also your collision is set to OverlapAllDynamic, it’s not blocking anything, so the things going through each other is the expected result. Doubt it has anything to do with the overlap events themselves, assuming those are even firing

trim matrix
#

true lol

nimble wasp
#

I want to make an array of static meshes. Both the array and the meshes are in the same BP. How do I do that? Would I - on begin play - add each mesh to an array?

#

I guess, what I'm asking, is there a way to do this in one node or do I need to do this.

chilly gazelle
#

I have a BP grenade that is set to block all, and my terrain is set to block all, but my grenade is going straight through the terrain. How do i fix this?

#

Grenade is set to worlddynamic, terrain is worldstatic.

sage lagoon
#

I've barely started making a blank map with a floor and I've moved the camera so it faces the player from a side. So now, the player character goes up and down when I try to push left and right; and he goes right or left when I push down or up. I know it's the camera, but I still need to set the input buttons accordingly. Besides setting input keys in Project Settings (which I tried, by the way), what would be an effective way to set the controls according to the camera's position? I'm not sure if using Set World Rotation to modify Game Controller would work in this case.

main lake
main lake
sage lagoon
#

This will be for a beat-em-up action RPG, so let's see...I could imagine the character moving like this during fights but not while exploring. So I wonder if I could have the character face north or south when going up and down when not fighting.

main lake
sage lagoon
#

Hm, okay. I guess I can look at those and play around with them, then make a variable in the game instance that controls whether or not the character can face north or south.

sage lagoon
main lake
sage lagoon
#

I only checked the Yaw, but it only makes the character stay facing left/right when moving up or down. I tried to modify the input on Project Settings but it doesn't seem to work, either.

sage lagoon
# main lake Try the "Pitch" rather

Same as before. I know it has to do with the camera position, but I'm not sure if setting the camera rotation for the controller will work.

sage lagoon
#

Here's how it looks.

main lake
#

did you check youtube tutorials ?

sage lagoon
#

Hm. Well, I can put the camera in front of and on ground level instead.

#

Okay, got it.

#

I just moved the camera to a better position.

sage lagoon
sage lagoon
#

You're good.

#

Still, thanks for your help.

undone bluff
sage lagoon
#

I just moved the camera behind the player and above the ground.

#

And some distance away, too.

undone bluff
#

yea I can explain what the issue was

#

so the movement setup there should be using the right vector of the control rotation to determine the axis along which to move left/right, similar for for- and backwards

#

the control rotation is something that is changed by the Add controller Yaw/Pitch Input nodes

#

the camera then by default follow the control rotation

#

I assume you simply disconnected IA_Look?

#

then moved the camera to the left of the character but the control rotation still starts towards the front

#

The best and most versatile solution here would be to get the rotation of the camera instead of control rotation

#

when you get your vector to add movement input towards

#

then all your movement would be relative to the camera

deep void
#

Can anyone explain how I can wrap my head around this error?
Its in a BP pawn, that has a camera on it, I simply want to take a screen shot from that camera, but am getting this error and cant find a solution online.

undone bluff
#

did you drag a camera from the add object menu onto the level?

#

so cameras in unreal are components, and the node you have needs a component reference

#

when you place a camera in a level it needs to be wrapped in an actor

#

because components can only exist attached to an actor

#

you essentially have a reference to that wrapper actor

#

and you need to get the actual camera component inside

#

you should be able to just drag off and get it

deep void
#

no I added the camera in the components section of the pawn BP.

undone bluff
#

ohhh

#

seems like I had it the wrong way around

deep void
#

so i dont have an actor, I was hoping to use the camera on the pawn

undone bluff
#

the node wants the wrapper

#

and you have a component

deep void
#

I've tried get owner on my camera, but still get an error, cause it wants actor.
Was hoping there was a way around it without having to make another camera and actor

undone bluff
#

yea the owner of the camera is the pawn and not a camera actor

#

you will probably have to spawn a camera actor for the screenshot then

deep void
#

fair enough, thanks heaps for chatting it out 🤝

undone bluff
deep void
#

that's all good, appreciate the reply.
I'm hoping there is another way, so I'll keep searching,
The pawn has a camera that the user can possess and look around, so i want the screen shot to be exactly what the user sees when possessing the pawn, that's why I wanted the screenshot to happen from this camera in the pawn.

undone bluff
#

(Execute Console Command node works in shipping build)

dark harness
#

anyone have a problem with Level BP Diff not showing anything in 5.3?

primal hare
#

Hi, The jump animation gets stuck for a second before landing

#

it was working fine before updating the animations

#

the animations themself aren't that long

#

the jump loop just seem to get stuck longer than it needs to

gentle urchin
#

Is it a transition issue ?

primal hare
#

seems like

gentle urchin
#

Should be able to verify by viewing the animBP

#

Looking at the statemachine

primal hare
#

I'm just following tutorials

gentle urchin
#

Be a scholar, not a follower ^^

primal hare
#

but tried making trantiions longer shorter, didn't work

#

steps and time 😉

gentle urchin
#

But is it stuck in transition?

#

Does it stay in JumpDown while this bug happens

#

Or JumpIdle perhaps

primal hare
#

please see the video

gentle urchin
#

In the anim graph...

#

Vid doesnt show that

#

If thats the case then your transition rule might be wrong

primal hare
#

how do you see that while the game is on?

gentle urchin
primal hare
#

I have both pie and bp > locomotion windows open, but there is no indication in the bp window while playing

gentle urchin
#

You may need to select the object instance in the top menu while it plays

sick sky
#

Squize

#

When do you sleep man ?

#

I always see you

gentle urchin
#

Who says im sleeping

sick sky
#

🦐

gentle urchin
#

👁👁

sick sky
#

I see you at 6, 12, 16,22

gentle urchin
#

Sounds about right

#

See a window there?^^

sick sky
#

Man has a bot to answer questions hehe

sick sky
gentle urchin
#

That would not be a dumb idea

sick sky
#

Are you european ?

gentle urchin
sick sky
gentle urchin
#

Norwegian

#

(Thats in europe)🤪

sick sky
#

You know that in coding classes (when beginning), you have to write in french the vars name, methodes, etc

#

Ofc without spaces or accents

#

But sill cursed

gentle urchin
#

Oh lord

#

GjørTing()

sick sky
#

💀

#

Manger_Une_Baguette(nombre)

gentle urchin
#

That makes sense lol

sick sky
#

Tried to made the simplest frenche method to understand

#

Mission succeed

silent drift
#

Hello! Is there a BP node for "Happen only in development build?" or something like this?

I want to add some more debug information for certain areas of my game, but ideally this should only be done inside of a development build and not in a shipping build. So I would like something like a bool that I can use and say, if in dev build do X, but if shipping ignore.

gentle urchin
#

You do any cpp ?

#

@silent drift

#

you can use this in bp

#
/** Unknown build configuration. */
Unknown,

/** Debug build. */
Debug,

/** DebugGame build. */
DebugGame,

/** Development build. */
Development,

/** Shipping build. */
Shipping,

/** Test build. */
Test
#

these are the options

spark steppe
#

somewhere in the editor settings is a keybind

gentle urchin
#

Ohhh right there's that doo

silent drift
#

Oh, need to look into both, and I'm starting to move over to CPP, but I don't feel too comformtable with it yet. Thanks @gentle urchin and @spark steppe

gentle urchin
#

so you can even mark specific instances of the function as developent it seems

#

or disabled... im amazed

#

weird that this isnt a right click option

#

Feels like a drag creating a new editor module for this

primal hare
silent drift
#

Thanks again! That is great! And I need to move over more and more to CPP (because I also want to get back into learning it, I used it like 7 years ago, but then stopped since I started working for a company doing only level design without any coding what so ever), so I think it will take me a bit to get into again.

silent drift
#

ANother thing I'm wondering with BP (this might be a CPP only thing, so maybe I just need to start with this sooner rather than later, I'm just scared of getting to slow on my project), can I add console commands through BP? For example, I want to add "TurnOnGodMode", and if I write this, it will turn on god mode on the player, rather than having to add a new debug widget or Key (since I will soon run out of good debug keys).

gentle urchin
#

Not directly,

#

you'd need to make your own fake console I think ?

#

nvm

silent drift
#

Yeah, that is what i suspected as when I googled it, all answers talked about Cpp. 😄

gentle urchin
silent drift
#

But that says process console commands?

#

Doesn't look like I can create a new command? Or maybe I'm missunderstanding something.

gentle urchin
#

Its a pretty odd example

#

as LevelBP is the one place i wouldnt want to have this XD so how would we target any class

silent drift
#

Yeah, looks like I really just need to bite the bullet and start with Cpp... I'm just scared of breaking the game as soon as I start with it again. 😄

#

I mean I will break the game, I just hope I can fix it.

silent drift
#

Haha

#

Sorry for asking, but do you know if there are any good C++ good example projects for me to look into the basic setup? Just as a starting to point to see how a character is setup and all again. 😄 @gentle urchin

gentle urchin
#

There's quite a few, with their own quirks and crude corners

#

ActionRPG, ShooterSample, CropoutSample,

#

If you're diving into GAS , GASDocumentation from Tranek is a starting point, Naxrim, Lyra (perhaps overly abstract)

silent drift
#

Thank you! I'll start grabbing ShooterSample and ActionRPG!

sick sky
#

it could be a good thing to have a "go to" in function to avoid big white lines

thin panther
#

Also quite messy. For the same reason you don't use it in C++

It breaks the flow. You can no longer glance to understand things

#

If you want clean code, that ain't bp

sick sky
#

true

#

you got a point

gentle urchin
#

I disagree with the clean code aint bp part*

#

Visual scripting can attain clean code aswell

#

In fact id argue it often can be far easier to have a good overview in visual scripting compared to pure text ones

A goto: is always horrible to read imo

neon acorn
# languid wolf Hey, did you manage to solve the issue?

Nope, I will be trying to utilise this https://www.youtube.com/watch?v=A9dp3cmCFtQ and see if I can get things working but right now, my VS version causes issues with UE 5.3 so I am paused until 5.4 launches in GA to try it out. I will make a blog post once I get things working in my RTS so maybe look forward to that?

This video describes how to take control over the mouse in a Lyra/CommonUI game, as well as why it's needed and what you may want to do differently in your game.

00:00 Intro
00:36 How Lyra Mouse works by Default
00:58 Requirement: Solution MUST use Common UI
01:12 Step 1) Create Method: Set Input Mode
01:25 Step 2) Override Action Router (optio...

▶ Play video
languid wolf
weak iris
#

Hi, i've been following matt aspland door and key system tutorial here https://www.youtube.com/watch?v=Bcle9sSS4Oo&t=69s
It works fine but only if i have the key already lying somewhere on the level in order to match it with the door i want to open..
How would i go on doing this if i want to spawn the key instead of it already lying on the level?

This is how to create a locked door and key system in Unreal Engine 5. This allows you to have multiple doors and multiple keys in your level, with specific keys opening specific doors.

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

Check Out My Game Studio: https://www.copagaming.co.uk/

#UE5 #Unre...

▶ Play video
#

^i need to be able to pick the door from the blueprint instead of from the level/outliner.. anyone have any suggestion?

thin panther
weak iris
#

i spawn the key from a barrel

thin panther
#

You'll need a different way of picking it

dark drum
weak iris
#

well not really auto.. i still need to go to the locked door with the picked up key that spawned

dark drum
# weak iris well not really auto.. i still need to go to the locked door with the picked up ...

Ok. Well if the key needs a reference to the door, this actor manager might be of use to you. You can add the actor register component shown in the video to the door, give it a name and then on the key, use the get registered actor function, specify the same name of the door. On the key, you could add a variable name thats used for getting the door and expose on spawn. That way, when ever you spawn a key you can specify the name of the door it should unlock.

If needed, you can cast the fetched register actor to the specific class you believe it should be.

https://youtu.be/RygVokx-mzk

Welcome to this tutorial on how to create an actor manager system in Unreal Engine 5! In this video, we'll go over the basics of setting up the system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to better manage actors at runtime, this tutoria...

▶ Play video
weak iris
#

okay thanks i will check it out

gentle urchin
#

Guess it ends up the same. Didnt know you did YT content

dark drum
gentle urchin
#

Ultimate Dialogue, now that begs me to click it 😆

dark drum
spice viper
#

For actor mobility, Stationary vs Movable. I get to change location you need movable, but can you change rotation on stationary?

dark drum
gentle urchin
#

Personally Im using an open source plugin which feels quite nice to use, and gives pretty clear flow. The dialogue can there be implemented eithernin the NPC actor itself, or in an external actor if it's a conversation between multiple npc's and player

dark drum
gentle urchin
#

I never liked those BT ones 😆

#

Feels like forcing something to be something it is not

#

DT is also suboptimal, As you say, both staring at, and tracking the convo is pretty hard

#

I prefer straight up Nodes with easy to see branching, rewards, decisions, etc

dark drum
gentle urchin
#

The passthrough felt a bit weird to me 😆

#

But yeah getting them in a graph is neat

dark drum
# gentle urchin The passthrough felt a bit weird to me 😆

Yea, I didn't like having to add it but it was the only way I could get it to work where it had to pretty much traverse the graph again. Otherwise, you'd have to give each piece of dialogue an ID of sorts which I really didn't want to have to do haha.

Having said that though, it gives you a way to trigger something when that piece of dialogue is displayed which is nice.

gentle urchin
#

Or latent nodes with callbacks ^^

#

The one im using also support:

  • color coding of the nodes
  • bp events anywhere
  • custom runtime conditioning
  • inline text formatting
  • custom icons om the nodes
#

Makes it very versatile. Working on an export function so we can.. export it 😄 and possibly import it

sick sky
gentle urchin
#

Not really no, well , my edits are , for now atleast

sick sky
#

so you are using a marketplace plugin ?

gentle urchin
#

It didnt meet the marketplace criteria , so it never got there

#

Its called Dialogue Nodes

#

Open source

#

Wish they made a git repo for it

sick sky
#

me sad

gentle urchin
#

Using it on 5.3

#

No big issues

dark drum
gentle urchin
#

Yeah for sure. Took a while to get used to slate tho 😅

#

Adding the asset view at the bottom of the nodes was painfull coming at it with 0 experience

sick sky
#

is it very hard to add UI to the editor ?
i tried some stuff with editor utility widget, but it was "limited"

for example, i wanted to automate a part of this process

but, this means editing DTs and enums "at runtime"

gentle urchin
#

Cant edit enums at runtime afaik

#

DTs can be

sick sky
#

because for DTs, there is Fill Data Table From CSV String

frosty heron
#

make little sense too to me

gentle urchin
#

If tou truly desire it

#

You can simply "AddRow"

sick sky
gentle urchin
#

Editor != runtime

#

Also why would job location be an enum

sick sky
#

thats why i wrote "runtime"

#

because, the editor is running, but not the game

gentle urchin
#

😆

#

Thats called editortime

sick sky
#

yeah mb

sick sky
gentle urchin
#

Gameplaytag

sick sky
#

i dont have to type the whole ID

gentle urchin
#

Is the winnner

sick sky
gentle urchin
#

Sounds like it

#

Job.task

sick sky
#

yeah but there is to much to edit

#

for not much better

gentle urchin
#

Thats another story

sick sky
#

also, even if keys of DT can be gameplay tags, i still needs a custom structure

gentle urchin
#

But your current flow is very slow

sick sky
#

or you mean the code running at runtime

gentle urchin
#

Setting up a job

#

Like 6 steps

sick sky
#

well its a complexe system with a lot of modularity so i had to make it this way

sick sky
gentle urchin
#

Enums are not very modular/flexible

sick sky
#

the modular part isnt the use of enums

#

i just used enum for easier selected in details panel

dark drum
#

I would just use gameplay tags. They're pretty handy. You can copy the gameplay tag as name to use as a key in the datat table.

sick sky
#

yeah so kinda the same rn with enums

#

if i had to redo it i'll use gameplay tags

#

btw, is there a limit to gamplay tags count ?

dark drum
gentle urchin
#

More than enum atleast

dark drum
# gentle urchin More than enum atleast

I didn't realise there was a limit but I guess it would be what ever the max number you get get for an Int. Although it starts to get slow when you add about 30-40 entries to a single enum.

sick sky
gentle urchin
#

Uint8*

#

255

sick sky
#

im fine

gentle urchin
#

for now

sick sky
#

the day i have 255 jobs i finished the game xD

gentle urchin
#

Im curious what that setup is for tho

#

Why store locations in dt?

dark drum
sick sky
gentle urchin
#

Got time for games? Lucky you!

sick sky
#

im in "vacation" rn

gentle urchin
#

Me too

sick sky
#

so i can play 2-4hours a day and work 4-8hrs and go gym

#

happy week

gentle urchin
#

Got no time for games either way

dark drum
#

Does anyone know if there's a way to move custom events and timelines to a new event graph without copying/pasting?

remote meteor
#

collapse into graph maybe, cut and paste is the only way though if you really want to move it

sick sky
# gentle urchin Im curious what that setup is for tho

the workflow is :

  • i have a job
  • for this job, there can be multiple locations
  • for each location, there is multiple task to do the job

this is super practical for me because when assigning job, i am doing

  • assign random job to player depending team
  • for this job, assign a location
  • let player complete or not the job
    (this way, i can control if a job location can have 1 player only or more)

then, each ABP that is from the parent job can have whatever adding values to the goal and try to validate the job

DT_PrisonerJobs - DT_JobLocations

dark drum
sick sky
gentle urchin
#

Wouldnt you want it to find the suitable locations dynamically ?

#

So each cell would have some identifier for... well .. Cell...,

#

and the Prison.Cleaning task would look for Cell locations?

#

through the JobTask manager 😄

#

"get all Cells" -> While (!bDirtyFound) -> Get Cell(index) -> IsDirty? -> bDirtyFound = true -> Assign myself to the cell

#

If you need several layers you can scope them to specific buildings and even specific floors if you wanted to

#

Or 'wings'

sick sky
#

also, there is a lot of different types of job
so your idea would probably only work for generic stuff like the cells cleaning

gentle urchin
#

But not for ?

sick sky
#

cant explain

#

the jobs are not yet implemented

gentle urchin
#

Patrol routes?

sick sky
#

any job

gentle urchin
#

Just slap thenroute in a bpActor that registers to the same manager. -> PrisonB.WingC.Cafeteria

#

Destination actor contains the spline to patrol along

#

Sorta like smart objects do

#

Smart objects control the logic at the interactionpoint iirc

sick sky
#

my beaytiful function to assign roles to all players (can wait to add AI inside BlobFishyCookie)

gentle urchin
#

Ohhh right

#

I remember your game now

frosty heron
#

That's a lot of nodes, how are the roles assigned to players?

sick sky
#

i never talked about it if i remember

gentle urchin
#

The longest journey ™️

sick sky
#

appart from being a "prison game"

frosty heron
#

like if it's done randomly

sick sky
#

basically, it get players, then filter between guards and prisoners

  • then get a random job
  • get a random location (if any)
  • if the job is taged as "one player per location", remove this job location so no players can have it
  • call event in player state to set some values such as displaynames and task goal
#

most magic happens there

frosty heron
#

this should all be done on server right?

#

client doesnt need to do any logic, assigning roles is server job

#

client simply receive it's assigned role

sick sky
#

its in game state, runs on server

frosty heron
#

or go to extra mile and only have the variable set in server

sick sky
frosty heron
#

ahh ok, just saw a server RPC inside it so was wondering if it run on client too

sick sky
#

the saving int of random

#

btw, when i do enum > name i always get issue

#

so i have to convert to string before

#

i think i adds a prefix like Enum before

dark drum
#

I've just checking I've not missed something in an update but I assume we still can't have delegates variables. (I know you get get them as inputs on a function/event)

dark drum
sick sky
#

oh okay

#

thats why

gentle urchin
#

there were some bugs with the conversion tho wasnt there

#

or atleast, there could be

gentle urchin
#

not related but from our earlier convo

#

the pic i sent didnt exactly cover anything xD

#

And no, still no delegate variables :'/

frosty heron
#

looking neat

gentle urchin
frosty heron
#

Tried befriending it

#

I couldn't understand it

gentle urchin
#

Exposed most of it to the plugin settings

frosty heron
#

maybe one day 😛

sick sky
#

same here

#

would love to dev custom stuff, but, im scared of slate

frosty heron
#

just want a quick button I can click on editor to change map

#

like in Lyra

gentle urchin
#

that's the one you'd override

frosty heron
#

Editor module I suppose?

gentle urchin
#

yh

tight pollen
#

The fewer variables replicated, the better, right? so if something doesn't happen often it's better to use RPC instead of replicated variables.. Yes?

#

replicated variables are updated all the time? or only when there is a change?

#

someone can help?

dark drum
gentle urchin
#

Altho bandwidth is pretty skyhigh these days ...

#

it can also become a big server strain

tight pollen
#

I have 100 skills, it's probably better to keep these 100 skills in a Map variable on the server than to replicate each one

frosty heron
#

@tight pollen replicated variables are updated on the next NetUpdate()

#

or something like that

#

how often depends on the frequency set

#

server RPC to update non replicated variable is not always the answer, it can work if you know what you are doing but you will need some extra steps to make sure that clients are sync all the time

tight pollen
sick sky
frosty heron
#

100 skills, 5k widgets, thousands of actors :P, cmon man try to love your self

tight pollen
#

unless you have something else in mind

frosty heron
#

Server RPC = run things on server

#

but since you don't want the variable to be replicated

#

u gotta update the client value manually

tight pollen
#

hmm

#

so, what will be best

frosty heron
#

I'm doing mp rpg too

#

but I don't know how far I can push it

#

gonna start as smalllll as possible

#

i seen people having trouble sending data over the network and they werent even sending much

#

the dude ends up breaking up the data

#

and send it overtime instead the whole bundle in one go

gentle urchin
#

No need to replicate the skill itself , only the avaliability of them

#

Anyhow 😄

tight pollen
#

but also the level of a given skill

gentle urchin
#

Thats the avaliability

#

Level 0 =unavaliable

tight pollen
#

ok, but do everything on the server or replicate the Array variable

frosty heron
#

I rest my hand in Gas

tight pollen
#

but, will it be something bad if I manage a Map variable only on the server and, if necessary, if the client wants to access a given skill, just send a Server RPC?

#

of course, at the beginning of the game it will get all skill data from the server

gentle urchin
#

Sounds like a troublesome setup

frosty heron
tight pollen
frosty heron
#

need little bit of CPP for the boiler plate

#

rest can be done in blueprints

tight pollen
#

I'd prefer do it without it

#

without GAS

gentle urchin
#

Preference goes out the window with your scope, sorry

tight pollen
#

ok, but if you were to do it only with BP, without any GAS, etc., how would you do it?

frosty heron
#

I wouldn't do MP RPG purely using blueprint. Wouldn't mind tackling chess game or horror game where I just collect items and do puzzles with bp only

#

don't take my words for it, the mod in #multiplayer and those that wrote MP compedium specifically call out blueprint multiplayer to be limited

thin panther
#

you won't be able to really make an rpg singleplayer or multiplayer in only bp

#

Multiplayer requires C++

frosty heron
#

oof my old game is single player rpg, using only bp

#

ngl the combat is trash

tight pollen
#

or I will just make everything saved locally and it will be prone to cheating

frosty heron
#

That's not even the issue

tight pollen
#

🙂

frosty heron
#

I wouldn't even worry about cheating at all in my game

#

just gonna do basic check on server and rewind

#

but not gonna put effort in defending the game from cheaters at my current level

nimble wasp
#

What is the best way to do this?
array of 4 entries
turn 1, get and print 4 entries at random
turn 2, get and print 5 entries at random
turn 3, 6 entries
turn 4, 7 entries
end

frosty heron
#

not like you can in blueprint anyway

lofty rapids
#

which i'm hoping is an array ?

tight pollen
#

BPs are not that bad, if I limit Ticks and call everything when it's actually needed, nothing happens..

thin panther
thin panther
frosty heron
frosty heron
#

think about it, you can't even make a smooth sprinting system with bp only for multiplayer

#

that's how fast you hit the wall

frosty heron
#

you gotta do what you gotta do, if the goal is to make multiplayer game, start to learn cpp today >_>

frosty heron
#

it's 350 dollars if my memory serve well

#

and it;s not really a silver bullet

#

though come with extra features

#

like having what CMC don't. Eg different shape for collision component

#

once you need to implement your own feature, u will hit the wall again

#

so best to get out of Unreal Trial version (bp only)

#

ooof 1k aud

gentle urchin
tight pollen
frosty heron
tight pollen
#

I'm waiting for this system from Epic

#

they're supposedly doing something

frosty heron
thin panther
#

mover 2.0 is going to be very c++ heavy it seems

gentle urchin
frosty heron
#

failed game anyway

#

working on multiplayer project too for the mullah now. I made the graphic a lot better (I think)

gentle urchin
#

You walked into the MP trap aswell huh

frosty heron
#

the faster you accept it, the faster you will resolve your issue

tight pollen
#

but if I want a skill tree that contains 100-1000 skills, and I will do it in BP, is there anything wrong with it 😄

#

?

frosty heron
tight pollen
#

I will learn C++, but I don't have time at the moment

frosty heron
#

but they are like, It's easy man CMONN

gentle urchin
#

You'll likely sacrifice user experience just yo have it running

frosty heron
#

when im the only one that codes

#

made me leave unreal for months just to study programming basic

gentle urchin
#

Hard to actually do

#

Same as my team 😆

#

"Lets just do this. Thats easy, right? Just A + B = C!"

frosty heron
#

They think it's the same as making warcraft 3 map

#

where all the networking stuff is served on silver plate

tight pollen
#

ok, I'll do everything locally, and the server will simply check the values

#

I simply need a solution only in BP, I am not interested in C++ at the moment

gentle urchin
#

Scope down

#

Heavily

#

5 skills , few players, see how it goes

thin panther
#

With what you want there is no "simply"
You're going above the scope that even most AAA projects do. Simple is not a word that exists with those requirements 😅

tight pollen
#

come on, I'll think of something and do it 😅

sick sky
frosty heron
gentle urchin
#

Didnt we all

frosty heron
#

just want to complete a title, I stop worrying about making it perfect

gentle urchin
#

I got 40+ projects laying around

frosty heron
gentle urchin
#

Maybe 5 were serious attempts

#

Non released

worthy flume
#

Hello, I need help, tell me what is the name of this blueprint, please

gentle urchin
#

Not even close

gentle urchin
sick sky
thin panther
#

based on the colour, looks like a single precision float too

sick sky
#

look at me, making a MP game in BP only (for now)

sick sky
thin panther
#

I'd like to reiterate that C++ required doesn't mean all C++, you only use it where needed.
You can still be pretty heavy bp

gentle urchin
#

89/11 split works fine ^

sick sky
#

most of it are just containers of marketplace assets

worthy flume
thin panther
#

Watch out PrisonGame. You're not ready for PrisonGame

sick sky
#

i would love to have perforce on network

thin panther
sick sky
#

i got it locally

thin panther
#

Git with Azure DevOps

#

unlimited and free

sick sky
#

im using bp a lot

thin panther
#

doesn't matter

#

Perforce only makes bp's better in huge teams

gentle urchin
#

Azure is life

#

As long as its free

sick sky
thin panther
#

you don't need support other than push and pull

#

you're working on this by yourself, file locking is not a thing you need

sick sky
#

it was more about diffs

thin panther
#

the engine can diff bp's

sick sky
#

i guess i can give a try to git

thin panther
#

perforce can't diff binaries either

#

helix merge does not support that, it has no concept of a uasset

#

all the diffing is built into the engine

sick sky
#

oh

#

i was lied this whole time !

sick sky
thin panther
#

Yep, just don't use it's build pipeline, it's shit

#

Technically it's not "infinite" but it's a 250GB soft cap on the repo, and unlimited LFS space.

#

So it's more than enough

sick sky
#

do you push all Content in the "repo" ?

thin panther
#

just the unreal .gitignore, an azure repo, set it up as your remote and away you go

sick sky
#

idk what LFS is

crystal flax
#

Hey guys I am facing one issue I made one character creation system in which we can customize our character from main menu and it will load in the map but the problem is that it is passing from the function but not loading what should I do . I know it is quite complicated as it is done by me but if anybody could give me any guidence really appreciated

thin panther
# sick sky idk what LFS is

Large File System. Basically hosts your large files elsewhere, and in the actual repo, your file is replaced with a text file telling Git where to retrieve the real thing from.

#

so your main repo isn't super bloated

sick sky
lofty rapids
crystal flax
rugged sonnet
#

How come my sphere always starts in the same location? Can somone help me please?

crystal flax
meager yoke
#

Hello!
So i started learning UE5 3 days ago and I've been working on a personal project of mine.

I am trying to make a Random Number Generator Loop that gives random Float Values after every 5 seconds.
I've tried searching on YT and Forums but I haven't found anything yet 🥹 ... Asked ChatGPT but i didn't understand the instructions it gave.

lofty rapids
#

or you use your character ?

crystal flax
thin panther
lofty rapids
meager yoke
lofty rapids
#

it doesn't persist i believe

crystal flax
crystal flax
lofty rapids
#

idk what persists except game instance

#

then use that data when you load the level

crystal flax
lofty rapids
crystal flax
lofty rapids
#

and something is wrong with the data ? did you check to make sure your getting the proper data ?

crystal flax
#

i ran a print sting for that but i my main level i am getting the meshes which are defaul not the one which i have set

#

that is the problem

#

i think i digged my own grave i have to submit this tommoro morning and my main thing is not done is there any tutorial from where i can start and achive desire result in one night

#

like i have to make this from start i made earlier but on that we change mesh using arrow and integere and unit that works preety easily

#

but in this i need to specificly change mesh using images and buttons i can do this using multiple widget but i decided to go with one widget only

#

and there i messed up

lofty rapids
#

so the problem is the main menu isn't working as expected ?

#

the loading is working ?

sick sky
crystal flax
#

main menu is working absolutly fine everything 100% just data is not loading and i think i messed up some where bcz and now i am not gettign where did i meesed it up

lofty rapids
#

since thats the problem

#

but maybe something with what you are saving is incorrect

crystal flax
lofty rapids
#

so the data is fine thats a plus

thin panther
crystal flax
lofty rapids
#

so is it just how your loading the data ?

#

because if the main menu works fine, its saving and loading correctly

#

the really only thing would be how you load it

sick sky
crystal flax
# lofty rapids so is it just how your loading the data ?

i am using data tables and structs and for loading data i told you that i made one blueprint component in which i have my save and load function and in my main level pplayer controller on event begin play i am calling that function

thin panther
#

From official sources

#

I just don't have links on me because it was like 8 months ago