#blueprint

1 messages · Page 131 of 1

lofty rapids
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i'm saying if the data is correct, the function isn't working, what does that look like ?

gentle urchin
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Either way its a good start

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We got ~30 repos by now

sick sky
thin panther
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it isn't

lofty rapids
sick sky
crystal flax
crystal flax
lofty rapids
sick sky
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ty for your time

thin panther
broken valley
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Hello! I am trying to do a door you can open with mouse drag (amnesia style), but I am having some problems figuring out how to clamp the max closed and opened angles. I tried physics constrains, and while it works in clamping those angles, the door drifts all the time and it's very annoying. Is there a way to clamp a SM rotation angle, without using a physics constrains? Thank you!

lofty rapids
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i've seen many people try to code exhausted and it's always a tough go

trim matrix
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yea true

lofty rapids
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even like i said a quick nap

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it should give you a bit more clarity

trim matrix
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long*

crystal flax
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yeah i was thinking to take a realixing shower and then a heavn full nap but this thing crahsed my all dreams

lofty rapids
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well you can show the function maybe someone might see or can help

crystal flax
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yeha okay

lofty rapids
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i'm just from the information gathered thinking the function isn't doing it's job

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because the main menu works, and the data is saved and ready to be used

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logically its how you set it to what you want in the next level i would think is the problem

crystal flax
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and i am using the load game slot in the loading fucntion that just not able to make it in the screenshot

lofty rapids
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so load char is firing ?

crystal flax
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yes it is i ran the print string and it give me positive results

lofty rapids
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is change body mesh the same you used in the main menu ?

crystal flax
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yes it is exact same

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i mean both place one function only

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can you tell me where could be the problem like all possible ways tthat can create problem or i misssed something in that way i guees i can find something

trim matrix
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I don't think find is 100% to finds something, that's why there's a bool

crystal flax
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is data not storing properly

trim matrix
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isn't it, load game to slot when joining a game again(not save game to slot)?

crystal flax
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yeah sorry i did that only my typing error

lofty rapids
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atleast it would seem like it

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if your data is correct

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probably should look at that check the data and your execution is going where you expect

lofty rapids
crystal flax
lofty rapids
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in change body mesh, how are you getting the character ?

crystal flax
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and i think what is not working fine is that i never told the meshe sof my character third person actor to update like it is loading but where to load i didnt give that thing like i didnt updated which face which chest and which legs should come

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pc knows which one to comes as it saves and loads but my player on which mesh they have to come i guess that is not updated

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and silly me never thinked that

crystal flax
lofty rapids
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right but how are you getting the reference

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wdym "main menu", you need it to work in the level your loading

crystal flax
lofty rapids
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get player character ?

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or you just get actor of class ?

crystal flax
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for main menu level i am getting the refrence of my character pawn and on that body i am changing the mesh but for my level i am not apllying on that body

crystal flax
lofty rapids
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you probably can try get owner stuff

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you put this on the character ?

crystal flax
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I am using get all actor of class

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To get a refrence and then storing that in variable and using for the rest of the logics

versed hornet
crystal flax
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Why plz tell did I'd done something wrong

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Shouldn't be I do this way I thought this is better then casting

lofty rapids
versed hornet
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idk i haven't checked what it's about i just generally know it's inadvicable to use that command because it can be unpredictable

crystal flax
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Yes it is a component

lofty rapids
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and you put it on the player ?

crystal flax
lofty rapids
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so your override is using all the same stuff ?

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or you said you changed the character

crystal flax
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Mostly the same stuff and I forgot to add this thing to my main character

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Everything is fine just I have not added the logic for my character mesh to get updated with new mesh comes from main menu and that is why is ma facing this issues

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Thanks for your help you save the day

dark drum
crystal flax
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Of saving and loading

lofty rapids
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get actor of class is worse than the cast i think

crystal flax
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Ohhh

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I didn't knew that I will study about it today

lofty rapids
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it's going to be multiplayer ?

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because thats just for single player

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for multiplayer idk how to do it yet

crystal flax
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No it is for single player only

dark drum
crystal flax
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I just digged my grave no plans to enter on it

trim matrix
crystal flax
versed hornet
trim matrix
austere ferry
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When calling a function during the activation of a variant in Unreal Engine, writing a process to play the Sequencer within the function does not work. However, it works after restarting. Is this a bug?

dark drum
crystal flax
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The loading game from slot is in the loading char function its just that It was not able to come in the screenshot

crystal flax
dark drum
# trim matrix wdym unpredictable? what else would you use?

Unpredictable is probably the wrong word but you should try to avoid the get all actor of class node. Its use is normally due to laziness and/or bad actor management. When you have a fully populated level with hundreds of thousands of actors it could start to hit performance, especially if it's used a lot throughout the project.

dark drum
crystal flax
dark drum
crystal flax
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I thought you want to try something new that is why I am also discussing it

nocturne fossil
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is this okay to use or better to use nodes?

tight pollen
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Should the skill tree be in the player's controller or in the character?

gentle urchin
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Should it be recreated when the char dies?

tight pollen
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because I have a dilemma, in general, a player will be able to have several characters and each of them can distributed points differently

tight pollen
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controller

latent venture
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How does SpawnActor work? it is not apearing in my case here 😦

dark drum
latent venture
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i could show you that it doesn`t spawn

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Also I have split the spawn transform

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in order to place exactly the location i want

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and it doesn`t do nothing

trim matrix
gentle urchin
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If it executes, it spawns

trim matrix
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the object is just to big lol

ornate linden
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Given you're making a single player game, what's the reasons for putting logic on how the player interacts with the world in gamemode vs your playercharacter?

So far I've been putting all my ui widget generation, input events, interaction events with other actors (dialog opening, entering doors, etc), and what not all on the player character.

but I'm wondering what if anything i should actually have in the gamemode instead.

Edit: I'm thinking I should move the ui widget generation out, but the rest maybe stays

trim matrix
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test it

latent venture
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yep it doesn`t do it

trim matrix
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print

dark drum
latent venture
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One friend from this server said that I can`t spawn an actor in a construction script

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is that true?

trim matrix
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try to print something and see if it works

latent venture
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yeah normally it would work

trim matrix
dark drum
latent venture
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I mean is basically i function which I call it from The Event Graph

dark drum
latent venture
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In the construction Script

dark drum
# latent venture In the construction Script

That's the issue then as you're attempting to run it from the construction script. It doesn't matter where the function/event is. If it's called from an a construction script and the function/event calls the spawn actor of class node, it won't run.

latent venture
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damn, do you have any idea on how I could work around it?/

dark drum
nimble wasp
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I have an array of static meshes. I need numbers to represent them (I'm having a player send numbers to be checked against). How can I turn the meshes into numbers?

latent venture
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i want to spawn some torches around my dungeon

latent venture
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and the exact type of room

dark drum
latent venture
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if i Would do it in the event graph will it work?

dark drum
# latent venture yes

Call the logic on begin play, you won't be able to see it in the editor but you can have it run the logic as soon as the game starts.

flat coral
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Is there some kind of system for going through a sequence of events of different types, where you don't know the lengths of the events just the order?
EG at level end, I want to:

  1. Open a dialog, then when it's concluded
  2. Open a UI where the player goes through lore they picked up, then when they click through
  3. Open another dialog, then when it's concluded
  4. Show the mission-finished scoreboard, then when they click through
  5. Load next level
latent venture
gentle urchin
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You can have an ISM for the torches

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Gives you a preview

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Then on beginplay replace them with avtual torch actors

dark drum
gentle urchin
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Transform already set

agile moss
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So
Player touches "EnergyDrink"
From "EnergyDrink" cast to EnergyWidget (+20 float)
What refference do I get for the cast?

gentle urchin
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Nah

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Enrrgydrinkngrants player 20 energy

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Player calls "energyChanged broadcast"

flat coral
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What's the cleanest way to limit a character to walking-only, with CMC? It seems to make no distinction between walking and running beyond speed, but I'd want a bool controlling movement mode.

lunar sleet
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Don’t change the speed

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Fixed

dark drum
frigid summit
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hi guys is there someone here expert in enough in blueprints that can guide me of how to create a coin spawner system i dont have enough knowlage to create it

agile moss
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I will find an alternative 🥲

lunar sleet
agile moss
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Om

frigid summit
frigid summit
dark drum
# frigid summit guide

Make coin BP, use spawn actor of class to add it to the level at runtime.

If you need multiple, use a for loop and specify the desired locations on the spawn actor of class node.

frigid summit
dark drum
faint pasture
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think of gamemode as the GM

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it cares about stuff like win condition etc

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and it's what gives the players their pawns

marble yew
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i have blueprint that generate noise, how do i trigger that blueprint in editor when something in that blueprint changes ?

faint pasture
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uh

undone bluff
faint pasture
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what do you mean by noise?

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sound? or mathematical noise

undone bluff
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as Adriel said none of this has to do with the GameMode

marble yew
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it is fastnoise2 that is set up with blueprint nodes

faint pasture
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oh ok, you probably want the construction script, it should run whenever any property changes in an instance

ornate linden
gentle urchin
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Its a class

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Every player got their own hud instance

marble yew
gentle urchin
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Putting UI there might be outdated, but encapsulates all ui handling to 1 class

ornate linden
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interesting

marble yew
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fastnoise2 has own node editor, but it sucks

faint pasture
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look at how the example sky sphere BP does its construction script

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you basically have a bool as a button

marble yew
faint pasture
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look at the sky sphere BP

faint pasture
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you can make a bool basically become a "run this code at editor time" button

undone bluff
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I'm talking about AHUD, an object that is instantiated by the gamemode

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you can make your own subclass like with a controller or pawn

gentle urchin
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Isnt it instanciated by playercontroller 😅

marble yew
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that might be good enough

faint pasture
marble yew
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that sounds good, thanks

undone bluff
marble yew
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is there easy way in BP construct script to spawn plane with specified vert count and iterate over vertices to set height?

undone bluff
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I'd like to think it's fair to say

gentle urchin
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Not that it matters but

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Youd send me looking where its not 😆

ornate linden
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Interesting diagram.

I will stay, that I'm making a single player game in this case, so the server/client part probably isn't relevant. but I do want to make what im making in a "good" way that I can use that knowledge to making other stuff in the future that could be multiplayer hah.

marble yew
faint pasture
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You can use the HUD or not, it can go either way in a single player project

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some people ignore HUD completely and just have a master widget which acts as the HUD

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it's just a handy place to handle UI per player

gentle urchin
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Easily accessible

faint pasture
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So why is it an actor and not a subsystem

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I suppose it predates subsystems

undone bluff
gentle urchin
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And legacy support prohibit refactoring that much , I guess

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They could just make a clean 5.0 cut

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But now they missed that chance

undone bluff
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I feel like having an actor wrapped around your widgets is much nicer to work with than a big master widget

nimble wasp
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How can I wait for input? I'm basically making "Simon". I've got an array, it picks a number from the array and I want the game to wait to see if the number the player hits matches the one gotten from the array - I want the game to wait.

broken wadi
nimble wasp
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Yep.

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Set it to "current number"

broken wadi
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okay so just compare the user input to see if it matches that number

nimble wasp
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what is the node I would use?

broken wadi
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are they just pressing numbers on the keyboard?

nimble wasp
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Wait for user input?

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Currently, yes. ULTIMATELY, I'd love to set it up for another BP sends a number (from a button press). Each button represents a number. I cast to the BP that has the buttons and compare.

broken wadi
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So the input changes another variable which you then compare against the selected number to see if its a match

nimble wasp
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But how do I have the game wait? I've got this set up to on begin play. Even if I make a custom event, won't that fire immediately.

dark drum
broken wadi
nimble wasp
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Oh!

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Dude

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You rule

lofty rapids
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i put all my widgets in the hud for easy access

nimble wasp
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best. discord. ever.

broken wadi
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You can do the comparision without using a custom event just have it directly on the user input event but since you mentioned it will eventually be moved elsewhere a custom event would keep things more clean and tidy since its reuseable.

nimble wasp
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Thanks again

austere ferry
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I am using variants in Unreal Engine to manage different states of a level. I want to call a specific function when a variant is activated. However, even if I write the playback process for a sequencer within the function, the sequencer does not play when switching variants. It works after restarting. Is this a bug? Please advise.😭

lusty hedge
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i cant find the prototype materials on marketplace

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anyone know the name of it?

woven drift
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can a line trace (or any analog of it) detect which exact object from another blueprint it collided with, for example, there is a blueprint of few parts, which are meshes, a line is traced and it gives me a name of exact part it contacted with

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i have a visualisation if meeded

tiny monolith
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has anyone used dpi scaling before

verbal kayak
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How to destroy singular widget? I dont want to use this: Remove from parent -> garbage collect. Also I cannot use remove all widgets. Any ideas?

lofty rapids
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you want to remove it you'll have to remove it

verbal kayak
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xD thanks for good answer

dark drum
lofty rapids
verbal kayak
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yeah dont want that

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I want to destroy a particular widget.

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I guess you cant do that=?

lofty rapids
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i don't see why you don't just remove from parent

verbal kayak
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?

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Well you dont see a lot of stuff

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but here. let me give you an example.

dark drum
# verbal kayak yeah dont want that

As engage has said, the way to destroy a widget is to remove it from it's parent and make sure it's not referenced. Then garbage collection will get it.

verbal kayak
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yeah but, if i have already some widgets removed from parent

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and not want to "destroy" them with garbage collect

thin panther
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You don't have a choice

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Don't intefere with the GC

dark drum
verbal kayak
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yeah, but I was wanting to destroy. I know I can add them back.

dark drum
verbal kayak
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what is gc?

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ahh

thin panther
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garbage collector

verbal kayak
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so essentially: You cannot destroy singular widgets. Right?

gentle urchin
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Even destroy actor waits for the GC

thin panther
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you cannot destroy anything without the gc's approval

dark drum
gentle urchin
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It cleans it up visually, but mem wise it waits for GC

verbal kayak
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Remove from parent still has it in existence, right?

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you can still access the data while remove from parent

thin panther
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Nope

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If it there are no active refs held to it, it's pending kill and thus invalid

verbal kayak
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but if a ref has been made inside bp?

dark drum
verbal kayak
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kk

dark drum
verbal kayak
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I can live with that but still weird that you cant just singularly kill widgets

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with refs 😄

lofty rapids
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you want the camera to stay in the same position ? or just not on an axis ?

dark drum
lofty rapids
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what sort of camera setup you got going on ?

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you could possibly get the camera location, set it to the get value, but replace the z

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so every tick just set it to the x, y and a z

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because there is no way to constrain it that i have found

subtle nova
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I have a function that I want to be able to use any of the generic collision shapes (Cylinder, Sphere, Box). Is there some sort of base class I can reference, or do I have to do a Wildcard of some kind?

sick sky
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does it cost anything to have UI collapse/hidden ?

dark drum
sick sky
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okay

worldly jewel
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Can anyone help me with some AnimNotify questions? I’m brand new to Unreal but I’m having some trouble

lofty rapids
marble yew
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how to branch without condition? basically i do not want to make super long noodle of nodes

lofty rapids
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sequence ?

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it's not really a branch

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but they run in order

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i use it to tidy up long code

marble yew
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that is exactly what i want, thanks

worldly jewel
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I’ve created some AnimNotifies to trigger Events, but Im not able to bring those AnimNotifies into the Animation BP

Here’s a screenshot of what I’m trying to get

worldly jewel
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Any ideas what im doing wrong? Is there some extra action I have to take to be able to use the AnimNotify as it’s own node in the BP?

lofty rapids
bleak quest
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Im looking into assigning axis mappings. I want to assign something to clicking the left thumbstick down.

I am really not sure what that is called.
Does anyone have an idea?

I want my character to do this action when the left thumbstick is pressed down

visual crest
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I am having a major brain fart here how would I go about binding this so that any object listing can hear?

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Normaly I would just cast to the BP calling it and bind it that way. This one however is going to have hundreds of npcs that can call it.

lunar sleet
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call it in the player controller

visual crest
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elaborate?

queen dagger
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ok sorta got an issue

lunar sleet
queen dagger
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i tried to make a second character using a child class and it sorta broke the game it removed the movement and animation component even though its still showing

visual crest
lofty rapids
visual crest
lunar sleet
bleak quest
visual crest
lunar sleet
queen dagger
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is there a revision log that i can access

visual crest
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I have a area the detects npc killed in it that needs to listen

lunar sleet
queen dagger
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that i do not

lunar sleet
trim matrix
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what is a revision log?

visual crest
queen dagger
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yes or at least something that can reset my version to one that isnt busted

lunar sleet
lunar sleet
lofty rapids
lunar sleet
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regardless, follow the guide in #ue5-general on setting up source control

visual crest
queen dagger
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project version

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and i was going to do perforce but i just was lazy

lunar sleet
visual crest
lunar sleet
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no jeez

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did you watch bp comms training?

visual crest
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yes

lunar sleet
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ok, take me through this again, npcs walk into an area, that kills them on contact (or detects npcs killed in it w/e). What does it need to listen to?

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is it listening to NPC's death event?

visual crest
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no if npc in area dies the kill count needs updated

lunar sleet
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ok, I mean I think you usually want to store that stuff in game mode

visual crest
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Ok so I do need to do send a message to game mode/instance and then call from game mode/instance

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thanks

lunar sleet
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yeah, I mean there's more than one way to do this. you could do it all in the NPC parent class, but the counter should prly be in the GM or GI

visual crest
lunar sleet
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well your death event should be on the NPC not in the GI itself

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rn you're calling an event inside the GI, that's bound to another event inside the GI

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it's basically overkill

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nothing wrong with just casting btw, dispatchers are just another way of communicating with other bps but they are not necessary

visual crest
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no the first is in the NPC (the one with self)

lunar sleet
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Your current flow is Death (NPC) -> Died (GI) -> NPCDied (GI) - New Event bound to the NPCDied somewhere else

visual crest
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I can't bind the event to every npc in my area

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yea

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It does not seem the most efficient to me either that's why I asked here. But my NPC does not have a ref to the area it is in so it can't massage or call.

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And my area can't cast to them because then it have to cast to each one and then bind each one

lunar sleet
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they are overlapping no?

visual crest
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because my npc have a ton going on in them and having a ref to some random thing that gets used once seems dumb. And this way I can use the call from game inst anywhere again if need be

lunar sleet
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ok

visual crest
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Thanks for your help

glacial lily
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is it possible at all to have two widgets displayed at once when using commonUI activatable widgets

dark drum
ornate linden
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I'm not sure I understand what a pawn is supposed to be exactly.
When i do GetPlayerContoller into GetControlledPawn I get a pawn and i can cast that to my APlayerCharacter presumably. but I could also on that pawn do GetOwner which returns an actor, which presumably i can also cast to APlayerCharacter?
Is the pawn the representation of my APlayerCharacter class? is the owner of the pawn itself but as a different type or something?
not sure i get it

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mostly trying to figure out if it's good practice to just do GetPlayerController->GetControlledPawn->CastToAPlayerCharacter and then do stuff with my APlayerCharacter, or if i should be doing a different set of steps whenever i need access to my actor

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i guess its actor->pawn->character->playercharacter. so it should be fine

queen dagger
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Ok i got it functioning

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Question so far regardless of map i spawn my character, I have a stage select that leads to different stagees where i dont want it to spawn what can i do

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(also set up Perforce, not doing this again lol)

manic frost
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trying to link my max health parameter to the one in my material node. I made a code line in my widget blueprint and connected the material to a progress bar in my widget. here are my code lines, they are not working as planned and I wanted to know if there is something I missed

frosty heron
#

Same with pawn

gentle urchin
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Owner of pawn is controller

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If its possessed

manic frost
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never mind, I fixed it. here is the solution

marble yew
#

how to write to log from blueprint ?

dry sleet
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Print String or Print Text have the option to print to log enabled by default.

marble yew
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thanks

queen dagger
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ok question

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is there a node that disables player input but would allow random inputs to be fed to an ai character

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rn i have to pawns and both are seemingly linked to the same input however I want it to be random for the AiCharacter

little coral
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Hi All,
in the above situation, the event begin play would only run once at the start of the game, event tick would run continuously and drain resource, so what sort of dispatcher should i have ?

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this is the score function

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building this with chatgpt, forgive the madnesss

lofty rapids
#

what are you trying to do ?

little coral
lofty rapids
little coral
#

yeah

lofty rapids
#

you probably want to use a custom event for changing your score, and one for your move, and in the change your score event check if your score is equal to whatever value you want, and if it is, then fire of the move

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when does the score update ?

faint pasture
old forge
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PIE: Warning: Mobility of /Game/VRTemplate/Maps/UEDPIE_0_VRTemplateMap.VRTemplateMap:PersistentLevel.Jameson_NPC_C_1 : CollisionCylinder has to be 'Movable' if you'd like to move it with CharacterMovementComponent.
LogHMD: Warning: GetPlayAreaBounds xrGetReferenceSpaceBoundsRect with reference space XR_REFERENCE_SPACE_TYPE_STAGE failed with result XR_SPACE_BOUNDS_UNAVAILABLE. Returning zero vector.
LogHMD: Warning: GetPlayAreaBounds xrGetReferenceSpaceBoundsRect with reference space XR_REFERENCE_SPACE_TYPE_STAGE failed with result XR_SPACE_BOUNDS_UNAVAILABLE. Returning zero vector.
LogHMD: Warning: GetPlayAreaBounds xrGetReferenceSpaceBoundsRect with reference space XR_REFERENCE_SPACE_TYPE_STAGE failed with result XR_SPACE_BOUNDS_UNAVAILABLE. Returning zero vector.
LogBlueprintUserMessages: [Jameson_NPC_C_1] Hello Adventurer
LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogWorld: BeginTearingDown for /Game/VRTemplate/Maps/UEDPIE_0_VRTemplateMap
LogSlate: Window 'Project3 Preview [NetMode: Standalone 0]  (64-bit/PC D3D SM6) OpenXR Oculus (1.95.0)' being destroyed
LogWorld: UWorld::CleanupWorld for VRTemplateMap, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogPlayLevel: Display: Shutting down PIE online subsystems
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogAudioMixer: Deinitializing Audio Bus Subsystem for audio device with ID 3
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=3
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=3

I have an NPC Jameson, last night he worked totally fine. I saved the project, opened it today and now he doesn't work. After I interact with him, controls are totally lost. HELP!

faint pasture
little coral
faint pasture
old forge
#

he still breaks all of the controls even if i make him movable

little coral
#

maybe i am missing something up along the way lol

faint pasture
#

what

lofty rapids
#

i would probably have an array or two

#

or an array of structs

little coral
trim matrix
#

everything seems wrong

faint pasture
little coral
#

yea

old forge
#

@lofty rapids i will pay you an hourly rate to help me bug fix this shit

#

if u hop into a zoom call with me

faint pasture
# little coral yea

ok so think about it from the top down.
You want to do something when the score hits some breakpoint right?
So you need to know when the score might do that. The best place would be when the score gets added to.

#

BTW get this out of level BP, level bp is ass because nothing can talk to it

#

put this in a GameState class or make a BP which contains the points etc

little coral
#

alright will move things around and see if it makes a difference

faint pasture
#

You want to be able to make multiple levels right?

#

You can put most of this code in your pawn/character

#

just make another actor to represent the standing spots

#

and scatter them all over the level

little coral
#

i am using the targetpoints for that

faint pasture
#

put everything a target point would need in it

faint pasture
#

presumably the score requirement

old forge
# trim matrix LMAO

nah fr, this project is due on friday, and i cant work on it tmrw, i can put in maybe 3 more hours of work at this point

#

this fucking NPC was literally working yesterday, i saved that shit, went home, opened it up today and now it doesnt work

#

literally have not changed anything

little coral
trim matrix
#

how can it disable input / output correctly without having a player controller node connected to it?

old forge
#

wtf

trim matrix
old forge
#

maybe its crashing the project or something

#

or freezing it

undone bluff
faint pasture
# little coral trying now

then in the pawn/character:

Begin play -> ????? other setup????? -> get all actors of class TargetPoint -> save to an array -> call ChooseTargetPoint

ChooseTargetPoint -> loop over all target points, choose the one with the lowest MaxScore that is greater than currentscore, set it as CurrentTargetPoint, call MoveToNewTargetPoint

MoveToNewTargetPoint -> move self towards CurrentTargetPoint

Event IncrementScore -> update the score -> check if score > CurrentTargetPoint.MaxScore -> if it is, call ChooseTargetPoint

trim matrix
#

/Game/VRTemplate/Maps/UEDPIE_0_VRTemplateMap.VRTemplateMap:PersistentLevel.Jameson_NPC_C_1 : CollisionCylinder has to be 'Movable' if you'd like to move it with CharacterMovementComponent.

=

You have to change the component in his property to MOVABLE and not static or something like that...

undone bluff
#

disable input with no player controller reference given will make it no longer receive inputs from any controller

#

that's intended behaviour

trim matrix
#

oh okk

little coral
#

oh i see what you mean,
Will test out this layout and see

old forge
#

hm

old forge
#

idk how to make him sit on it

undone bluff
#

do give enable input a controller reference though because I'm quite confident it needs it

faint pasture
old forge
old forge
undone bluff
#

vrpawn is not a controller

old forge
#

and it re enables it

#

does it matter though? this was the same exact blueprint i had when he did work

lofty rapids
#

thats odd it just broke

trim matrix
old forge
#

ill try that

little coral
undone bluff
#

I just tested and indeed enable input should just work

#

but I'd try anyways

faint pasture
undone bluff
#

I mean it's a few seconds to try

old forge
#

trying rn, rebooting the project rq

little coral
#

oh so not even the game state ?

undone bluff
faint pasture
#

Either/or but this would be simplest

#

your pawn is doing the moving, it can move itself and knwo about the target points and score

old forge
faint pasture
#

quick and dirty

little coral
#

ahhh ok

undone bluff
#

or slap a breakpoint on it (F9)

trim matrix
old forge
#

im not gonna lie, I dont even know where my player controller is

#

@undone bluff so i wouldnt be able to test the thing u told me to

undone bluff
#

defined in the gamemode

#

no, check if enable input is being called at all

faint pasture
#

Revert back to when it worked and see what's different

#

you ARE using version control right?

old forge
#

nope

faint pasture
#

lesson learned

old forge
#

dont know which one to use

#

Git?

faint pasture
#

I like plastic but anything works

old forge
trim matrix
#

is the character just in a static pose?

old forge
#

my professors are stupid as fuck, gave us a crazy project prompt, they dont know how to use Unreal at all...

old forge
#

enable input is getting called

#

confirmed @trim matrix @undone bluff

faint pasture
#

then immediatly enabling it if you're lucky

old forge
#

to stop the player from spamming the butotn that makes the audio dialogue repeatedly play

faint pasture
#

just block it by some variable like CurrentPlayingDialogue or whatever

old forge
#

if i didnt disable input during the dialogue, the player could press the dialogue button again and again, and the audio will play

old forge
faint pasture
#

it would

trim matrix
#

you did it wrong probably

faint pasture
#

what happens if nothing nearby implements the interface?

#

just broken forever?

old forge
#

yea

faint pasture
#

yeah don't do that

#

just lose the disabling and check if it "works"

#

then figure out how to block the play dialogue bit

#

wait you have an interface per dialogue?

old forge
#

yes

#

this is what i had before, and it didnt work

little coral
old forge
# old forge

the COP DIALOGUE BLUEPRINT on the bottom also works for the cop NPC, its implemented exactly the same as Jameson, works perfectly, but when i talk to jameson all input is lost

trim matrix
#

might set the variable to false multiple time

faint pasture
old forge
ornate linden
#

Given I'm trying to do a turn-based game experience does it make sense to have a player controller for the overworld movement and then swapping it out for a player controller for the battle portions?
also in this case I guess if I wanted an inventory which is shared in such a way that both have access to it, and also the inventory is shared between all pawns the player could control, i'd need to figure out where to put that, cuz i was planning on putting it in the controller until this point lol.

undone bluff
#

you will definitely not be swapping out player controllers

lofty rapids
undone bluff
#

though sometimes I wish I could for some bigger minigames

undone bluff
ornate linden
#

so you just have 1 controller that has like several different components in it for the different mini-games?

undone bluff
#

there is just one player inventory which is in the controller

old forge
undone bluff
#

that is its own subclass with logic specific to the player inventory

#

and then I have a base inventory component for anything that can hold items

lofty rapids
old forge
#

its not even ever supposed to be lost, you can walk away normally when he talks and the other NPCs talk.

#

@lofty rapids

lofty rapids
#

so what do you do on interact ?

#

what does that look like ?

old forge
#

interact > NPC plays audio (interact is disabled while audio plays)

#

thats it

undone bluff
trim matrix
lofty rapids
old forge
# old forge thats it

input is disabled so you dont spam the interact button and continuously replay the audio

lofty rapids
#

ok so input is disabled

undone bluff
#

but!

lofty rapids
#

i imagine that would disable the controls as well

old forge
undone bluff
#

you can kinda just make your own controller, as in not inheriting from the native playercontroller class

old forge
#

like this

#

the buttom blueprint is for another NPC, and that NPC works as intended

#

only the top blueprint doesnt work

undone bluff
#

I prefer components but that is another approach

old forge
#

the other NPC is a pure copy and paste of the Jameson NPC that is broken

lofty rapids
# old forge

for one thing you probably want to enable on completed ?

old forge
#

yea it enables it

#

i used a print statement, and the logic always reaches the re enable input

lofty rapids
#

if you get rid of disable input

#

what happens ?

old forge
#

getting rid of disable input doesnt fix it, input is still fucke dup

lofty rapids
#

ok so your input is f'd

#

does the event fire ?

trim matrix
old forge
#

yes

marble yew
#

is there button that would clean my tangle mess ?

undone bluff
#

Q straightens connections

old forge
old forge
marble yew
lofty rapids
# old forge yes

so when you enter your game, your whole thing is disabled ? or only when you hit interact ?

undone bluff
#

pretty much yea, there is a paid plugin that is able to arrange nodes nicely I think

trim matrix
marble yew
#

ok ty

old forge
#

when i enter the game, input works fine, i can talk to the other NPC (which is a copy and paste of the broken one), and the interaction works as intended, i can interact > it plays audio > i can walk away or do whatever i want. but when I talk to the Jameson NPC, he plays his audio, but then all input is frozen and never comes back
@lofty rapids

marble yew
#

is there way to make full screenshot of all blueprint nodes ?

marble yew
#

ok ty

undone bluff
#

might do what you want

old forge
#

ill venmo you $20 to hop in a zoom call with me for 30 minutes to try ot fix this @lofty rapids

lofty rapids
old forge
#

yes

undone bluff
lofty rapids
undone bluff
#

you probably want that instead

#

but it's paid 😔

#

rip

marble yew
#

rip

old forge
frosty heron
#

Why is player controller null?

#

Look at your disable and enable input

#

U didn't plug any player controller

trim matrix
old forge
#

@lofty rapids

trim matrix
#

it's fine, I dont know why but it does

frosty heron
undone bluff
#

yea it's fine, not specifying a controller will just apply to all

#

docs even say so

trim matrix
#

let me hop in and show you the answer, sadly

lofty rapids
# old forge <@910231430074859570>

interesting does it do it if you talk to one then try to talk to the other ? or from the beginning and you talk to the broken one, it still breaks ?

frosty heron
#

I wouldn't disable entire controller anyway if it's my game

#

When talking to someone, just disable what I must

trim matrix
frosty heron
#

Eg the camera look, the interaction input etc

undone bluff
#

yea having a boolean to check if in dialogue is pretty much it

frosty heron
#

Bool check is fine yea

old forge
trim matrix
#

she was setting it in a loop tho that was running multiple times

ornate linden
#

guess i'll look up what that is

faint pasture
#

Basically lets you have a stack or swap out what buttons map to what input events

#

easy way to have modal controls

ornate linden
#

nice

faint pasture
#

but there's no reason your controls for overworld can't just be in the pawn

#

putting controls in a pawn is effectively an input mapping context

ornate linden
#

oh yeah i built out a input mapping context when i switched from the old inputactions or whatever. i get it, you just make different ones of those and swap them out

#

neat

lofty rapids
#

maybe it's something in there

old forge
lofty rapids
# old forge

so these events are triggered when you press a button ?

#

theres no overlap, or get closest of some kind ?

#

how are you running the same b press with multiple npc ?

old forge
#

this is how the same B press works with multiple NPCs

flat coral
#

Since when do Blueprints have static functions? How do I switch this function to be an instance function?

#

It's copied from a function library which is probably why, but I've never seen this before

lofty rapids
#

you want to only have one

#

check for the interface in the loop

#

if not one, then try the other

#

because you shouldn't have two inputs of the same thing

#

i'm guessing the second one is disabling, not firing the interface, and not enabling

old forge
#

then how do i call the interface?

old forge
# old forge

as you can see, i call the interface after the branch node

lofty rapids
#

see how you check for interface ?

#

if it doesn't implement, check if it implement the other one

#

just use one input, don't try to use a duplicate or multiples like that

old forge
#

ill try

lofty rapids
#

get overlapping actors, foreach, check if implimenets one if so fire that function, if it doesn't then check if implements the other, if so fire that function

#

but the way you are doing it will get tricky if you get two overlapping

old forge
#

got it

#

my brain is fried, im taking a 15 minute break

lofty rapids
#

and also cache the overlapping actors before you loop over them, with not many it won't matter much pure nodes run foreach one of the loop

#

so if you cache it, it just runs the get overlapping once, and you just pull from the array

lofty rapids
#

basically, store it in memory for easy access

#

so promote to variable

trim matrix
#

you meant cast

lofty rapids
#

no i meant to cache the overlapping actors out of the node into a variable

trim matrix
#

there's no cache in BP

lofty rapids
#

(computing) cache: store (data) in a cache memory

#

but whatever the proper term

#

i just meant to store it in a variable instead of pulling from the function every time from the foreach

trim matrix
#

bool by default is false.

#

@old forge

lofty rapids
# old forge

also that disablin enabling probably won't work very well for what you want to do

#

especially if you overlap something that doesn't implement the interface

#

then you stuck disabled

old forge
#

alright i just added a 3rd NPC that works, but now the previous working NPC doesnt work and the original 1st NPC still doesnt work

#

every new NPC i add @lofty rapids @trim matrix basically fucks up the previous ones and destroys input

lofty rapids
old forge
#

yes, im going to try to implement what you said earlier

#

i just wanted to test what happened if i added a third

lofty rapids
#

ok because i'm pretty sure thats whats messing it up

#

it's firing off the other one as well which disables, but doesn't implement that interface

#

so it doesn't enable

#

but why are you using seperate interface ?

#

probably just one with the same event so whatever one you go on it just works the same

old forge
#

im just following a tutorial

lunar sleet
#

lol Gorka

#

That guy’s channel needs to be shutdown

trim matrix
#

TRUE

old forge
lofty rapids
# old forge im just following a tutorial

well if you want multiple just implemenet the same interface on them, and call the function, then just set that function on that npc. so no matter what one you use if it implements that interface, call that function, it runs specific for that npc

trim matrix
old forge
#

im going to do that too cat

#

i need to figure out how to make engages blueprint

#

im very lost

lofty rapids
#

well aside from doing it the way your doing, i would just use one interface

#

for all npc

old forge
#

ill do that

trim matrix
#

so explain what do you want in detail?
When you come close to him, the talk function fires?

lofty rapids
#

so you don't have to check multiple interfaces that code will get messy

old forge
#

i have them all implementing the same interface now

lofty rapids
#

so now just use the one input

old forge
#

can u draw it out please, lol, im really lost

lofty rapids
#

so you have multiple inputs ?

old forge
#

only one

lofty rapids
#

ok

#

so don't disable or enable

#

the input

#

leave that out for now

old forge
#

but in the getoverlapping actors, theres a class filter, what do i put in that?

lofty rapids
#

you can just leave it

old forge
#

previously it would be one NPC

lofty rapids
old forge
#

ok

lofty rapids
#

it will get them all

trim matrix
old forge
#

this is what i got going on

old forge
little coral
#

deep breath intensifies

trim matrix
# old forge

if they all do the talk function, just do from the red output of the 3 'Does implement interface' and do a OR and connect it to a talk function

lofty rapids
# old forge

you don't need all those now that they all implement the same interface

#

you just need the one check because they all use the same one

trim matrix
#

if 1 is implemented (we dont caare which one), it will fire

old forge
#

HOLY FUCK

#

IT WORKS

old forge
# old forge

this fucking mess works @trim matrix @lofty rapids

#

i can talk to all of them now without input freezing

#

FUCKING LOVE YOU GUYS

little coral
#

so i figured the easiest way to trigger things would be to bind the score check and the whole thing to hits from the mouse instead of an event tick
on each shot it would print the hello, but would not execute the functions beyond it

trim matrix
#

🥳

lofty rapids
# old forge

the bottom two things are just unplugged so they don't run, you don't need them

old forge
#

wdym they're unplugged

old forge
#

i dont know

#

you guys are the best things to exist on this planet @trim matrix @lofty rapids

trim matrix
# old forge

well basically if these are 3 different interface for different npc, only 1 will work

#

(the one who is connected)

lofty rapids
#

they aren't doing anything anyway

#

the suggestion was before you switched it to the better way which is all on the same one

old forge
#

yea i just deleted them

#

holy fuck

#

this is so legendary

#

ive spent 6 hours fucking around today trying to fix this shit

#

i feel like an idiot

trim matrix
old forge
#

you guys are elite for helping out newbies like me

#

holy fuck

#

the dopamine is hitting me

#

its like crack

little coral
#

remember that mutant bear from annihilation ? i feel like it now
save meeeeeeh

old forge
#

getting this shit to work

trim matrix
#

🥳

lofty rapids
little coral
#

its weird if i put a print string after the sequence it does fire up, but nothing happens beyond that

#

even if i put it after the custom functions

trim matrix
faint pasture
#

kick it off when a point is scored

#

you presumably have some way to get points right?

faint pasture
#

Instead of:
???? -> Points ++
do
????? -> Points++ -> Do we have enough points to move now

little coral
dense canyon
#

how can i make a Plugin work in this case? i'm working on a game with multiple people in github desktop and i already copy pasted the plugin in the UE4.27/Engine/Plugins/Marketplace folder and it wont work🙏

faint pasture
#

assuming you have the source

dense canyon
#

i cant open the uproject

faint pasture
#

?

#

you need the c++ toolchain

#

and open the project up in Rider or Visual Studio 🤮

dense canyon
#

i tried enabling the plugin in a blank project and it automatically closed when i enabled it, you sure that could work?

faint pasture
#

it hasn't been rebuilt or edited to work with your current version of unreal so that's what you have to do

dense canyon
#

i see

#

thank you!!

trim matrix
#

@dense canyon Is that not real?

dense canyon
#

the plugin?

trim matrix
#

I was just saying that it's hard, nothing bad, why did you skyull me?

dense canyon
#

sorry, its my way of saying im dying inside

#

💀

trim matrix
#

okkk

dense canyon
#

🙏

trim matrix
vernal snow
#

Howdy, been working on a weapon system similar to COD for a month now, a few iterations in on it and im starting to get a good understanding via trial and error.

Basically my end goal is to create a system where the player can go in a loadout menu, select different weapons and than different weapon parts for that with a tangible effect (Visuals & Stat changes).
So far in my iterations managed to get quite close to it, and im less looking for help on that and more looking for help on a high level overview of my current plan to see if there is any holes in it,

So the plan weapon system I have:

Interaction Interface, Family Hierarchy, Structures (And nested structures), Skeletal Mesh Components (SKM) + Static Mesh Components and Skeletal Mesh Actors.
SKM is for animation so for example the gun firing, having that bolt move forward and back.
SMC is to be cheap on it being not soo intensive.

Blueprint wise im thinking
Pick up BP, will be the Weapon Master Blueprint, has the interface and structure for all the data.
Depending on weapon type creates a certain SKM that relates to the weapon type that is added it to the player,
SKM Component that is added to the player is to handle Input connection, mapping context and calling functions to the connected weapon.
the SKM Comp which upon creation creates a related Actor Blueprint that has the stats depending on the weapon and its mods.
This Actor is attached to the Player (A Scene or would be a bone).

#

BP Weapon master
Basic set up for what all weapons share (weapon Data)
BP WM_FireArm
This acts as a parent to all guns, basic set up for what all fire arms share (Basic functions like shooting, aiming, reloading)
BP_WM_FA_Rifle
This one acts as a arch type, allowing a basic set up for what all rifles share (Higher Damage against Armour as an example)
BP_WM_FA_R_1*
And this is the end child.
*So, this is where i would think the Mods would have an affect on stats here, since i've been using Static / Skeletal Mesh variables as a Set type with it making an array, my previous set up had it in the array in order depending on the integer it changes the visual aspect.
I apologise for the long posting, just fairly stuck in the mud here and before i recreate a new thing base on this plan i want it to generally be in the right direction.

And videos online havent been too helpful for me personally.

silk bay
#

Heya, I'm having an issue with ragdoll enemies when they die. It's like they leave behind their physics bodies and block the player from moving where it used to be. The dead enemy also has its bodies where it dies. Any ideas how to fix this? Thanks!

sacred canyon
#

disconnected bone?

#

oh wait

#

are you sure its not just the capsule not having its collision disabled

thorn fiber
#

I am now noticing this behavior in 5.3

ripe quarry
#

i guess a temp fix would be to destroy the actor entirely after it ragdolls? Then you can atleast test other things without it being a hassle, then go back to it later

silk bay
#

there's also a collision where the enemy lays dead. So the capules are somehow duplicated?

sacred canyon
#

check in the physics asset if all the bones are attached to the ragdoll (if the ragdoll itself even has collision enabled) and uncheck hidden in game on the capsule to see if its that

lunar sleet
#

There’s a bDisallowNanite flag but not sure if it’s exposed to bp

grizzled roost
vernal snow
lunar sleet
vernal snow
#

Alright, Thanks

silk bay
#

hey thanks for the suggestions, the solution was to add Destroy Capsule Component. Adding a little delay helps so it falls backwards instead of straight down.

lunar sleet
grizzled roost
lunar sleet
deep void
#

Does anyone know why my high res screenshot always defaults to the viewport / character, even when I set up a camera and assign it to this node? (no mater what camera I plug in its always the same)

main lake
#

Is it normal that a Flip Flop node inside a function always reset its internal value and keep always going to the A pin each time the function is getting called ?

spark steppe
#

it's not supposed to be used there

karmic idol
#

Hey all - hoping someone can help me figure out what I need to do better. I have a Pause Menu widget, a Settings Menu widget, and having problems getting back to the Game Mode when cycling between Game, Pause, Settings, and back to Pause and then Game. When I resume the game, the pause is removed and the game functions slow and some of the Enhanced Inputs (ex. shooting) become laggy and glitchy.

Any thoughts? Attached a screenshot of my BP_Player, WBP_PauseMenu, and WBP_PauseMenuSettings.

subtle light
#

does anyone know how optimized the transform struct is? is it able to internally compress or truncate the scale into a simple and tiny piece of data if it's simply (1.0, 1.0, 1.0)? need to know this before writing a bunch of functionality, which will be heavy on passing transforms around on tick, as well as replicating over UDP networking.

haughty iron
# karmic idol Hey all - hoping someone can help me figure out what I need to do better. I have...

Pre construct is editor use on construct instead - you are setting show mouse cursor to true when going back to input mode game only, do you need the mouse on the screen during the game ? - back to pause menu blue variable pin from create widget to add to viewport isn’t connected ( make these variables as well and use an is valid check before creating the widget ) as for the lag try unhooking set input mode ui and game only and see if that helps ?

haughty iron
karmic idol
haughty iron
#

Should look like that

west hare
#

How can i access Level Blueprint variables from another BP?

haughty iron
karmic idol
#

No lag after returning to game either... having the cursor enabled may have contributed.

queen dagger
#

is there a duplicate function for an anim source where it keeps all the animations as well cus i need each ai or player to have its own animsource but since they share the character pool is there a way i can just copy the enttire pool of sprites

#

in paper 2d

elfin lagoon
#

I’m working with Fog-of-War system for a multiplayer MOBA game, and the more i research this topic, the more i confused.
Read tons of articles already and watch tons of guides, but don’t like the result anyway.
I use Ryan Laley's RTS guide as a basis, and don’t like what i got: it barely can be adjusted to multiplayer and ends with a massive FPS drops.
I need to implement very simple feature, but with strong restrictions, i don’t need “terra incognita” map, which must be explored like in a RPG games, i need a normal vision around a pawns, and slightly darker area outside of their vision range zone, that’s all.
But strong restrictions is:
1st - system needs to be server-client oriented, to evade cheating at client side like “map-hack”,
2nd - it must have minimal impact to FPS, to keep it as high as possible.
Help me please with advices and guides, how to do it in blueprints.
Thank you.

west hare
gentle urchin
#

Seem to perform quite well

zealous moth
#

does anyone know in BP how to access a task on an AI BT? I want to interrupt or abort the current task on an event

elfin lagoon
gentle urchin
#

Not gotten to such a scenario yet 🫣

zealous moth
gentle urchin
#

Well sure, but ai channel would know more about how to do that. If even possible :p

zealous moth
#

it's kinda a dead channel to be fair

#

the setting of walk speed to 0 for a moment seemed to have worked

#

alternatively, unpossess for a moment as well works

elfin lagoon
gentle urchin
#

I missed the MOBA part

#

This would probably not work well with MOBA

#

Finding some plugins but a lot of seemingly not related stuff aswell.. guessing you dont want to purchase a plugin?

lunar sleet
# grizzled roost How do I do that?

If it’s like a normal function where you can give it inputs and outputs, and you’re calling said library function from a bp that exists in your world, then you should be able to pass the world ref

grizzled roost
elfin lagoon
lunar sleet
grizzled roost
bitter otter
#

hey, is there a way to add the character movement component to any actor, not just have it be a default on the character class, also is there a way to remove default components from a class, such as the collider for the character class?

lunar sleet
#

Actually might need to be a floating pawn component

#

And for it to be a pawn, if you want it to actually work properly

#

What are you trying to do that you want to avoid using a char

gentle urchin
#

Cmc cant be added to other classes than character afaik?

lunar sleet
#

It can be added, but depending on what you’re using it for it may not work

#

Iirc the char’s default capsule component is important to the CMC, hence why they don’t let you remove it

gentle urchin
#

Yepp true

elfin lagoon
#

how to make two same decals do not overlap each other like this?
only one layer of same decal is needed

thin panther
elfin lagoon
mighty cosmos
#

hi everybody 👋 I have a question: is there a simpler way to identify only one actor for using it in another actors Blueprint than 1) tag the one actor; 2) (in the other actors Blueprint) get all actors; 3) get copy; 4) Set new variable ?? hope it is understandable?

gentle urchin
#

Whats the relationship between these actors

thin panther
surreal peak
# mighty cosmos hi everybody 👋 I have a question: is there a simpler way to identify only one ...

I wouldn't say simple, but cleaner yeah.

I usually have a Component on the GameState called "XYZManager". That has either an Array of the Actoes or a single pointer (reference) to the one Actor.

The Actor/s can then Get the GameState and then the Component on BeginPlay and add/set themselves on the Component.

And then fwiw remove/unset on EndPlay.

Any other Actor can then get the Component via the GameState and access the Actor/s.

Not sure that's what you need though

dark drum
# mighty cosmos hi everybody 👋 I have a question: is there a simpler way to identify only one ...

As eXi is saying, something like this.

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
surreal peak
#

Yeah I would not use an FName but an FGameplayTag for this. But something like that yeah

elfin lagoon
mental trellis
#

You can add a default input for the base color parameter for previewing.

#

To the parameter.

#

And set up a test texture there. I think anyway.

dark drum
surreal peak
#

True, still better than typed out names.

#

Also allows categorizing the actors by only returning the ones based on parent tag and similar.

gentle urchin
#

Categorization is great

#

Typed names not so much

dark drum
# mighty cosmos ah, cool! thx

No probs, the concept shown in the video can be used for many types of managers. Whilst its a general actor manager, you can create one specific for storing specific types of actors.

I use something similar for storing all Dialogue components on my NPC's. This can be handy for fetching one to update what dialogue module an NPC should use but also for saving as all the components that have data that should be saved is stored in one place.

If you're familiar with gameplay tags, you could use that instead of the fName as eXi suggested to reduce typing errors.

surreal peak
#

To be clear. It's not only about typing errors.

#

But anything is better than GetAllActorsWithTag 💀

mighty cosmos
#

alright, thx!

gentle urchin
#

I just slap gameplaytag on most things these days

#
  • ItemID
  • Questdata
  • Interactions
  • Equip slots
mighty cosmos
#

i have to wrap my head around these concepts... 🙃

remote meteor
#

typing FName manually for these kind of stuff = waiting for human error to happen..

gentle urchin
#

Usually dont have to wait long

remote meteor
#

atleast have a function library to centralize the typing

gentle urchin
#

"Why the fudge doesnt my function work?! They are named "IAsaka" ! Wait.. did i type "lAsaka"? "

#

Or was it |Asaka... 🤔

#

GameplayTags may be typed wrong, but atleast they're consistently typed in the dropdown list :p

remote meteor
#

🤣

rancid moat
#

The only way I found to modify the collision preset is to use SetCollisionProfileName that should do exactly what I need. Issue is, it only take PriitiveComponent, which Static Mesh aren't, and I want to create an AssetActionUtility to change a mesh collision preset. Any ideas?

surreal peak
rancid moat
dark drum
mental trellis
#

It is

rancid moat
#

I'm not trying to use component from a blueprnt, I want to directly change the information on my assets in the content browser

spark steppe
#

as cedric said, there's a collision setting on meshes, too?!

#

probably just a different method/name to change it

rancid moat
surreal peak
#

Instead of using an Asset Action

#

In the Property Matrix you can probably change the Collision

dark drum
#

The property matrix is pretty handy for mass edits.

rancid moat
surreal peak
#

I'm not sure what the AssetActions allow to do. Relatively sure you could do this with C++ somehow

dark drum
rancid moat
#

I've dodge the issue.
Either I can use matrix, as you said, problem was that wasn't what was asked of me, but completly functionnal.
Other option I did is I have a AssetUtilityFunction that... dig into the entire current world, get every actor, get every mesh of said actor, check the path of those actors, and if the path is correct, change the Collision preset with SetCollisionProfileName targeting the StaticMeshComponent of the actor this time.
I'll submit both of those and call it a lunch break

haughty iron
quasi pike
#

Hi, Is there a way to create a new array containing individual members from an existing array without for loop in Blueprints?
My original array is very large as it contains data of points in a point cloud (1 million or more). I want to make separate arrays for members like position, color?
Array(Location(FVector3f), Color(FColor))

little coral
#

this is driving me out of my mind lol its really simple, it should not be this complicated but for some reason
the game score gets incremented on a hit event
the initial score is always 0 but it does not matter what i do it will always be false

versed sun
#

show where it gets incremented

little coral
tiny monolith
#

How do I keep the size of the widget constant even when I open and close it I want it to always open in the same size

little coral
#

its incrementing properly and in the debug i can see the number

versed sun
gentle urchin
#

Anything millions likely needs some c++ to even work

little coral
#

good catch, no idea remade the links normally but no change to function

lofty rapids
little coral
#

yeahp

lofty rapids
#

well i can tell you the branch will work, so print string your values

#

check to make sure they are what you are thinking

#

unless its some sort of bug, which i honestly wouldn't be extremely surprised but i doubt it

little coral
#

is there a branch alternative ?

lofty rapids
#

so if you print string the values in the scorer+ function

#

the top is > the bottom ?

little coral
#

they both start as 0`s

gentle urchin
#

Int vs double float?

#

Avoid that

little coral
#

i tried doing int64 now to see if any difference

#

nothing

lofty rapids
#

somethings wrong with the math, branches usually don't just fail

#

i see game score but you need to print both values

gentle urchin
#

Never trust debugger

lofty rapids
#

so you can see if it should go into the true or not

gentle urchin
#

Print values

versed sun
#

why Get Actor of Class?

gentle urchin
#

Print string - Append (Gamescore - Initial value)

little coral
lofty rapids
little coral
#

one sec

gentle urchin
#

Print before

#

In a single print

lofty rapids
#

format text ftw

versed sun
#

was thinking same thing

little coral
#

ok you were right

#

it is not updating

#

it remains 0

#

that sob lol

lofty rapids
#

sob

#

maybe it just doesn't want to update ?

#

lol no but really something f'd

little coral
#

yeah

#

the debugger is updating but its not passing it to the branch

gentle urchin
#

Debugger debugs at the wrong point in time

versed sun
#

100% sure you only have 1 of the actor you are Get Actor of Class-ing

gentle urchin
#

Or ypu're viewing the values in another instance

little coral
#

will see if this makes a difference

lofty rapids
#

or not comparing the correct value, one or the other

gentle urchin
#

Also... make a function in the class please

#

Encapsulate the logic

#

Dont directly edit values of other classes from the outside

little coral
versed sun
#

theres your problem

lofty rapids
#

chatgpt not a good programmer imo

little coral
#

it is not at all

#

hours and hours for a simple fuction and it wont give you what you want an abomination everytime

lofty rapids
#

i would suggest co pilot if your really going to use ai for programming

#

altho not exactly "great" it seems to better than chatgpt for programming stuff

#

probably still crappy, but what little use i have had for it, it seems to do alright

lofty rapids
little coral
#

❤️ you guys are the best

#

and gals

lofty rapids
noble quiver
#

Hi folks. I think this is the most appropriate to ask this.

I have a system to switch skeletal mesh assest as detailed here. One mesh I'm switching to has a clothing simulation on it, the other doesn't. When switching from the one without the simulation, to the one with the simulation, the latters clothing simulation seizes to function. Is there a way to prevent this?

little coral
lofty rapids
#

i need to use get actor of class myself in a couple places, but ig you should avoid it

#

it can be expensive

#

if it's the player pawn, then i would just cast to it on beginplay

#

unless your switching out the characters

#

or destroying the player

lofty rapids
noble quiver
lofty rapids
#

so i used get actor of class

gentle urchin
#

Ah :p

lofty rapids
#

I'm sure i'll figure out how to avoid it, maybe just store it somewhere when i cast to it, so i can just use that reference, honestly i used it and have not thought about it

#

it doesn't seem to be a big performance hit, i use it just a couple times on play start, and when in the main menu

gentle urchin
#

For such a one off itd prob fine for eternity