#blueprint
1 messages · Page 131 of 1
sorry i didnt get you
i would hate to use it then stop because its limit to 50gb :(
it isn't
np, can be hard to figure out what people are trying to say on chat sometimes
i trust you, but maybe they changed the limit since
i just want to read it from azure
thnks for understanding and i think i am able to solve it as i was trying to run print string for each and individual check and i think i find the problem let me fix it and fingre croessed
also my brain is aint braining anymore working from more then 16 hours straight
https://learn.microsoft.com/en-us/azure/devops/repos/git/limits?view=azure-devops
https://developercommunity.visualstudio.com/t/Large-file-size-in-Azure-repos/10345304?q=azure+repos
https://learn.microsoft.com/en-us/azure/devops/repos/git/manage-large-files?view=azure-devops
https://stackoverflow.com/questions/58128143/is-there-a-way-to-know-the-max-size-of-azure-devops-project-repo
Git LFS is is fully supported and free in Azure DevOps Services
You could also just make a repo and look :P
ya take a break if you can, deadlines can be tough but even a quick power nap can really make this a lot more clear
i didnt read the full first page, i skiped the "250gb" part, sorry
ty for your time
yeah sure thanks man
np!
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!
nah never sleep, trust
i've seen many people try to code exhausted and it's always a tough go
yea true
long*
yeah i was thinking to take a realixing shower and then a heavn full nap but this thing crahsed my all dreams
well you can show the function maybe someone might see or can help
yeha okay
i'm just from the information gathered thinking the function isn't doing it's job
because the main menu works, and the data is saved and ready to be used
logically its how you set it to what you want in the next level i would think is the problem
so these are my laoding function and save function respectively and other are the place where i am calling those function one is my widget where i am changing the mesh or customizing the player character there is a specific button and other is begin play of my player controller
and i am using the load game slot in the loading fucntion that just not able to make it in the screenshot
so load char is firing ?
yes it is i ran the print string and it give me positive results
is change body mesh the same you used in the main menu ?
yes it is exact same
i mean both place one function only
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
I don't think find is 100% to finds something, that's why there's a bool
yes
is data not storing properly
isn't it, load game to slot when joining a game again(not save game to slot)?
i ran the bool it gives me positive result
yeah sorry i did that only my typing error
ohh ok
well change body mesh isn't working ?
atleast it would seem like it
if your data is correct
probably should look at that check the data and your execution is going where you expect
and this print string is doing fine so it is looping ?
i think that is working fine bcz if that is not working fine how could i change the mesh in main menu and that is working fine i guess data is working fine
in change body mesh, how are you getting the character ?
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
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
and silly me never thinked that
i hava echaracter pawn for my main menu and refrence of that i am getting in change body mesh
right but how are you getting the reference
wdym "main menu", you need it to work in the level your loading
for both level i have diffrent character
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
i sotred it as a variable on event begin play an then i am using it
it's a component
you probably can try get owner stuff
you put this on the character ?
I am using get all actor of class
To get a refrence and then storing that in variable and using for the rest of the logics
✝️ 😳
Why plz tell did I'd done something wrong
Shouldn't be I do this way I thought this is better then casting
is bpc_charactercreation a component you put on your character ?
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
Yes it is a component
and you put it on the player ?
Ohhh
The player controller not player
so your override is using all the same stuff ?
or you said you changed the character
Mostly the same stuff and I forgot to add this thing to my main character
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
Thanks for your help you save the day
Show how you save the data before you open the main level.
Here is all the function
Of saving and loading
it's going to be multiplayer ?
because thats just for single player
for multiplayer idk how to do it yet
No it is for single player only
I can't see it happening in your logic so I can only assume you're not loading the save game data when you load the new level.
I just digged my grave no plans to enter on it
wdym unpredictable? what else would you use?
It is loading just see I am using the component in my main player controller where on event begin play I am calling my function loading char function
idk where he uses it so idk
this node is mostly safe and behave normally...
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?
But I can't see anywhere where you load game from slot and store the save game object.
The loading game from slot is in the loading char function its just that It was not able to come in the screenshot
And in 3rd image I am saving it in the slot
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.
Unless I can see it, I can only assume it's not being done or is being done incorrectly. 😛
After all, the issue could be in that bit of logic.
I have shown to you but as it was working I turned off my laptop and now I am going to take a shower I feel like I won the war today
Oh you fixed it? I clearly missed a comment somewhere lol. Oops.
Yeah I mentioned it just above your first messgae
I thought you want to try something new that is why I am also discussing it
is this okay to use or better to use nodes?
Should the skill tree be in the player's controller or in the character?
Should it be recreated when the char dies?
because I have a dilemma, in general, a player will be able to have several characters and each of them can distributed points differently
How does SpawnActor work? it is not apearing in my case here 😦
it spawns an actor at the location you specify. You might not want to scale the location. if the current location is 1000, 1000, 50 and you're scaling it by 10, it'll be placed at 10,000, 10,000, 500 which probally isn't where you want it.
i could show you that it doesn`t spawn
Also I have split the spawn transform
in order to place exactly the location i want
and it doesn`t do nothing
something is wrong because you are setting the scale are rotation as the location * Scale which is probably way to big and you don't even see it because you are inside the object
If it executes, it spawns
the object is just to big lol
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
yep it doesn`t do it
For single player games you can pretty much put stuff where ever you want. For interaction stuff, I handle it in an actor component that gets placed on the player character.
Depending on the type of game, sometimes this logic might go on the player controller.
One friend from this server said that I can`t spawn an actor in a construction script
is that true?
try to print something and see if it works
yeah normally it would work
that is in a construction script?
If it's on construction script that would be the reason. Spawn actor of class is runtime only.
Where do you call 'Generate Map'?
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.
damn, do you have any idea on how I could work around it?/
What's your end goal? Why are you needing to spawn an actor?
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?
i want to spawn some torches around my dungeon
based on the coordonations of the room
and the exact type of room
So I assume the dungeon is procedurally generated?
if i Would do it in the event graph will it work?
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.
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:
- Open a dialog, then when it's concluded
- Open a UI where the player goes through lore they picked up, then when they click through
- Open another dialog, then when it's concluded
- Show the mission-finished scoreboard, then when they click through
- Load next level
but won`t it work in the function is from the event graph?
You can have an ISM for the torches
Gives you a preview
Then on beginplay replace them with avtual torch actors
It doesn't matter where it's called as long as it doesn't originate from the construction script.
Transform already set
So
Player touches "EnergyDrink"
From "EnergyDrink" cast to EnergyWidget (+20 float)
What refference do I get for the cast?
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.
The only difference between walking and running is the max walk speed and how the animBP handles it.
If you set the max speed to 100, they'll only ever walk. (unless you change it yourself)
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
I will find an alternative 🥲
You should watch the bp comms live training near the bottom of pins here
Om
Guide or make it for you?
guide
even an idea
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.
ok ill try that and how i specfiy waves and spacing between them
You can choose to call a function x amount of time later using the timer by event node. As for spacing them, you can probaly find a quick tutorial on spawning actors in a grid.
none of that should touch gamemode
think of gamemode as the GM
it cares about stuff like win condition etc
and it's what gives the players their pawns
i have blueprint that generate noise, how do i trigger that blueprint in editor when something in that blueprint changes ?
uh
UI widgets belong in the HUD, input events belong in the player controller, interaction system belongs in a component in the controller. Opening a dialogue and entering a door are way too specific to be implemented in the character itself, but you can get away with it if the game is small enough
as Adriel said none of this has to do with the GameMode
2d noise for heightmap
it is fastnoise2 that is set up with blueprint nodes
oh ok, you probably want the construction script, it should run whenever any property changes in an instance
"UI widgets belong in the HUD"
not entirely sure what HUD means, but I'm referring to this part of it in particular if that helps
i need way to preview the noise before i can use it
Putting UI there might be outdated, but encapsulates all ui handling to 1 class
interesting
fastnoise2 has own node editor, but it sucks
you can probably do all that with the construction script and gating with bools and some bool trickery
look at how the example sky sphere BP does its construction script
you basically have a bool as a button
what is that?
that bool will trigger the blueprint ?
look at the sky sphere BP
you can make a bool basically become a "run this code at editor time" button
I'm talking about AHUD, an object that is instantiated by the gamemode
you can make your own subclass like with a controller or pawn
Isnt it instanciated by playercontroller 😅
does constructor run every time i compile BP ?
that might be good enough
and any time you modify any variable on an instance in the world, by default
that sounds good, thanks
I mean yea, but it is defined in the gamemode and the gamemode instantiates the player controller so
is there easy way in BP construct script to spawn plane with specified vert count and iterate over vertices to set height?
I'd like to think it's fair to say
procedural mesh component
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.
ok i am already using that, but i have not figured out how to set triangles in BP
You can use the HUD or not, it can go either way in a single player project
some people ignore HUD completely and just have a master widget which acts as the HUD
it's just a handy place to handle UI per player
Easily accessible
I mean it is a fair point, I was thinking about how the pawn is also instantiated by the gamemode, I guess
Yepp
And legacy support prohibit refactoring that much , I guess
They could just make a clean 5.0 cut
But now they missed that chance
I feel like having an actor wrapped around your widgets is much nicer to work with than a big master widget
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.
Are you storing the selected random number in a variable?
okay so just compare the user input to see if it matches that number
what is the node I would use?
are they just pressing numbers on the keyboard?
Wait for user input?
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.
So the input changes another variable which you then compare against the selected number to see if its a match
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.
The HUD class still has it's uses. If actually used, could be a good way to switch out an entire UI set. Something that (whilst not impossible) could be troublesome if not using the HUD class. It's probably an edge case not many would do though lol.
When the input happens you can call a custom event to compare the numbers
i put all my widgets in the hud for easy access
best. discord. ever.
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.
Thanks again
For sure. I still use it
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.😭
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
i have a visualisation if meeded
has anyone used dpi scaling before
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?
you want to remove it you'll have to remove it
xD thanks for good answer
All traces provide the component that was hit and (if applicable) the hit item index.
you could set it visibility but then you got it laying around
yeah dont want that
I want to destroy a particular widget.
I guess you cant do that=?
i don't see why you don't just remove from parent
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.
yeah but, if i have already some widgets removed from parent
and not want to "destroy" them with garbage collect
Remove from parent but keep a ref to them. You can then add them again when you need to
yeah, but I was wanting to destroy. I know I can add them back.
Yea, you just got to let it do it's thing lol.
garbage collector
so essentially: You cannot destroy singular widgets. Right?
Even destroy actor waits for the GC
you cannot destroy anything without the gc's approval
You remove from parent and make sure it's not referenced. That is how you destroy a singular widget.
It cleans it up visually, but mem wise it waits for GC
Remove from parent still has it in existence, right?
you can still access the data while remove from parent
but if a ref has been made inside bp?
Technically yes, until GC has kicked in but if it's referenced for you to get data from it, the GC won't remove it.
kk
Set ref to null (don't connect anything to it)
I can live with that but still weird that you cant just singularly kill widgets
with refs 😄
you want the camera to stay in the same position ? or just not on an axis ?
Wait until you start using uobjects. 🙃
what sort of camera setup you got going on ?
you could possibly get the camera location, set it to the get value, but replace the z
so every tick just set it to the x, y and a z
because there is no way to constrain it that i have found
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?
does it cost anything to have UI collapse/hidden ?
Not the act of doing it no but there is the memory to consider. While hidden, it'll still be loaded in memory.
okay
PrimitiveComponent
Can anyone help me with some AnimNotify questions? I’m brand new to Unreal but I’m having some trouble
how to branch without condition? basically i do not want to make super long noodle of nodes
sequence ?
it's not really a branch
but they run in order
i use it to tidy up long code
that is exactly what i want, thanks
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
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?
#animation might also have an idea
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
I am having a major brain fart here how would I go about binding this so that any object listing can hear?
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.
call it in the player controller
elaborate?
ok sorta got an issue
in your npcs parent class, get PC, cast, bind to PC. in your PC, call it when needed
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
Oh wait if I send a message to game instance and then call from game instance that would work.
probably just action i think its like a button
did you try these two ? idk if thats correct i never tried it
though I am not sure what you are saying
Thank you. I'll test that out
which part are you not understanding, I gave you every step
Do you know how I can do a hold action instead of just pressing it?
Calling it is not the problem binding it in the listener is
have a base class for your NPCs, bind it there
is there a revision log that i can access
I have a area the detects npc killed in it that needs to listen
if you have source control setup sure
that i do not
by revision log are you talking about changes made to your project?
what is a revision log?
The npc is the caller not the listener
yes or at least something that can reset my version to one that isnt busted
ok, then bind it in the area?
engine version or project version?
regardless, follow the guide in #ue5-general on setting up source control
how lol binding has to have a single target and I have multiple
Inheritance.
"Unless you have a time machine", you need to setup source control before you can use it
then I would have to make it a child of my npc class? Thats messy
yes
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?
is it listening to NPC's death event?
no if npc in area dies the kill count needs updated
ok, I mean I think you usually want to store that stuff in game mode
Ok so I do need to do send a message to game mode/instance and then call from game mode/instance
thanks
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
well your death event should be on the NPC not in the GI itself
rn you're calling an event inside the GI, that's bound to another event inside the GI
it's basically overkill
nothing wrong with just casting btw, dispatchers are just another way of communicating with other bps but they are not necessary
no the first is in the NPC (the one with self)
I'm talking about Died event
Your current flow is Death (NPC) -> Died (GI) -> NPCDied (GI) - New Event bound to the NPCDied somewhere else
I can't bind the event to every npc in my area
yea
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.
And my area can't cast to them because then it have to cast to each one and then bind each one
why not
they are overlapping no?
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
ok
Thanks for your help
is it possible at all to have two widgets displayed at once when using commonUI activatable widgets
In a stack or queue, no. They're designed to only display one at a time.
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
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
i guess its actor->pawn->character->playercharacter. so it should be fine
Ok i got it functioning
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
(also set up Perforce, not doing this again lol)
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
Controller is derived from actor
Same with pawn
never mind, I fixed it. here is the solution
how to write to log from blueprint ?
Print String or Print Text have the option to print to log enabled by default.
thanks
ok question
is there a node that disables player input but would allow random inputs to be fed to an ai character
rn i have to pawns and both are seemingly linked to the same input however I want it to be random for the AiCharacter
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 ?
this is the score function
building this with chatgpt, forgive the madnesss
what are you trying to do ?
same thing from yesterday.
Score reaches X > move player to target point 1 & repeat that for each score threshold until final target point reached
so begin play runs once i'm pretty sure
yeah
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
when does the score update ?
you want score to increment 60x per second?
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!
have you tried fixing the first error?
at the moment it happens on target hit
- What class is this code in?
- What do you want an actor of that class to actually do?
when I make him movable, he sinks into the chair. and it still doesnt fix it
he still breaks all of the controls even if i make him movable
this is happening in the level blueprint at the moment
i am not sure how to answer that question honestly.
the whole mechanic is Score = 6 , move player to target point A 10 = point B and so on
maybe i am missing something up along the way lol
what
so thats where you want to check the score to see if it is >= something and move player accordingly
i would probably have an array or two
or an array of structs
you are getting 1 actor btw
i do one for the points and one for the rotations
everything seems wrong
this is for your rail shooter right?
yea
@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
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
alright will move things around and see if it makes a difference
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
i am using the targetpoints for that
ok so keep that same energy
put everything a target point would need in it
LMAO
presumably the score requirement
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
trying now
how can it disable input / output correctly without having a player controller node connected to it?
blueprints save separtley
wtf
maybe try this @old forge cuz Idk how it would work without it
thats what im saying
maybe its crashing the project or something
or freezing it
no that's correct
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
/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...
disable input with no player controller reference given will make it no longer receive inputs from any controller
that's intended behaviour
oh okk
but this is right
oh i see what you mean,
Will test out this layout and see
hm
when i make him movable, he falls thru the couch hes sitting on
idk how to make him sit on it
do give enable input a controller reference though because I'm quite confident it needs it
Level BP is bad because it's not gettable from other classes, and it's not reusable in other levels. It's really for level-specific stuff, like maybe the Levelutions in battlefield.
the disable input is on the VRPawn though, the reference is self
vrpawn is not a controller
and it re enables it
does it matter though? this was the same exact blueprint i had when he did work
thats odd it just broke
well I dont know but there's literally a input pin called Player Controller so try it and see
ill try that
so when i move to gamestate blueprint
how can i populate the array ?
begin play, get actors of class
but you can do this all in your pawn
I mean it's a few seconds to try
trying rn, rebooting the project rq
oh so not even the game state ?
also just make sure the node is actually being executed
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
how do you check that? with prints?
quick and dirty
ahhh ok
yea, that'd work
or slap a breakpoint on it (F9)
It might be something in the character properties that is wrong if setting it to moveable doesn't work as expected
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
Revert back to when it worked and see what's different
you ARE using version control right?
nope
lesson learned
I like plastic but anything works
ill try that
is the character just in a static pose?
my professors are stupid as fuck, gave us a crazy project prompt, they dont know how to use Unreal at all...
character is in a sitting animation
enable input is getting called
confirmed @trim matrix @undone bluff
why are you disabling input anyway
then immediatly enabling it if you're lucky
to stop the player from spamming the butotn that makes the audio dialogue repeatedly play
just block it by some variable like CurrentPlayingDialogue or whatever
if i didnt disable input during the dialogue, the player could press the dialogue button again and again, and the audio will play
tried that, it didnt work
it would
you did it wrong probably
yea
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?
would there be a smarter way to implement anything out of what you said inside this function before using it in the main blueprint ?
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
the Delay is at a wrong place here...
might set the variable to false multiple time
It should be in pawn so just get self or get selfs controller
deleted the disable input and it still freezes all inpt
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.
you will definitely not be swapping out player controllers
so when does it freeze ?
though sometimes I wish I could for some bigger minigames
might be a widget consuming input?
so you just have 1 controller that has like several different components in it for the different mini-games?
regarding the inventory, I have something similar going on
there is just one player inventory which is in the controller
the moment i press the interact button with the NPC, it plays the dialogue audio, but all input is lost,
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
when is it supposed to come back ?
its not even ever supposed to be lost, you can walk away normally when he talks and the other NPCs talk.
@lofty rapids
yep, you can only change the controller when completely loading a new gamemode on level change
Then why are you disabling input if you don't want that to happen?
you say interact is disabled, how are you disabling it ?
input is disabled so you dont spam the interact button and continuously replay the audio
ok so input is disabled
but!
i imagine that would disable the controls as well
you can kinda just make your own controller, as in not inheriting from the native playercontroller class
like this
the buttom blueprint is for another NPC, and that NPC works as intended
only the top blueprint doesnt work
I prefer components but that is another approach
the other NPC is a pure copy and paste of the Jameson NPC that is broken
yea it enables it
i used a print statement, and the logic always reaches the re enable input
getting rid of disable input doesnt fix it, input is still fucke dup
OK, let me tell you this, there are a lot of times that you want a player to not be able to spam or do something too fast, but BOOLs are made for that, literally...
I would highly consider using them and trying to get it right with a bool (which is pretty easy), that will make you learn a lot
(it should take less than an hour, you just have to think about it a little bit)
yes
is there button that would clean my tangle mess ?
Q straightens connections
i thought i did it correctly with that photo i sent earlier
yes it does
is this the only way ?
so when you enter your game, your whole thing is disabled ? or only when you hit interact ?
pretty much yea, there is a paid plugin that is able to arrange nodes nicely I think
it wasn't + I didn't see the event under
ok ty
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
is there way to make full screenshot of all blueprint nodes ?
ok ty
might do what you want
ill venmo you $20 to hop in a zoom call with me for 30 minutes to try ot fix this @lofty rapids
and it does that even when you get rid of disable and enable input ?
yes
lmao, I beg use a bool
ah actually there is a link to the ue5 version in the description
does talk do anything with input ?
rip
talk doesnt do anything with the input
Why is player controller null?
Look at your disable and enable input
U didn't plug any player controller
it works
@lofty rapids
it's fine, I dont know why but it does
Prob, I don't dive to the code. Might get the first player controller if null
let me hop in and show you the answer, sadly
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 ?
I wouldn't disable entire controller anyway if it's my game
When talking to someone, just disable what I must
she could use a bool but it's too hard apparently
Eg the camera look, the interaction input etc
yea having a boolean to check if in dialogue is pretty much it
Bool check is fine yea
if i talk to the broken one first, all input is lost. and if i talk to the working one first it and then the broken one it breaks
she was setting it in a loop tho that was running multiple times
Nah, input mapping contexts
guess i'll look up what that is
Basically lets you have a stack or swap out what buttons map to what input events
easy way to have modal controls
nice
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
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
i press B on my Quest 3 controller
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 ?
yes, theres no overlap, they are far from each other
this is how the same B press works with multiple NPCs
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
so your running two events of the same input ?
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
then how do i call the interface?
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
ill try
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
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
'cache' ???
you meant cast
no i meant to cache the overlapping actors out of the node into a variable
there's no cache in BP
(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
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
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
are you still doing multiple input events ?
yes, im going to try to implement what you said earlier
i just wanted to test what happened if i added a third
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
im just following a tutorial
Hello guys, in this quick and simple tutorial we are going to learn how to make a simple dialogue system in Unreal Engine 5
Check out my Steam Game! https://bit.ly/3rVlXU1
Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n...
unreal engine 5,ue5,dialogue system,tutorial,quixel,m...
TRUE
can you help me visualize this please
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
this, I beg
im going to do that too cat
i need to figure out how to make engages blueprint
im very lost
well aside from doing it the way your doing, i would just use one interface
for all npc
ill do that
so explain what do you want in detail?
When you come close to him, the talk function fires?
so an interface you make a function, then in each one you override the function for that npc
so you don't have to check multiple interfaces that code will get messy
i have them all implementing the same interface now
so now just use the one input
can u draw it out please, lol, im really lost
so you have multiple inputs ?
only one
but in the getoverlapping actors, theres a class filter, what do i put in that?
you can just leave it
previously it would be one NPC
just leave it the default
ok
it will get them all
why is there 2 event tho?
went from individually making the inputs to mashing it all together
deep breath intensifies
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
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
if 1 is implemented (we dont caare which one), it will fire
this fucking mess works @trim matrix @lofty rapids
i can talk to all of them now without input freezing
FUCKING LOVE YOU GUYS
I told you
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
🥳
the bottom two things are just unplugged so they don't run, you don't need them
wdym they're unplugged
she prob knows
i dont know
you guys are the best things to exist on this planet @trim matrix @lofty rapids
well basically if these are 3 different interface for different npc, only 1 will work
(the one who is connected)
they aren't doing anything anyway
the suggestion was before you switched it to the better way which is all on the same one
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
nahh, it's normal
that's how we learn
you guys are elite for helping out newbies like me
holy fuck
the dopamine is hitting me
its like crack
remember that mutant bear from annihilation ? i feel like it now
save meeeeeeh
getting this shit to work
🥳
your saying those functions don't fire ? they should, are you not getting the data out of them ?
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
if you need help again, just come here, there's always a lot of ppl that help :3
why are you triggering this off your mouse button?
kick it off when a point is scored
you presumably have some way to get points right?
lets fucking go
Instead of:
???? -> Points ++
do
????? -> Points++ -> Do we have enough points to move now
https://blueprintue.com/blueprint/61m6bzdx/
I have a way to get the points, but everything i tried to recall has failed, so this was the dirtiest and quickest way to ensure the thing gets updated after each score hit since score misses dont do a thing
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🙏
compile them
assuming you have the source
i cant open the uproject
?
you need the c++ toolchain
and open the project up in Rider or Visual Studio 🤮
i tried enabling the plugin in a blank project and it automatically closed when i enabled it, you sure that could work?
it hasn't been rebuilt or edited to work with your current version of unreal so that's what you have to do
c++ toolchain is the hardest thing ever
@dense canyon Is that not real?
the plugin?
I was just saying that it's hard, nothing bad, why did you skyull me?
all G
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.
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!
disconnected bone?
oh wait
are you sure its not just the capsule not having its collision disabled
I am now noticing this behavior in 5.3
this seems likely. the collision remains in the last place the enemy was alive before it ragdolls from what i see
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
there's also a collision where the enemy lays dead. So the capules are somehow duplicated?
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
TLDR, if you want help, you should prly not write a blog about your journey so far. Ask a question about the specific issue you are having
There’s a bDisallowNanite flag but not sure if it’s exposed to bp
How do I get a world reference, specifically inside a function library?
This isn't working: https://blueprintue.com/blueprint/ejzcck9n/
Im attempting to get across the high level overview of my plan to get the general parts laid down, im trying to ask if there is another better way to go about this since i've been going in circles because i think another method would work better
Tbh, if whatever you are doing does the job, it’s prly fine. If it becomes an issue later you can always refactor.
Alright, Thanks
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.
I don’t think you have a world context in a bp function library, it exists outside of the world afaik, so idk if you can do what you want unless your function can take an input of type world object
I can have a world context in a function library, but that code as a whole gave me plenty of errors so it doesn't work.
I'm trying to spawn an actor through a function library and apparently I need a world reference in order to do that.
Have you tried passing a world ref from that world into the library function?
How do I do that?
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)
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 ?
i don't even wanna know how you got the fliplflop node in a function...
it's not supposed to be used there
I didn't know that
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.
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.
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 ?
That is what a branch be for 😉
I fixed the 'Show Cursor' set as True for the Resume button. What variable should i set for the Create Widget? And thank you for your help
I’m on my phone so I can’t write properly
Should look like that
How can i access Level Blueprint variables from another BP?
Cast to the game mode in the level blueprint and send them over, you can use interfaces but you need to use sub levels, communication with the level blueprint is a tricky one as you can’t cast to it directly from say your game mode
Sam you guided me to the solution... In my settings event graph i didn't have the create widget blue pin connected to the add to viewport blue pin. Tyvm!
No lag after returning to game either... having the cursor enabled may have contributed.
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
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.
Fixed it. I just moved everything out to a Actor Blueprint instance/object.
Adriel has shared some stuff from their plugin
Seem to perform quite well
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
i'll check it out, thank you
#gameplay-ai , i would've guessed you checked for interuption in thebservice related to the task 🤔
Not gotten to such a scenario yet 🫣
I was moreso wanting to use the BP instead of AI and simply abort. I am testing setting the max walk speed to 0 for a moment to simulate it
Well sure, but ai channel would know more about how to do that. If even possible :p
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
nope, that's not what i'm looking for
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?
https://www.unrealengine.com/marketplace/en-US/product/gkfogofwar was what i found skimming through some posts
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
Not sure what you mean but I decided to just create an actor that contained all of my necessary functions.
Works just fine, not counting the bugs I have to fix.
Thanks either way.
i dont want to use plugins at all in this case
i need just a brighter zone around a pawn, but using dynamic materials ends with a huge FPS drops
find a reference about using decals for this, i dont know how to, but i need to try it this way
You get the world in the bp that calls your library function, create input field on said function, plug it in, but w/e
I tried doing that and I couldn't figure out how to get it to work, oh well.
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?
- Yes. 2. No
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
Cmc cant be added to other classes than character afaik?
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
Yepp true
how to make two same decals do not overlap each other like this?
only one layer of same decal is needed
You might be able to try making the material world aligned
sry, how to do it?
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?
Whats the relationship between these actors
Using the world aligned texture, and the absolute world position nodes
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
As eXi is saying, something like this.
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...
Yeah I would not use an FName but an FGameplayTag for this. But something like that yeah
sry, i'm noob at this
my material for this decal dont have a texture, so i dont see how to use these nodes
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.
Gameplay tags are nicer but can be a pain if you ever need to remove any lol. In one of my projects I have two being used in a level and I can't find them to remove them haha.
True, still better than typed out names.
Also allows categorizing the actors by only returning the ones based on parent tag and similar.
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.
To be clear. It's not only about typing errors.
But anything is better than GetAllActorsWithTag 💀
alright, thx!
I just slap gameplaytag on most things these days
- ItemID
- Questdata
- Interactions
- Equip slots
i have to wrap my head around these concepts... 🙃
typing FName manually for these kind of stuff = waiting for human error to happen..
Usually dont have to wait long
atleast have a function library to centralize the typing
"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
🤣
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?
You want to change the default collision settings on the mesh as opposed to a Component?
I want to be able to select all of my mesh in my ContentBrowser, and click on a Scripted Asset Action to set all of them to a define Preset.
Issue is, can't pass Static Mesh to SetCollisionProfileName, and can't cast StaticMesh to PrimitiveComponent
I thought static mesh component was a child of primitive component so I'm not sure why it wouldn't accept it.
It is
static mesh component are child of primitive component, static mesh aren't
I'm not trying to use component from a blueprnt, I want to directly change the information on my assets in the content browser
as cedric said, there's a collision setting on meshes, too?!
probably just a different method/name to change it
If this exist, then that's what I'm looking for, no luck so far tho, only thing I found to change preset is this single function
I would try to just select them all and go to the Property Matrix
Instead of using an Asset Action
In the Property Matrix you can probably change the Collision
The property matrix is pretty handy for mass edits.
Well, no you don't have access to collision preset in the property matrix ^^
I'm not sure what the AssetActions allow to do. Relatively sure you could do this with C++ somehow
Isn't this the setting you're wanting to bulk change?
Ooh ok.. it's not in "Collision" but in "StaticMesh" alright! Thanks!
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
Use an editor widget and the get asset tools would be how I’d do it in blueprint, just use a for each loop on the asset path for the assets you want to change ? Expose the class your searching for to a drop down widget then you can just run it from in the editor whenever you need to make changes
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))
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
show where it gets incremented
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
its incrementing properly and in the debug i can see the number
No
whats /why this ? Soft Ref ?
Anything millions likely needs some c++ to even work
good catch, no idea remade the links normally but no change to function
and initial score is set to zero ?
yeahp
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
i think i found a bug then. because i have a score display on screen and its showing 6 while the initial keeps repeating a 0 with every shot
is there a branch alternative ?
so if you print string the values in the scorer+ function
the top is > the bottom ?
somethings wrong with the math, branches usually don't just fail
i see game score but you need to print both values
Never trust debugger
so you can see if it should go into the true or not
Print values
why Get Actor of Class?
Print string - Append (Gamescore - Initial value)
print before the branch, both values not after it
one sec
format text ftw
Debugger debugs at the wrong point in time
100% sure you only have 1 of the actor you are Get Actor of Class-ing
Or ypu're viewing the values in another instance
will see if this makes a difference
so theres your problem, your not updating the correct value
or not comparing the correct value, one or the other
Also... make a function in the class please
Encapsulate the logic
Dont directly edit values of other classes from the outside
trying but uber novice + chat gpt can make some pretty funky things go wrong from time to time
theres your problem
chatgpt not a good programmer imo
it is not at all
hours and hours for a simple fuction and it wont give you what you want an abomination everytime
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
well atleast now you know not to waste your time with it
what is this actor you are getting ? some sort of score manager ?
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?
its the main player pawn
a better way might be gettplayer character, or get player pawn, then cast to your pawn to get the one you want
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
Need?
well i have a pawn as my main menu, and another as my character
Figured it out! You have to give the non simulated model the same data in the skeletal mesh editor
i switch between possessed, but i need the other in the other one
so i used get actor of class
Ah :p
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
For such a one off itd prob fine for eternity
