#blueprint
1 messages · Page 130 of 1
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.
i feel like it might reset
prly a lot easier to not destroy it in the first place
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 ?
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
I'm trying to add breakpoints to nodes in a level blueprint, but when I switch levels, the breakpoints disappear. is that normal?
its interesting, but it doesnt really answer the question
okay
Size and dependency does
so if a class is a child of child of child of child of another class, it has a bigger dependency ?
If MyPawn is a straight subclass of APawn with nothing new, their casting cost is ~Equal
okay
Only if you introduce dependencies
And/or assets
Hard references to other stuff
okay
If your GreatGrandPawn has a hard ref to BP_SuperBoss
Then BP_SuperBoss is also loaded
Along with its BP_SuperHammer and whatnot
You can right click any asset in the content browser and chevk the reference viewer
You can also check the size map of the asset
yes because the level blueprint is only for that level
Gives you some hints to whats going on
So when you cast
i try to avoid that
You want to cast as high up as possible
usually when i have to cast, its to generic classes like Pawn
Thats good
i use 99% of the time interfaces when working on communication
You can generally cast to player related classes as they're almost guaranteed to be loaded anyways
So the cast would be free
im wondering why my button doesnt have an events category so i can put an on click function
so casting to player isnt that much costy
yeah, but I mean that I create breakpoints in a level BP, switch to another level to start the game, then when I load the first level again, my breakpoints don't fire. open up that first level in editor again, the breakpoints have disappeared
i thought that each time it was doing some hard work
If its already loaded, no
try to compile or save
you are selecting the textblock
:)
interesting i just dragged a button in and it had the events
by default "is var" is to true
would have never thought it had to be var
untick and see the "events" tab disapear
its kinda logic because basically those events are event dispatchers
other random question :
is there something faster than another between :
- searching for <> by class
- searching for <> by tag
- searching for <> by interface
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
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
Its slower afaik
interesting
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
i am trying to keep track of the score, total noob so expect things being plugged to the wrong hole every now and then
Doing blueprints with gemini has no the been the easiest excersise
what is it that i should be doing ?
i'm guessing it doesn't work ?
trying to play all these timelines on tick is probably not a good idea
Why is score something that's being handled on tick or timeline to begin with?
What are the broad strokes of what you're trying to implement?
When XXX happens, you want xxx and xxxxxx to happen.
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
OK so break it down.
Start with the movement part.
Event MoveToNextPoint
THAT will want a timeline or tick involved
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
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
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.
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
that'll be a catch all
"Each frame, move towards TargetTransform, update score, and set a new TargetTransform if some criteria is reached."
if you're already at TargetTransform, moving towards it won't do anything
hmm, i am gonna try that now and see what happen !
appreciate the insights
wdym "rotation value" set to "1" ?
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.
frame as in in the foreach ?
i'm not understanding where you are saying "frames" ?
you have some data with a fram, and value
so in your loop
each one will be that value
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.
right thats typical foreach runs in one tick
Would it be good to add a delay after the Foreach loop? I have a feeling it might not be the best idea...
maybe a timer
@lofty rapids is this what you meant ?
it is moving the camera from point A to point B but rotation is not being affected
i mean the point is the indexes could be out of bounds
but i was specifically talking about where you +1 and + 2, 3
to the index
but either way you don't if it's valid
but don't try to do all that on tick
it won't work like that
So what sort of event should begin all this ? just a regular event begin play ?
i would probably make it a custom event, when do you want it to fire in a sequence, then fire again ?
you can make use of timeline finished to make them not all run at once i think
imma try then
is there a better way to add to the index and ensure it is within bounds ?
you can clamp it
but in general you don't want to add a bunch to the index and use it
when it gets to the end your out of bounds
you got a slot in the animation bp ?
yeah
if u use the "play animation" it works
but not montage.
the 2nd montage works the "arms" wich is the parent
maybe #animation might know better
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.
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?
5.3 ?
am i thinking wrong ?
i want it to spawn at "muzzle location with the same rotation as the socket?
but idnno if it working
the Red arrow would be "Forward" Right ?
If you are asking me then yes
ya if your details panel is completely gone you'll most likely need to remake it
or revert to a backup
i have seen this a bunch in 5.3, i have not had the problem yet
Its happened to me a few times already, but this is the first time its actually been a problem.
is there a cache that needs to be purged when target points get moved around in the map ? for some reason it moves to a position where nothing is at sometimes
when do you popuplate the array ? on begin play or something ?
i can only imagine for some reason the target points array isn't getting changed but it could be anything
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++
I am still doing it with event tick, nothing else moves things
if you do a custom event instead
you can run it when you press a button to check it
create a custom event
instead of tick, go from the event into all the stuff
then you can call it whenever you want
but i think you probably want finished right ? you want them to run one after another ?
right now performance wise it doesn't look to good
right now if gamescore >= that get, it will start running all those on update idk how timelines would handle that i'm still learning
Yeah had that issue before it ran entirely or didn't run at all between custom event and begin play
Will try that as well
if you make a custom event
and run that event on tick it's basically the same thing
are you wanted to run one after or another, or change on score ?
Hello! I have a very, VERY strange bug here. Can I ask for some help here that is related to UMG ?
On Score x move to point a and rotate and so on
Oh just saw the UMG section, sorry about that
so when you score hits a certain number, you want to move to a point ?
but your using timeline so your trying to move smoothly or something ?
first thing i would do is i usually have two functions change score, and show score
there you can use change score to check the score if its a certain value run an event
but i would have an array of booleans for each section
i would also link the rotation and location arrays by index
might be tricky to keep in order but if done right you can store multiple values based on an index
Exactly
start with triggering an event when the score reaches a certain point
i would suggest making it low so you can test it quicker
i wouldn't be using tick
use an on change kind of event or function
then you could have an event where you pass it the index and it runs the timeline
i'm sure there is several ways to do it as there usual is
also structs exist but ig in bp they are broken so you should make them in c++
i have not done that yet
i have a struct and it works fine so far but i just made it and forgot about it
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 ?
literally not moving so hitting the same actor
it's != so it's going to false like it should ?
the first time it's != is true and it sets it
next time it's false
but is it not the same actor or something ?
huh yeah, i'm beeing stupid there, so the mistake lies elsewhere 😒 huh
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?
Nah yeah I got it. Thanks for the headsup, helped a lot my stupid brain
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
sprites would be data on the data only character bp or in the data asset or in the row in the data table
A common pattern is to:
BaseCharacter
Ben
George
Judy
Where all the subclasses are data only
correct
but you can just as easily set values in an instance of BaseCharacter from a data asset or data table row
up to you
data table?
I like seeing them in 3d so I like to use blueprints AS data assets, so to speak
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:
- 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)
- I have an actor (CraftingTable) with an overlap, it contains 4 struct variables of type S_Recipe_Requirements (StoneAmount, WoodAmount, FoodAmount and SkinAmount)
- 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?
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?
Loop over all data table rows, selecting the first recipe that the ingredients meet the criteria to
Hey, did you manage to solve the issue?
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
Yes I understand thats what I need to do, but its how it would look like that is the problem, I got this far and then realised I am probably doing it the wrong way since this seems highly ineficient to check all the different material types in each possible array slot to find the correct combination
It'll be 3 loops deep
for each recipe -> for each ingredient in recipe -> for each ingredient on hand
it'll perform better at an extreme scale with maps but it's the same idea
you choose the recipe where for each ingredient in the recipe, you have enough of that ingredient on hand
then you remove those ingredients and replace with the item or whatever
Make functions
CanMakeRecipeWithIngredientsOnHand, CraftRecipe, etc
stuff like that
if you want
it won't perform any better but it might be more easily tested and reasoned about
ok so
this is the senario
i have a bunch of jump nodes that are named character specific
i have the parent character
currently hard coded to a specific character is there a way to change this based off a character selection?
jump to node is a plugin thing you are using ?
or it's a built in function ?
or you created it ?
plugin
it basically just a break where it forces an animation to play
but for instance theres a jump animation
how do you have it "hard coded" ? in the target ?
but like 26 of them depending on the character
the parent character is currently set to narutos jump as thats just a place holder
don't talk to animation from code whatever the equivelent of "play montage" would be
?
IDK anything about Paper but the general form is that the animation READS state, it is not written to
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
yes
animation knows about gameplay code
gameplay code does not know about the animation
yes that should be RESPONDING to the pawn state, not told what to do
unless that's some unavoidable thing
does the state machine have node names that are character specific?
are you making 1 state machine per character?
or just 1 with the sprites as data
why
i have one complete state machine
I mean do they all do the same thing or are they very different
and i am wondering if there is a way to do it without having to make multiple of them
the only difference right now is character sprites
There certainly is normally but like I said you're like the 1 person who uses Paper so it might be different
lol fair enough
instead of "Play HeroCharacter#2JumpAnimation" it'd be "Play MyJumpAnimation"
and MyJumpAnimation is just data, it's just a variable you can set somewhere
ok im sorta tracking
so in the character bp
i should assign a character variable
based off that variable itll load the sprites that pertain to that character
from a repository of some sort
I think I get this, but currently all my ingredients at hand are just 4 seperate variables, should I put them in an array?
So it's like this?
what is the structure of S Recipe Requirement
Resource type and amount
That's kinda redundant, I'd just have an array of ResourceRequirements
WoodAmount:
enum = Wood
bit redundant
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
in fact those probably shouldn't be an enum, but an FName or GameplayTag, but enum will work for now
What's the structure of S RecipeInfo?
Sorry for asking so many dumb questions but I am relatively new to this.
no problem
ok I got you, yes this should be an array
an array of RecipeIngredients just like in the RecipeInfo
Array <RecipeIngredients> IngredientsOnHand
you'll probably later want to lose the recipe language and just make them items but it'll do for now
Okay so on the CraftingTable actor I just created an array called IngredientsAtHand with 4 indexes (one for each type)
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
nah, use an array of RecipeIngredients
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
RecipeIngredients is not a structure, it's just what I named it. It's an S_Recipe_Requirements
then later you can have recipes like
Sword + FirePotion = FireSword
or whatever you want
yes, S_RecipeRequirements is what you want an array of in S_RecipeInfo AND in your crafting table
Yes! That's what I have now
TArray<S_RecipeRequirements> IngredientsOnHand
probably rename it but good luck renaming BP struct, have a backup lol
aight then yolo
So like I said I created 4 indexes to represent all the 4 types of resources on the IngridientsAtHand array
are you trying to constrain yourself to this seperate from any other items in the game or is this it for items
but is there another whole item system?
yes
is Wood a thing that can be dropped
Yes
or otherwise treated as a normal item
How can I make my clamp to smooth in using a curve? Thanks
Yeah I'd make 1 encompassing system
So basically I have pickup objects and they have all one resource type on the actor that I read in
that part isn't a problem, I can detect them and increment values on the Crafting Table
for me the biggest problem was just finding the correct recipie
Yeah that'd be 3 loops nested, you succeed when the last loop has a match on all ingredients
Especially since arrays care about indexes right, I can't just compare two arrays if they are in different orders
ah
you need to compare the elements
Make functions, stuff like HasEnoughOfThisIngredientOnHand
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?
Or is that not needed
Right
depends on your metric
Recipe1 takes 2 wood 1 stone
Recipe2 takes 2 wood 2 stone
you have 2 wood 2 stone
what do you make?
Recipe 2
how do you decide that?
It should check for exact match on both material and amount
if recipe2 didn't exist, could you still make recipe1 leaving 1 stone?
no
ok so only exact?
I want it to need exact
so yeah easiest way might be to have 0 count entries
there's a lot of ways to go aobut it but that'd work
#blueprint message
You would instead make a function HasExactlyThisMuchIngredientOnHand
order shouldn't matter
all you care about is that you have the exact amount of each ingredient
see how complicated a simple system can get? Welcome to game dev.
😭
This is the spear, it requires 1 Stone and 1 Wood
and just to pretend, I have 1 stone and 1 wood at hand
You'd loop to the stone requirement, checke that you have exactly 1 stone
then loop to the wood requirement, check if you have exactly 1 wood
Huh, but how would I know that the index is the same?
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
you don't care about the index
loop
for each
first make the inner function
input ingredient, output bool
do you have exact amount
HasExactAmountOnHand
Input -> for each ingredient on hand -> body -> if Ingredient = InputIngredient -> return true
-> finished -> return false
that'll return true if it gets 1 match or false if none
that answers the question, do you have that specific ingredient satisfied
do that for all ingredients, if it ever returns false, then the recipe doesn't work
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?
It's doable, run time or design time?
I don't think run time terrain modification is a thing but you can certainly add meshes etc
design time really, just to make it in editor, fuck about with a spline to make a pleasing path, generate and then build.
Sure, should be doable
if someone has the same issue, i solved it by installing a plugin named WMFCodecs
splines can deform landscape at design time I'm pretty sure
look at ContentExamples for the roads
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.
I get a feeling I might build it all and then employers will go "oh that's fuckin' stupid"
Is this correct?
I'm pretty sure you could just compare struct to struct but that'll work
I couldn't find a node for that
you can't do an == on a struct?
ah
i make all mine in C++ and implement that so maybe never noticed it
anyway that should work
operator overloading
I wonder why it wouldn't jsut default to the obvious if you have properties that are able to be tested for equality
Does this look correct?
So this is inside a function called CalculateValidRecipe
i would probably get all the indexes if possible
Thank you by the way @faint pasture for all the help I am really sorry for bothering with this
if you looped through and saved all the indexes that matched what you have on hand
you would have a list
as a side note you shouldn't cross execution lines like that
it's not a pure node, it needs execution to run
No
If any ingredient fails, fail the recipe
If any recipe succeeds, return it
You mean just create a new variable?
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.
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
i have this collision box for enabling/disabling input but whenever i overlap with it makes my player go through the mesh for the rest of the gameplay. what's causing this? thank you very much 
Hi, it happened like this, what I need to do for fix it
is that a bunch of seperate floor pieces but all the same bp ?
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
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
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
you need the perception on one, and the simuli on the other
atleast thats how i remember trying
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.
Okay I just sat down and tried to understand this part by part and it now works perfectly. Thank you so much and once again sorry for being such a bother!
i feel like you have one to many return nodes
not sure you want to return on false there
🤔
what "bool check" ?
for 'successfully sensed'
man this is so odd. I've checked that the otherBotSensed is valid and the right class, just no dice.
the way that you are doing it is wrong
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???
@nimble citrus yeah your input's are inconsistent
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
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
What tutorial are you following?
No, input has nothing to do with collision
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
true lol
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.
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.
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.
In your BP, where you array variable is click on the little eye next to it to make it instance editable. Compile, click on your variable on the left panel and now on the right you can see that you can press a "+" button to add items to that array, add 4 elements and drag and drop your Sphere, Cube, Cone and Plane 1 by 1 to each of the 4 elements of your array.
In your character BP, play with 1 of these 3 poroperties that should do the trick
Oh, I see. So that would let the player move up and down the planes, too.
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.
You can modify those through code at runtime to switch them the way you want them 🙂
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.
Though the player still moves left and right when Up and Down are pressed; and up and down when Left and Right are pressed.
Mhhh 🤔
Which setting did you modify in the ones I showed you above ?
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.
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.
Then i don't know sorry 😬
did you check youtube tutorials ?
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.
Speaking of tutorials, would you happen to know of any relating to beat-em-ups?
Nope, sorry 🤷♂️
are you working from the third person template?
Yes, and I figured out how to get the movement controls to work properly.
I just moved the camera behind the player and above the ground.
And some distance away, too.
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
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.
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
no I added the camera in the components section of the pawn BP.
so i dont have an actor, I was hoping to use the camera on the pawn
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
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
fair enough, thanks heaps for chatting it out 🤝
np, probably look around to make sure this is the proper approach to take a screenshot for your usecase, I can't help much on this topic
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.
my first thoughts are to either use the HighResShot console command or a scenecapture 2D if you intend to do anything with that image in game
(Execute Console Command node works in shipping build)
anyone have a problem with Level BP Diff not showing anything in 5.3?
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
Is it a transition issue ?
seems like
I'm just following tutorials
Be a scholar, not a follower ^^
But is it stuck in transition?
Does it stay in JumpDown while this bug happens
Or JumpIdle perhaps
please see the video
In the anim graph...
Vid doesnt show that
If thats the case then your transition rule might be wrong
how do you see that while the game is on?
Just open it in a new window
I have both pie and bp > locomotion windows open, but there is no indication in the bp window while playing
You may need to select the object instance in the top menu while it plays
Who says im sleeping
🦐
👁👁
I see you at 6, 12, 16,22
Man has a bot to answer questions 
22-6 ?
That would not be a dumb idea
Are you european ?
Minus the time the kids wake me
Then we sleep the same xD
(No worries i live in france we have geography classes)
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
That makes sense lol
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.
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
there's a whole option to toggle nodes to development only mode
somewhere in the editor settings is a keybind
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
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
thanks for your help. The issue was the animation itself it seems, rexporting and reimporting solved it
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.
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).
Yeah, that is what i suspected as when I googled it, all answers talked about Cpp. 😄
But that says process console commands?
Doesn't look like I can create a new command? Or maybe I'm missunderstanding something.
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
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.
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
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)
Thank you! I'll start grabbing ShooterSample and ActionRPG!
it could be a good thing to have a "go to" in function to avoid big white lines
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
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
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...
Thanks for the reply, good luck with your RTS
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...
^i need to be able to pick the door from the blueprint instead of from the level/outliner.. anyone have any suggestion?
You can't. How would it know what to pick.
In that menu 0 to infinity of that blueprint exist, and so do 0 to infinity of your door, because it's not in a level.
Well actually 0 of either exist, because you're not in a game world
i spawn the key from a barrel
You'll need a different way of picking it
Are you wanting it to automatically unlock the door when the key is picked up?
well not really auto.. i still need to go to the locked door with the picked up key that spawned
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.
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...
okay thanks i will check it out
Pretty handy! Slap the valid check in the bpfl aswell, and return a bool to ease it 😄
Guess it ends up the same. Didnt know you did YT content
I tend to be selective with the tutorials I make but yea lol.
Ultimate Dialogue, now that begs me to click it 😆
Well it's received some high praise. 😛 It's not perfect but for most people it's better than most free systems you can find on YT. lol. (I have a personal V2 that uses modules 🙃 )
For actor mobility, Stationary vs Movable. I get to change location you need movable, but can you change rotation on stationary?
I don't believe so. Stationary means it doesn't move which includes rotation. You can hide an unhide but that's it.
The youtube library of tutorials surely is not just gold, thats for certain :p
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
I've seen a few nice dialogue plugins that utilize the behavior tree graph but I wanted a BP only solution that didn't require me to be staring at a datatable.
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
Definitely. My system is all done in BP so you get the left to right flow which is nice. This is an example.
The passthrough felt a bit weird to me 😆
But yeah getting them in a graph is neat
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.
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
i guess its some private plugin ?
Not really no, well , my edits are , for now atleast
so you are using a marketplace plugin ?
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
me sad
Yea it looks pretty cool. I guess that's the advantage of using C++ as you have access to more stuff. I would have loved to have been able to have custom nodes in the BP only system.
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
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"
because for DTs, there is Fill Data Table From CSV String
make little sense too to me
isnt there a UE warper or whatever to edit in in editor ?
yeah mb
simple : you can have a dropdown
Gameplaytag
i dont have to type the whole ID
Is the winnner
well there is no hierarchie so kinda no points now
Thats another story
also, even if keys of DT can be gameplay tags, i still needs a custom structure
But your current flow is very slow
for settings up a job ?
or you mean the code running at runtime
well its a complexe system with a lot of modularity so i had to make it this way
(it takes 5m)
Enums are not very modular/flexible
the modular part isnt the use of enums
i just used enum for easier selected in details panel
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.
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 ?
Not that im aware of. You can even have multiple ini files for the gameplay tags to help keep them organized.
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.
and how much is enum
im fine
for now
the day i have 255 jobs i finished the game xD
You'd be surprised. Jobs could easily turn into tasks. lol.
im playing rn, when i finished i can share the workflow behind the jobs
Got time for games? Lucky you!
im in "vacation" rn
Me too
Got no time for games either way
Does anyone know if there's a way to move custom events and timelines to a new event graph without copying/pasting?
collapse into graph maybe, cut and paste is the only way though if you really want to move it
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
That's what I thought and ended up doing. Thankfully I only had to reconnect a couple of nodes.
is the job location volume to have so extra stuff like a "location ping" widget, and control who can access the zone
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'
to much work at runtime for no reasons
also, there is a lot of different types of job
so your idea would probably only work for generic stuff like the cells cleaning
But not for ?
Patrol routes?
any job
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
my beaytiful function to assign roles to all players (can wait to add AI inside
)
That's a lot of nodes, how are the roles assigned to players?
i never talked about it if i remember
The longest journey ™️
appart from being a "prison game"
you want screens ?
nah maybe a brief description how roles are assigned
like if it's done randomly
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
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
its in game state, runs on server
or go to extra mile and only have the variable set in server
ahh ok, just saw a server RPC inside it so was wondering if it run on client too
doing this screen shot made be realised i got a var that is used once, so ima remove it
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
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)
Enum as name is 'Enumeration_0', 'Enumeration_1' etc... Something like that. Enum to string gets the friendly version lol
there were some bugs with the conversion tho wasnt there
or atleast, there could be
not related but from our earlier convo
the pic i sent didnt exactly cover anything xD
And no, still no delegate variables :'/
Exposed most of it to the plugin settings
maybe one day 😛
Editor module I suppose?
yh
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?
A replicated variable would only get sent across the network when it's changed so when comparing to RPC it wouldn't make much of a difference. But in terms of you're initial question, the less you replicate (that includes RPC) the better. There's only a finite amount of bandwidth so learning how to do more with less can be good.
Altho bandwidth is pretty skyhigh these days ...
it can also become a big server strain
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
@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
and if necessary, the player will send a request to a specific skill
?
100 skills, 5k widgets, thousands of actors :P, cmon man try to love your self
but if the only way to check a given skill is to send an RPC, there should probably be no problem with synchronization
unless you have something else in mind
there will be problem
Server RPC = run things on server
but since you don't want the variable to be replicated
u gotta update the client value manually
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
well best to ask #multiplayer experts
but also the level of a given skill
ok, but do everything on the server or replicate the Array variable
I rest my hand in Gas
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
Sounds like a troublesome setup
I will just use #gameplay-ability-system
only blueprints?
Preference goes out the window with your scope, sorry
ok, but if you were to do it only with BP, without any GAS, etc., how would you do it?
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
you won't be able to really make an rpg singleplayer or multiplayer in only bp
Multiplayer requires C++
or I will just make everything saved locally and it will be prone to cheating
That's not even the issue
🙂
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
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
not like you can in blueprint anyway
depending on the turns, i would just increment an integer that says how many to pull from the array
which i'm hoping is an array ?
BPs are not that bad, if I limit Ticks and call everything when it's actually needed, nothing happens..
on turn, have a for loop, where the number of iterations is turn number + 3.
in the for loop generate a random number between 0 and last valid index, print output of that array's contents at that index
It's not even performance that kills you.
It's lack of features.
Though performance will kill you when you get close to having a finished game
That's not the core issue for multiplayer
100%
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
I know
you gotta do what you gotta do, if the goal is to make multiplayer game, start to learn cpp today >_>
can also use this
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
Released?
I won't buy it 😄
sort of, to secret society.
I'm still working on it
Mover 2.0 is out but I don't know how much you can do with bp only even if they pump new feature
mover 2.0 is going to be very c++ heavy it seems
How does one ||secretly apply||
failed game anyway
working on multiplayer project too for the mullah now. I made the graphic a lot better (I think)
You walked into the MP trap aswell huh
blueprint only users are not their main target audience
the faster you accept it, the faster you will resolve your issue
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 😄
?
had to explained to my team that multiplayer is HARDDDDD
I will learn C++, but I don't have time at the moment
but they are like, It's easy man CMONN
You'll likely sacrifice user experience just yo have it running
when im the only one that codes
made me leave unreal for months just to study programming basic
Its easy to talk about lol
Hard to actually do
Same as my team 😆
"Lets just do this. Thats easy, right? Just A + B = C!"
They think it's the same as making warcraft 3 map
where all the networking stuff is served on silver plate
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
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 😅
come on, I'll think of something and do it 😅
its funny how everyone's first game is 95% of the time a rpg
I can't remember my first game, made countless "games" before I commit to my project
Didnt we all
just want to complete a title, I stop worrying about making it perfect
I got 40+ projects laying around
yup, don't we all 🤣
Hello, I need help, tell me what is the name of this blueprint, please
Not even close
Multiply vector / float
i dont want to break your dreams of making a AAA game, just dont overlook what experienced people say here
based on the colour, looks like a single precision float too
look at me, making a MP game in BP only (for now)
i hate doing small projects, i prefer having a big scopes so i can test everything and learn from it
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
89/11 split works fine ^
most of it are just containers of marketplace assets
Yes, the one on the right, thank you
Watch out PrisonGame. You're not ready for PrisonGame
im lazy (and dont want to pay money) so im using a usb stick to do stuff when not at home
i would love to have perforce on network
Good news, source control is free
i got it locally
im using bp a lot
i checked git for BPs and support was kinda bad
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
it was more about diffs
the engine can diff bp's
i guess i can give a try to git
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
so Azure DevOps has a infinite time free plan ?
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
do you push all Content in the "repo" ?
thats fine
well ty for sharing
You can choose what to do, I would personally and avoid LFS, but if you want you can setup LFS for your uassets
just the unreal .gitignore, an azure repo, set it up as your remote and away you go
idk what LFS is
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
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
so you use this
wdym "passing from the function" ?
i ran the bollean print string which gives result says that true which means game is loading
How come my sphere always starts in the same location? Can somone help me please?
load function is working i mean to say that
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.
so you load the other level, and that has a load on begin play or something ?
or you use your character ?
i made one component where all the save and load function are store then in my both controller like the main menu controller and game level controller i called those function respectively with the help of component
look into matheww's channel on how to use set timer by event.
then once you know how to use that, have your event pick a random float value in your given range.
so the component is on your character ?
Thanks I'll look into that 🙇🏻♂️
when you load a level all that stuff "resets"
it doesn't persist i believe
yeah it is in my both character
seem like this only so is there any way i can fix it or i need to start over
you need to store the information in the game instance or something that persists
idk what persists except game instance
then use that data when you load the level
ohh i was using save game for that i am storing that in my save game and loading with the help of that like the character name is loading but meshes are not
ok so your saving all the info, and on begin play of the character your loading it ?
i am saving the infor when my player click on start button in main menu and loading on the begin play of another level
makes sense
and something is wrong with the data ? did you check to make sure your getting the proper data ?
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
so the problem is the main menu isn't working as expected ?
the loading is working ?
sorry to come back to you, where did you find the specs of free repos ?
the only fthing i found is this
i didnt find anything either of the project page
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
well i'm assuming in the save or load
since thats the problem
but maybe something with what you are saving is incorrect
yeah i am thinking that too but i ran print string they are also working fine
so the data is fine thats a plus
ooh god now you're asking lol.
That unlimited is the thing you should focus on.
I believe the 250GB soft cap was deep in a support article, and I believe the unlimited lfs was mentioned in a visual studio developer blog
yeah
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
"unlimited repos", sad that we have no info on storage
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
We do, like I said, it's just scattered
From official sources
I just don't have links on me because it was like 8 months ago