#blueprint
1 messages · Page 138 of 1
You'll need to provide more information. Regardless of which method you use you still need a reference.
Get the ism component and get instance count.
You're still being cryptic. What are you actually trying to achieve? What's your end goal.
Ok ok
So a BP that holds the info to all levels
I need the specific location that is stored in the bp to be send to the BP_BORDER
ah ok, thank you very much, but like, does it help refere to only one of them?
how does caller know about reciever?
You mean the reference?
Like "target"?
That is what I want to find out
I give up
I dont know what the correct word for this is but:
How do I make an axis value "stepped". For the joystick, instead of getting a gradient from -1 to 1, how can I make it so it only gives me
-1
-0.5
0
0.5
1
so that the joystick movement is not gradual, but instead it's in steps
it's up to you
what is the caller and what is the reciever? What is the relationship between them
do math on the raw value to produce the stepped value
in your case it'd be multiply, round, divide
raw -> multiply by 2 -> round to integer -> divide by two
Oke
Up to me...
This is third level rocket science
If you were making a damage interface, the bullet might call DamageInterface.TakeDamage on the thing it hits.
Explain what your things are
all we know is you have two things and you want one to talk to the other
Ik what u mean
In an event begin overlap u have other actor as refference
Rn I dont have one of those things so I just have to find out myself
I will just watch more tutorials, probably find out over time
Show what the 2 actors are
Here
hey guys
i have a little problem
that i can't solve
dunno where's wrong
what's wrong w the first char
same code in seccond
Feedback
you rotate to look at the point
therefore rotating your camera
therefore moving where the point is the mouse is over
like a dog chasing its tail
You want a top down aim system like this right?
https://www.youtube.com/watch?v=t1-vhWNlTMI
Not really, i just want the player to look the same direction as my mouse
but the act of looking moves what your mouse is over
i want to make a Tower Defense game, where you can build the towers, by pressing q
so he's facing the direction of the mouse
and what's the camera doing?
wdym what's the camera doing?
do you want the camera to be rotating or not?
yes.
wait, no, just the pawn
i readed wrong
sorry
just the pawn to rotate where the mouse land
as this pawn
the same as this pawn i want to be, but can't get it, wtf is wrong with the other one
The difference between these 2 characters is that the camera rotates along with the pawn in the 1st one and doesn't in the 2nd
so, i gotta lock the camera
have the camera for the 1st one use control rotation so it ignores the rotation of the pawn
yes or do something else
What you have right now is like a cat chasing a laser pointer. It can catch it unless the pointer is attached to the cat, then it'll chase it forever
Yea, i get that, but for now, it's a deal for me, since i just need to do the GRID Map, and placing the Gems on the ground, gonna make it smoother later a bit
just now, i need to create a basic template so i can think all the systems, then polish them all
that's how i see things in my workspace
idk
What does any of that have to do with the camera?
nothing, i'm just saying that the way this way of rotation is good
for me rn
Anyone in here decent with RTs? Trying to find the best way to manage blending an RT from one state to another.
Render both states and lerp it in a material?
would a boss be considered an actor or character?
Anyone know how I would be able to have my damage system adjust the damage multiplier based on physics body hit location? I was thinking I could tag the physics bodies based on value but my googling has not yielded results. Would doing something like name contains part be a possibility? That's my if nothing works option because the enemy has a lot of legs and bones but wanting to be able to specify. Pic is just the sphere trace and the damage system being called
so question, I'm currently trying to momic shooting like this here: https://youtu.be/cWiT-VuPgMk?si=Z5ea9Vey1_aSuql1 . My approach is to essentially use the enhanced input system which I simply set for holding down the left mouse button, am I doing it right so far to best mimic it? I made a projectile object that will shoot from my player, any tips on how to spawn said projectile? I'm using hit result to create the path the bullets will follow while mouse is being held down
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read up on the basics 😔
get your foundations
it'll save you so much time
how i can move my camera with wasd, not my pawn?
the white execution line is what matters, the action value is simply the state of the input which is not useful here
anyone here have any cue about what's happening with chaoes vehicles in UE 5.3.1 ? like the bones doesn't get the animation proprelly ( was using 5.1 and less and never had that trouble so far ) ( vehicle falls inside the floor like the wheel arent fonctionning ( it stay stuck at the box collision of the mesh body ) ) really starting to think 5.2 and 5.3 are just downgrades at that point might go back to 5.1 xD ( having kinda the same trouble with 5.2 but in 5.2 the vehcile just keep falling inside meshes like nothing is there under them)
(Edit: Look like a export error from blender il investigate this further)
but if I use input action, its only for once when clicked and not held down
Triggered is called every frame
ah yes thats why I'm using the enhanced input system
though it's better to set a timer on Started and clear it on Completed
I'm assuming thats for the bullets so they dissapear after being shot, that way the editor doesnt overload with all the stray bullets
no that's to actually shoot
no point in trying to shoot every frame
and have cooldown logic on top
do you mean like when I hold down the mouse button, a timer starts, and as long as that runs the player will keep shooting, but when the player lets go said timer stops and so does the shooting
you can hook up a delay and then shoot on triggered and it'll work, it's just jank and the gun will always shoot one extra round
so you can add a gate and then it's already a more complex and less readable setup than a timer
yes
Oh I can just use a left mouse button node if that's the case
Only thing left then is just spawning bullets since I know I can sinpky just use a transform, because I know how to make the bullets fly and how to trigger what they need to do, I just don't know on how to make them appear one after the other
what do you mean by that
like I need to establish a point on the character where the bullet will first spawn, they need an origin point, and they'll be spawning one after the other since the player has infinite ammo like in all arcade games
so place a scene component at the muzzle of the gun and use that location
Or use an Arrow Component and get the Transform of that
we only need the location though
Transform is location or just get world location of that arrow, or forward vector
And it's rotation and scale
i mean whatever but what is the arrow for we just need a place to spawn the bullet and I said scene component because that's the most low level component with a transform
either way, there'll also likely be the matter of actually creating an aimoffset to even point the gun to the place the player is aiming
this is what I've done so far, looks like it does hit stuff as I've seen print string work
Could always add a socket to your mesh and name it, call it for coordinates, I have used Arrow before to show direction of fire attached to mesh object and call trace's from it.
then spawn your pojectile from that vector
yea, socket is needed when you want to specify a muzzle location per gun
really, in general the better approach, but trying to hold off a lil on sending this person on side quests
they haven't even made a timer yet
I just added it, Set Timer by Event
yep, that's fine
I'm assuming then that left mouse is actually making an event happen?
yes
it sets a timer to call a function/event delegate after a delay
so for shooting you'd use the looping set to true
Anyone know how to check a vector with a bool? Ive got a bugged Distance / Valid check system. It will fire all day long when its in range, goes out of range the bool breaks and i cannot fire again. I disabled a Isvalid check and was able to get it to reset, but its now throwing errors on the destory logic.
though about vector select but im not sure
select is on "end" trace
wait I thought the event started the timer?
no, the other way around
started > set timer
completed > clear timer
or pressed and released not sure why you dropped the enhanced input system
because you said it was it wasnt a good idea to do it per frame
no need to drop the entire input system because you don't need one feature
ok there we go
you are missing out on mapping contexts and keybinding
you don't need to use the system for prototyping ofc but you already had the input set up so I was confused why you dropped it
the return value is the handle of the timer
promote that to a variable
that's your reference to the timer
then you use it to clear the timer when on completed
that's all there is to it
I'm assuming I do that on canceled?
completed
cancelled is only relevant if you have a chorded action setup
it's called when that failed
and there we have it!
and I setsted iy out with printstring and it works!
@dark drum Any news ? #blueprint message 😄
you meantioned scene compont, do you mean an actor componet?
actor components do not have a transform
they are just logic you attach to an actor
you don't need the second set on completed
just use a get node
to make it a lil cleaner
like this?
apologies just want to make sure, since I dont see any options to end loop for the timer refrence in details
So could I ask what I should do now with the scene component , I get the transform for the projectiles which is very easy, I just need to now to do the spawning now
Also before you ask, yes I already created one
@undone bluff Any help my almost 3 week issue please ? 😄 #blueprint message
oh you used set timer again
no I meant you don't have to set the timer handle again
what you want is clear timer (by handle)
yep
probably not my networking isn't great
all thats left is bullet spawning, the only thing I dont get how, I can get them to follow a transform, I just need to figure out how to make them appear
spawn actor by class
it's called something like that
but I cant seem to use the scene componet as an origin
scene component > get world location
ok so for some reason the bullets appear at the end destination
yea you are setting the transform of the bullets to the hit location
how can I translate then? looks like I did the wrong node
you are spawning the projectile using some transform that's offscreen and then setting the transform the the hit location of the trace
look at the second post here
it explains how to set up the projectiles
wait but then what about this?
???
oh I dont have to do that part, looks like what I need to do is within the projectile actor, is Projectilemovememt and scene componet?
can I ask what componet type this is?
I'm sorry if I'm blind, Ifrom how its set up, its as if its already there
Ah my apologies, I though it was a custom component
where does the set comefrom?
look at the target
the parameter velocity is a property of the projectile movement component
i figured it out, all thats left is spawn actor, all I keep getting is spawn actor by class
that's it
I'm an idiot, I forgot to split
odd, cant find velocity
I did
did you tick the boxes?
save and compile?
if both yes right click the node and refresh maybe
they arent appearing, maybe my rate is too slow and they bump into each other?
I'm inclined to say use the hit bone or physmat. But it really depends on how you want to do things.
But in general for bones, you simply set up maps for each skeleton you have. You can even walk up the skeleton hierarchy to find the closest parent in the map in some cases. But a simple map of skeleton to a struct that houses another map of bone to float would make for incredibly fast lookup. You just need to pass the hit component, and bone through to the damage system to let it look it up.
For the phys mat, it's a little easier on the coding side, as you literally just make a map of physmat to float and simply look it up. If nothing use 1.0 multiplier. Then you just apply that to your assets where you want multipliers.
Both require a minor bit of coding, and a decent amount of asset setup.
your execution line is disconnected
ok new problem, shooting only happens when the get hit result hits something
This is great info! I had considered doing a struct so glad to know I was kinda on the right path. I'm going to do some reading on the physmats for now!
if the trace doesn't hit, use the trace end location instead
you can set that up with a select vector node
still happens
any other ideas why? or am I still wrong?
that's odd
show the rest of the nodes maybe
ah
yea
you got the branch at the beginning
remove that
And how do you get the velocity if there’s no hits ?
ah, does it return a completely empty hit struct?
Like what happens if new velocity is w/e comes out of that get unit direction (vector)
I'd assume it'd at least give you the trace end
Curious what that will end up being, from world location to… 0,0,0?
it does this now
Oh I guess it’s trace end, you’re right
so I should do trace end?
yea there is no hit struct, not even the information about the trace itself, if there is no hit
I did this some time ago but I cannot remember how
how can I fill in that info?
by doing what the get hit result under cursor node does yourself
waityou mean delete get hit result?
this?
ok so delete this and just plug in that to here and there
nono that's fine
if no hit result use this basically
exactly
where should I chug that in?
the other will be this
but you need to multiply the direction by a big number and then add it to the location
or the wildcard one
I guess the wildcard is the more up to date workflow
for Pick A you just get the hit result return boolean
so when there's no hit it uses the B vector
I like that the pins are actually called False and True when you use a bool, I don't know what they were thinking when naming the pins A and B for the old type specific ones
IT WORKS!!!!!!
ya it makes sense 0 (false) first, 1 (true) second
thank you all so much:D
where's the video?
all thats left for me to figure out is why are the bullets not colliding with the floating robot, my gut tells me its the robots fault but I just dont know why
is it probaly a problem with the collider of the robot? or the material?
level names as strings in an array, randomly pick one and load level by name
Does anyone know how I could make the charge attack go through the enemy?
I cant seem to fix an issue with my projectile and cross hair. My projectile is not hitting the center of my crosshair and I cant figure out why.
How can i reproduce the function of this node on unreal engine 4.x ? This node only exists in 5.x versions
also this node
You write your own in C++ or you upgrade
Strings are error prone tho, I would use array and soft ref. Then open level using soft ref
Good call
@faint bramble
yes brother what happend
@undone bluff but for what ever reason, levels are not exposed to blueprint by default
So need some cpp to declare the array
Oh that's what I thought
Nevermind, sorry. 😔
no sorry u tried to help
If u don't have many level, u can just do random int in range and a switch
Then just open different level respectively
I really don't want to type a map name if possible
A typo or if you change the map name, your game breaks
anyone know how i can make the player look through a camera that is on an actor that i have rotating around a point?
whenever i press play it makes me go into the default free fly mode
im trying to make something similar to the rotating movement as shown in the beginning of this video https://www.youtube.com/watch?v=6U_OZkFtyxY
Create a healthbar for your player character in Unity. Bonus: I'll show you how to smoothly animate the remaining health to give it some cool points!
p.s Sorry about the crappy audio on this one!
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would it just be done using a normal actor with a spring arm and camera attached?
Sure thing
i cant seem to figure out how to get it to actually use the camera once play is pressed though
If it's Ur character then just posses the character which also own the camera
If u want to have multiple camera, make sure u activate the one u want to use
Can also just SetViewTargetWithBlend with a zero blend, from the player controller if you don't want possession.
i dont have a character at all though
If u are not gonna control the rotation with your mouse then you can use set view target with blend
If there are zero camera controls at all, and it spins at a fixed distance, there's also level sequences with a spawned camera on a track that repeats.
just want to have a view be out of a camera that is automatically rotating
Just make an actor bp with a scene comp , a cam and spring arm
Then write the logic to rotate the cam
Which is just a Finterp on one of the axis
Or maybe add rotation works
Actually don't do add rotation you want to count delta time
You can still add rotation multiplied by delta time.
True
Also CameraManager which you can override it's camera update event and do the logic manually to determine location and rotation each frame based on which actor you want to look at.
TLDR there's a ton of ways to make a simple rotating camera. 😄
im still confused on how to actually get the player to see out of it when i press play
Out of it?
out of the camera on the actor
U r given some keywords tho?
do i need to place down the actor into the world? or the player start
when i press play though it lets me move around as if i was in the viewport
and doesn't lock me to the camera on the actor
Do you posses the actor that hold the camera?
Anyway go for easier mode. Use set view target with blend
Plug the actor that have the camera and the controller
For a more thorough explanation the camera manager controls the view of the player.
It normally does this via a SetViewTarget on the controller's possessed pawn.
If you don't want to possess a pawn, you can override this behavior with a SetViewTargetWithBlend call from the PlayerController.
The view target, regardless of where it is set at will find the first activated camera component on the actor(note this is actor, not pawn or character, as any actor can be a view target), and it will use that camera's settings and transform for the display.
You can also override the update event in a camera manager subclass that you specify on your PlayerController class, which overrides any sort of view target logic.
we have 100 level brother we are a game dev team we have very skilled people but we dont have any one for animation and rigging

How'd that have anything to do with animation and rigginf
no no i was telling we need somone
And if they r skilled, surely they can declare an array of level soft ref in cpp
What u r doing is super basic btw, and I'm saying this as someone who doesn't know much
did i do this correctly?
they are working on it but i do not know about bp so i asked
im in play mode right now and im looking out of the camera but for some reason im still able to move with the default movement when you have a blank project and press play and there is a sphere moving around when im moving wasd and pressing e and q to go up and down
You most likely in spectator mode. Don't simulate game, press the play in editor
i am pressing play
If u don't have any actor, it is defaulted to spectator pawn afaik
Make a character and use that in your game mode instead
like have my blueprint actor with a camera inside placed in the world and then make a blueprint that is a player controller?
if you don't want to see the ball (Default Pawn), make your own pawn and set that as the pawn in the game mode
Is there a way to change the aspect ration of the Vcam to make it vertical? It's not letting me change the values even in custom so I’m thinking maybe through BP?
@faint bramble if you have 100s of level like you said, this is probably the sanest way to do it
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSoftObjectPtr<UWorld>> LevelsToLoad;
For the array. World is not exposed to blueprint by default
okay
(There is a random node for arrays)
thanks bro
If you dont want to expose tyat from c++ i think you can do level names with . in them?
If so you can make gameplaytags for each , altho quite many i guess
PrimaryAssetIDs
@faint bramble
Should use PrimaryAssetIDs. Make an array of them. They'll show anything you've specified in your asset manager.
Go to project settings and then asset manager and make an entry like this or edit one that's already there if it has the maps already.
This also makes sure that these assets get cooked, so you don't have to do that annoying hard coding level name crap in the cooking settings.
Side benefit, no C++ required since UWorld is already set up for this.
okay thanks brother
anyone familiar with the horror engine available in the marketplace? i wish to edit the paper information in the blue print. i wish to add in paragraphs to the text description
in the inspection settings i activate the multiline so i can use shift+enter to drop a paragraph
but the paragraphing is not correct in game. is there anything i'm missing? just learning unreal not too long ago
appreciate some help on this
The parameter is not changing anyone know why?
you need to show way more than this
what is the point of your 2nd bit of code?
Okay wait a minute
So firstly I want to change this value in game
This is the construction script
and just for testing I connected the set value to event begin play
Why? Construction script has already ran by this point
how do you know the parameter isn't being set?
Are you 100% sure your material works and the param has that exact name?
See if I change value in the blueprint it works But the value is not changing when I am in game
Why would it change in game, you only ever set it on construction script
when do you want it to change?
I have created a functionality using line trace so that when the boat is on ground I want to set the value to 0
All thing is working properly just the value is not setting up to 0
hi guys how do add space between waves in here
Just use delay🙂
a space mean a physical distance
Oh sry I think you wanna say time between spawning🥲
So what should I use
Im confused by wave being inner loop
Id think wave would be the outer loop, then some unitperwave as the inner loop
Adding offset in the outerloop
Displacing waves
i didnt understand where should i place the offset
Is that script that is setting that parameter as a result of the linetrace within the same BP and pointing to the same exposed and instance editable variable?
If i didn't use construction strip and use the same code in blueprint then It is also not working
I think I see the problem, you need to run the same node that you are running construction, Set Scalar Parameter Value, when you are setting bouyancy value to 0
Simply setting it to 0 will not propagate to the value on the material because you are only doing so on construction
Okay let me try
you're setting the variable buoyancy value
you are never telling the material
I think I solved the problem
I was using a material instance on my mesh. When i used the base material it worked
how, you were still never setting that parameter value anywhere except the construction script
but it is working now 🥲
Are you doing this?
#blueprint message
You don't want the GPU to be asking the cpu for the parameter every draw
just feed it what it needs when it needs it
Although I don't know if parameters only live on gpu or also live in cpu and are mirrored across, dunno
Might be able to use the field notify stuff for this actually. Or just wrap itnin a function like a sane person
or just don't have buoyancy be a variable on the actor if it's only there to be fed to the mesh
yeah didn't work With variable
It is working when I use this code
show ALL of your code
(right one is from event graph)
this isn't helpful. When is the 2nd part called?
left is from construction script
also you're feeding it 0.0, is that intended?
and right is from?
What event leads to the right version?
ok and does it act like buoyancy is 15 or 0?
See let me elaborate I just want that the value of bouyancy comes to 0 when I play the game but right now when I play the game the bouyancy is not setting up to 0
might be a dynamic material problem
you said if you use the master it works correctly?
I removed all code from event graph just construction script is there now what i need to do
bouyancy value is 15
ignore the construction script
get it to work on begin play
construction script runs at editor time
begin play runs at runtime
Okay let me use that
Read that
hi after i added a space in here there is each wave hold one coin how do i make each wave hold random range between min and max number
Random Float in Range
It worked if I use event tick
yah but youd be doing that ALOT so I wouldnt recommend that, you only really need to do it the once
Yeah, Also the game is for mobile😂
just fuddle with your logic to make sure its only doing it when it reallys need to
you could do it when the boat object interacts with the actors you care about, like when it collides with the water or with terrain
Yeah I think i should add the set scaler parameter directly instead of using variable when it hit the landscape
here is my blueprint it still some waves hold one coin
How would you go about for a PC Game?😅 fairly new to to engine but love to experiment
If I am able to make game for mobile the it is easier for me to make for PC as mobile is a tough platform specially for mobile
Any suggestions and tips to follow? Besides the last hour of this convo 😉
Or a video even 🙏
For which platform you want to make?
For PC or Mobile
Yeah then there are tons of video available
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nice course
This one is good
What method should I use instead of this
as many says it is not a good choice
In the game mode, create the widget you have there, save it as a variable, in the bp boat get a reference to the game mode, get the ui variable and set the boat reference, could also do the create widget inside the boat so you don’t have to cast but I prefer creating widgets inside a central location
I need to use casting stuff as there are many variables
Yeah I can create widget inside blueprint
then I didn't need to cast\
Okay let me try
I’d love some 🙌
This one is too good
see his channel there you would find videos regarding unreal
that are very good for beginners
Will do! I’ve compiled over 200 videos already, some outdated and some not but work in progress with learning 🙏
Something like this. You can make multiple managers for specific actor types or stick to a single generic one but either way, managers are a great way to keep track and get references to actors you need at runtime.
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Thanks I will take a look on it
Is doing this is also not good?
Just casting once
No.
The cache value could clear at any point (the following tick onwards) meaning wherever you have the var pins connected to could end up with a null ref because it's not on the same execution path.
What the video I sent you on making an actor manager. 😉 the knowledge provided in that will level up your understanding of getting references to stuff and help you out when you start to make complex systems. 🙂
Yeah I will take a look on that when I will make big complex systems but in this project i just want to cast to my boat only
So i think I should go with this
Sorry lol. Understanding makes doing anything easier. 😛
Yeah I understand
Just trying to help prevent you wasting time setting something up that's not actually fit for purpose. 🙂
Yeah I want a simplest way as my game is for mobile and less complexability means more performance
An actor manager type thing is the way to go if you need to pull actor refs out of thin air. 🙂
Nothing wrong with the GetActorsOfClass
@white thicket But I wouldn't mix the execution lines, just call GetActorsOfClass on the button press.
On each button pressed?
How many boats are you planning on having?
For now one
And if more than 1? 😅
How many boats are you planning on having if shit goes insane and you have more than one in four years?
Okay if I want to use more than one then 😂
This cast system is really 😩
Cast system?
means casting to blueprint is not good
Nothing wrong with casting.
I should add the widget inside the blueprint
and then no casting
Except the cast you'll need to tell the widget it's owning thing.
But either way. The GetAllActorsOfClass is fine in specific cases. Just don't use it on the basic Actor class and you'll usually be fine. The World holds maps of actor classes to a list of actors. So pulling that list is pretty quick if you only have a few of that actor type. It only really gets unweildy at a couple hundred actors or more on tick and that's largely due to the array allocation cost.
Wow that much knowledge
We've been at this topic about > 500 times
At some point one just checks the source to see whats actually going on
Oh😂
'Just' is ofcourse an oversimplification for some of the source checks... they can be quite tricky to track sometimes 😆
😂
Hey guys,
I have in my level several DataLayers that get loaded and unloaded at runtime depending on the players approximation tot he buildings. However I notice that everytime the datalayer get's unloaded and than reloaded a second time it seems to load everything in their original state? As in certain actors don't seem to hold their chnged variables? Is there a way to circumvent this?
For instance, a bool set to true on an interaction reloads as false, or an inventory of a chest get's emptied on reload of the Datalayers?
Any tips on this or resources to read/learn about?
You need to implement a save system to save the data when it goes to unload and load/applies the saved data when it's loaded again.
I have this function to Move the Character with the VR players camera in the X & Y, and its working great, But Im trying to build it for multplayer and its a stuttery mess and the actor is not even moving in the world , anyone know How I can fx this .(runs on tick)
Why are you just asking for the array index of Zero. , do a for loop instead
This?
yes
i have to connect with array element right?
If I want to use multiple boat(just for example duplicate the boat bp )
add a is valid to and pull the ref from the loop to use
an array is not a class. its an array of what classes in the array
so what I can use so that I can use more boats
are your boat actors created from a boat base actor?
Hi!
Is this the way to get the integer part of a float number?
Or maybe there is a function like fraction.
Thanks!
Truncate?
See I just have a pawn blueprint
?
My Mistake I didnt see you were in the UI editor, thought you were just trying t set a bool on all boat actors in the world.
I don't know. If I ask it's because I don't know the answer.
Yeah just changing bool values
if you have a float of 32.543 and truncate, it'll give you 32. (as an example)
Thank you.
hi do you know why some waves has one coin even though the random integer of the third for loop last index is min 5 and max 9 and overall is adding third for loop make this happen i mean random int between min and max coins per wave
It's probably down to multiplying the y index of the 2 loops multiplied again by 1200. They are most likely just spawning outside of the area you're looking at.
it still not ouside the area but the randomniss between min and max not working correctly idk why
even some coins are just two
Well they'll be spawning, just not where you think. If the 2nd loop is 3 and the 3rd loop is at 5, that's 15*1200. That means it'll be spawning at 18,000 on the Y.
i even set it to 400 and still
but the overall y seems good if i set it to 1200 the y go outside the mapjust the randomniss between min and max is the proplem
can you Get All Actors of that Class , and print the length to see how many spawned
ok i will
maybe spawning inside eachother
more than 200
you can select them in Outliner , and press F to focus them in viewport
see if any are in same spot
the min is 2 and max is 4 the number of waves are 24 so there is definatly something wrong here
they all in diffrent spot
Why does this work in standalone but not as a client .
but the number after 100 they seems to reset at the first location so 101 is the first coin
It's a server event, that only runs on the server? Also, some camera position information isn't replicated (that could only matter between clients though)
It was initially a local event before I started to try and make my system work in multiplayer, . Because when I connect as a client this system just stutters as I try to move but the chacacter is not moving in the world .
So I thought I would need to do this on the server, as that probbaly trying to correct the character worl position each time I move
You do need to set the variables on server
But when your making use of them, you need to replicate that to clients
As stated earlier you really shouldn’t be trying to access camera components server side, you should pass the values you want to the server, set your variable, and then replicate what needs to be done to the clients
Is there an easy way to clear/remove a spawned system before it has finished?
So when some event happen make the effect disappear?
This Replication stuff is new to me, not sure How I should do that,
Some good tutorials on YouTube for it! However, you would make a new custom event, set the replication to “executes on all” and then move all the logic from your exec 1 then statement, to this new event
Then in your exec 1 call this event
Im working BP ONLY, I don't see the on all option.
Sorry it’s called multicast
That’s what you want
I was thinking what it says on the node 😂
I am trying to makee in such way that in the first room, all doors are opened, And it executes exactly how I want when the first room has only 1 door ( second picture), but if the first rooms has 2 doors, one of them teleports to the other door and stays close ( third picture) and in the 4th picture you have the other part that should be the second door, but it isnt there, do you have any ideea on how could I solve this? I tried marking render state dirty only on the last instance but doesnt solve my problem 😦
This needs to run on tick so should I just call this new event in the tick now?
No a multicast needs to be called by the server
So you would call your new event inside the event you showed in your screenshot
Hi, I'm starting to learn about OOP and paradigms so I can learn Blueprints. Are these notes accurate?
Is the server going to run this on tick also? it needs to be constantly updated , not a one time event
Yes it will, with a multicast the server will execute it locally and tell all clients to execute it as well
So if you need it on tick, as long as “room scale server” event is firing in on tick it will fire and update
This did not seem to change anything 😦 Not sure if I understood the assignment .
Also tried this . But My character is Not moving still . its like its trying but keeps being reset
Hey guys, i'm currently using ue 5.3 and i am trying to make AsyncTickPhysics plugin to work in my current project, in the pawn i inherited the asynctickPawn class and i enabled it in the project settings aswell, but still no luck on making it work, what am i missing?
Does it matter if “Has authority” is directly plugged in or it’s the same not sure if it’s missing the connection in beginning (still noobie trying to learn)
@dark drum could you take a look in my problem please?
It looks like your using two ISM components for the same mesh. Not sure if that's the issue though. How come you're using ISM for the doors? It would be far easier to use an actor that you just spawn where you want and have it handle opening/closing in local space.
Hi, I want to make it that my projectile bounces but only on impact with certain meshes. I assume the issue is that it hits the collision before knowing what kind of mesh it is. If anyone has any ideas or solutions, it'd be greatly appreciated🙏
so if othercomp is == to what crystal, then apply the impulse, but if not your spawning ? so if it hits something that is not it, will it spawn ... ?
is what your trying to spawn an impact point or something ?
is it hitting the something that is not the crystal and going to true ?
Well in short, we want it to spawn a sort of 'health zone' for the player upon impact with any other actor and destroy itself, however if it were to hit the crystal, we simply want that to be able to bounce back.
and it's bouncing off other things ? or whats it doing ?
When using a print string connected to the 'other' in the event hit, it is able to detect the crystal itself. But for some reason, it still acts as if it was false.
did you try a cast ?
so the == isn't working ?
Basically that, so it always goes to false, despite hitting the crystal
We did attempt a on collision begin overlap with a cast to with the crystal, but it seems that the impact happens too quick for it to register
i mean just try to cast instead of ==
i don't know if it's different, but if it registers as the correct bp...
then the == isn't working, and you need a way to check that
Alrighty, I'll try that thanks
Heyo! I am currently figuring out the Behavior tree system for setting up AI by following this quick guide: https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-tree-in-unreal-engine---quick-start-guide.
But for some reason something weird happens when i try to set a Blackboard value.
Log:
LogBlueprintUserMessages: [BTT_FindRandomPatrol_C_0] X=1987.059 Y=3041.381 Z=5.000
LogBlueprintUserMessages: [BTT_FindRandomPatrol_C_0] X=340282346638528859811704183484516925440.000 Y=340282346638528859811704183484516925440.000 Z=340282346638528859811704183484516925440.000
LogBlueprintUserMessages: [BTT_FindRandomPatrol_C_0] X=579.187 Y=2957.555 Z=5.000
LogBlueprintUserMessages: [BTT_FindRandomPatrol_C_0] X=340282346638528859811704183484516925440.000 Y=340282346638528859811704183484516925440.000 Z=340282346638528859811704183484516925440.000
What i am logging:
For some reason it doesnt set the vector that i give it as value?
I'm struggling to set my Canvas Widget to 4k, in play mode it always has 1920x1080 instead of 3840x2160
This is a complete novice question, but I have an object I'm creating that the player spawns in on a button press. I need this object to take a string to choose what code it uses, I know I can use branches and an == node to choose this but that would take like 10+ branches per decision and I have 5 variables like this, is there a better way to replace the branches so I only have to do 5 so it's 1 for each variable
Create a Enum for the choices and use Node EnumSwitch
Blueprint Runtime Error: "Accessed None trying to read property Unit". Node: SetText (Text) Graph: EventGraph Function: Execute Ubergraph Target Window Slots Blueprint: TargetWindowSlots
Keep getting this error message, This is the code it's complaining at (I can send more in regards to what it is it's trying to reference) and all it's supposed to do is put the names of potential targets of attacks in a turn based game, Any words of wisdom?
Thank you, I'll look into that
It worked perfectly fine last time I worked on this project and I haven't touched this specific area of code at all
Wouldn't this require you to make it instance editable and expose on spawn, also to set it as soon as the game starts/it's spawned?
I'm taking about the units var
unit is empty
FIXED: Had to make the Patrol Location a instance editable var and then reference it in my Blackboard. The guide never mentions it :S.
The unit is instance editable, and exposed on spawn
It's also been referenced in a whole bunch of different blueprints, and those are fine
Add a print to the preconstruct before the set text and plug the unit into it and see what it says, if the value isn't what you want it to be you'll need something to set it
Either will do it but I prefer to use print String for variables
And this'll just print it in the dev console, right?
Sorry for the questions, as I said I'm quite new to Unreal Engine as a whole--
It should but I check the top left of my screen whilst running the game, it just makes things easier for if I need to know when a value is happening too
It still came up with the same error, and nothing appeared at the start
Break the link to set text for now, as we just want to test the unit var with the print. Once you do the required action it should print something even if its saying there's no value in unit. If that doesn't work you're going to have to set the value, you can do this by just setting it before you print it for now to see if that's the issue
Wait, sorry, I managed to figure out the Unit problem-- The code made to populate the widget with the Units names wasn't plugged in for whatever reason
my apologies
Don't worry lmao, I'm sure every developer has had an issue where they spend hours trying to troubleshoot their code only to find out it works they just didn't plug in one thing
Yeah, it's happened to me alot in the span of like, 5 days
In any case, thanks for the advice! Now I just gotta figure out the issue I had in the first place
As one newbie to another, print String is your best friend for troubleshooting and checking if code will work. Just plug it in wherever you think the code is broke and you'll see where it is actually broken
Is the error saying the same thing?
Nah, it's not even giving me an error.
I'm making a UI for a JRPG style game, and rn I'm working on making it so healing spells target allies
which is working, though now the normal attack is only targetting allies.
hi guys is it possible to connect loop body to random integer in range chatgpt says yes
try converting loop body to an interger/float
If there's no error then the code should be working, it's probably just unfinished, when you set the text where is the result meant to show?
This is the code I've got for it, and I'm sending it to my HUD
I think it's moreso a logic error than anything else
how do i do this
Nothing shows up? Have you added it to the parent/screen after you created it
things do show up, one sec I'll get a few screenshots to explain it better
this is what it looks like when I press a normal attack (Fey, Gideon and Graystone are the names of the playable characters for it)
when I press to use an attacking spell, it lets me target the spiders as it's supposed to
ok wait a sec I'm getting more errors
And you want it to target allies when you do a healing spell?
It was doing it before, It's just evertyhing has decided to stop working abruptly
I'm not quite sure why, I'm currently double checking everything
Have you done this code but added a check for whether it's meant for allies or enemies then run this code replacing the class and reversing the select so allies are true and enemies are false
That's what the Class is Actor of is for
The ability varible is the spell it's trying to use
if it's an offensive spell, it'll get the names of the enemies for the target list
if it's anything else, it'll target allies.
Which I'm now realizing may be why the attacks aren't working as intended
So this part currently works as intended for the UI side at least?
the magic, yes. normal attacks which are separated from the magic ones? No
What is it showing in the UI when the normal attacks is selected?
it shows, and targets allies
Can you send screenshots of both the code for the normal attacks and what the UI does in game
this is what the UI does in game
as for the code
I'll need to send it in parts, since it's quite alot
that's for the attack itself.
As for the code to display it, one moment
random guess, is the ui at any point outside of the screen? This prevents update
If it helps as a reference to what I'm basing the code off, I'm following Ryan Laley's JRPG tutorial series
Nope, it's always onscreen
The first one you showed like 15 minutes back was magic right? What's inside the attack function
This is the entirety of the melee/ranged code
the magic code I haven't sent yet, though it's similar to this
this is the Magic stuff
Can I see what's inside the "attack command" function. Specifically which part is set to show the UI targets
Because if its only showing allies I have a feeling that the wrong array is plugged into the create widget
The code should be similar to this except you have no need to get allies, class or even the select, just plug the enemies directly into the for loop
Attack command isn't set as a function, it's just a custom event. As for the UI targets the code that has the party/enemy units attached to the For Each Loop is the code that shows the available targets. Here's the full version, if that helps
So its using the same code as magic to show the targets in the UI, if so its showing the allies in the UI because offensive magic is coming back as false, you need a check to specify its for a normal attack and then have it select the enemies as the target
I see, so essentially do the same thing I did for offensive class and just have it search for normal attacks too
how do i get my projectile to always hit center? first is long range shot, second is medium and third is close range. I have all gravity turned off and the attached code is for my gun
Yup that should work, it's only showing allies because it isn't offensive magic
Got it.
How far is the gun offset from the camera?
Ended up just switching the condition to searching for Support magic, though it ended up in the same result I'm looking for anyways, thanks for your help!
That way is probably for the best, it uses less code for the same result
Yeah, just had to swap offensive magic's base for the support one
how do I find that out?
You made the thing
I mean is the gun right in front of the camera or offset down and right of it by a good distance?
its offset down and to the right
That's not crazy extreme, show your math for how you determine in what direction to shoot the projectile
This is what you're dealing with
Apologies ,I am new to development. I believe this is how im determining projectile direction:
hi is it possible to connect loop body to random int chat gpt says i can
that is a pure node, what do you need the number for ?
ok I bet I know your problem
your crosshair isn't centered
your aim point is the top left of the crosshair texture
that doesn't entirely fix the problem but that's a step
for random integer to randomize my obstacles but why chat gpt says its possible
@tacit vale you need to go from the camera adjusted to the gun location
it will always be dead center then
it says this Within the loop body, use a "Random Float in Range" node to generate a random float.
and do what with it?
that'll give you a float
what do you want to do with it
Destroy should work. There should also be a call somewhere to stop the system and let it auto destroy though.
basically randomize my obstacles but i cant randomize it using index and not random float sorry random int
Sure you can. You've got the node that generates the random number. Now do something with it
btw that random int is between 0 and 0 so it'll always be 0
yea i know but how is gpt 4 saying this isnt that obviously wrong or i can somehow connect it to loop body
start by printing that int
the loop body has an execution
the random is a pure node
you can just use it like a variable
@frigid summit don't use gpt.... it doesn't know unreal
so I need to change first person camera to my rifle?
oh ok
I am using the UE provided crosshair, I will see If I can adjust it
i thought i could
@tacit vale what is arrow ?
in first person you shoot from the camera
but adjust the projectile to fire from weapon towards camera
#blueprint message
Do you understand the problem here?
arrow is where my projectile comes out of
the data and the execution are two different things, you got the data a random number, but you are not executing anything, or using the data
camera and projectile spawn location are not at the same place
so flying in the same direction will not end up with them hitting the same place
@tacit valegive me a second ill show you how to do it
but you aren't doing yourself any favors by having your crosshair off center
Gotcha, I am gonna try to see if I can center it then
Either draw the crosshair where the gun will hit, or adjust the gun aim to aim at the same TARGET POINT as the camera is
show how you're drawing crosshair
you need to subtract half of the crosshair dimensions from the X and Y
0,0 on a texture is top left
not center
why you not using a UMG widget for the crosshair, much simpler
Hello, it would appear that making HTTP requests for API's as gotten quite impossible, that is if you wanna do it without having to spend MONEY on plugins, so i'm here with tears searching for hope 
Subtracting 8 (half of texture size) from X and Y will center you
not sure what that is, I was following a game build guide and he used UE crosshair
this subtraction is done after the division or is this replacing the division?
That's fine for now, do a line trace down the centerline of the camera to confirm it hits in the same place the crosshair is
after
or 16 before
basically i got array of my obstaclls and i want to for loop that array and spawn after for loop from first index to last index and random from min to max which min is the first index of the array and max last index
because i have diffrent types
ok so do that
how
get element from the array based on random number
but you're kinda reinventing the wheel here
there's foreach loop on array and also shuffle array and also get random array element
i c , so you want to pick an index from the the array ? a random one each body of the loop ?
ok i forgot shuffle exsist
yes
shuffle and a foreach probably work like mentioned
and you don't want duplicates ?
@high spade #materials
Any advice if I should start with blueprint or c++ when learning coding for multiplayer fps games in unreal ?
Is there a way to change the sensor size of the Virtual camera to make it vertical? Looks like the values are locked so I’m thinking maybe through BP?
@tacit vale so you need to subtract your cam loc from your weapon loc and produce a rotator, this is your rotation for the projectile, then you fire from the weaon passing this rotation should be towards where the camera is focused
no its okay because its obstacles in endless runnner so its okay to have that but the main proplem here that it will overlap with my coins it wont be in the rest of the map like i would because i made the same logic for spawining coins same as obstacles
it's best to do multiplayer in c++ if you can
you really want that performance
I tried subtracting 8 after the division but bullet flies much more to bottom right now. I kept adjusting value but it will continue to fly to top left or bottom right depending on distance
The bullet will hit low and right based on the spawn point being low and right of the camera
so now you got the 2nd problem
you can't start in different places, go in the same direction, and hit the same place
quick illustration:
This is what you have
camera and gun are offset so same direction = offset on hit points
This is what you want
@tacit vale
start by tracing down the camera and storing the location as a vector AimPoint
yeah that approach works too, just choosing a distance you want their paths to cross at
note, that'll make you start hitting above and left for shots further than focal distance
offset aiming is hard
yeah we use a trace from the camera to determine the focal range
but we use this logic
we cap out at max of 5k though
anything over that we dont care
Mathematicall that's the same as trace -> clamp distance -> aim at AimPoint right?
yeah but without the cost of a trace
how do you know the depth or do you just hit low and right and live with it?
Should only need 1 trace total
our focal point is actually adjusted (i just didn't put it here for simplicity)
focal distance*
Yeah the whole problem is a PITA, theres all sorts of edge cases like trying to hit silhuoetted targets
thing is normal projectiles wont fly true anyway
aftrer x distance you expect them to be off
you guys use projectile movement component or make your own system?
depends on how realistic
we use projectile movement for projectile weapons
hitscan for most weapons though
idk why it doesn't have a line traced fallback, does it seriously sweep for everything?
launchers and snipers are projectiles
we dont even spawn the projectile if something if something is close
I am a bit overwhelmed, can we get in a VC?
I've had great results with my own projectile system that basically does projectile movement through line sweeps but without a collider. At high enough speeds it basically "becomes" hitscan
@tacit vale implement my logic and see how it behaves
can copy paste the nodes
and just replace with your camera and arrow
Do I replace camera rotation or loc with arrow?
i commented it
I will try to get it to work, thanks for the help @worthy frost and @faint pasture
I have a base blueprint component with a bunch of variables - Image 1
Then i make a child blue print component from this base blue print component, and I wish to be able to edit the default value of those variables, but I cannot see any variables showing up under the variables tab in child component - Image 2
I can however access them from the blue print graph in the child component - Image 3
Is there a way to expose the default variables to the child component?
Edit: I noticed discord messed up the order of the images a bit, I hope its understandable still
Still not sure why that's disabled by default. :/
it's not necessarily needed, you can just type get and get it, more aesthetic than anything, if you understand OOP to begin with because UE 😛
Omg! Thank you so much! I was going crazy..
Out of curiousity, can you elaborate this? If I have an actor or other variable that I expect may differ in children, why would it be preferable to set the value of that variable in Begin Play rather than just editing the inherited value?
it wouldn't, I missed the part where you wanted to edit the default 😅
thought you just wanted to access said vars
Oh, I see 😄 Yeah I need to override a bunch of default values.. Glad it exists at least 🙂
the UE gods do such things often, like only half-exposing certain things to bp, if at all
Yeah, makes sense for most scenarios
IMO, I've never had a case where I don't want to see parent variables. If your BP is that massive that it's an issue, you should consider a few less inheritance chains or some better data structures. O.o
I gotta say, in the past 10 years, I maybe enabled that 2-3 times.
And I think 2 of these 3 times was to make a picture for the Compendium
Once for every new project.
Na honestly, I never enable that. Never had a need for it.
Not saying it's not useful though.
I often use the "only show changed properties" setting for the Class Defaults fwiw
then only one bp in the entire project would show them no? 😄
Those settings are global.
I'm having a little bit of a confusing issue with the control rotation
the yellow arrow points towards the moving direction, and that blue arrow is the movement input
oh right 😅
normally the pawn is supposed to look at the movement input and move towards that direction
here's my blueprint setup
am I doing something wrong?
Any reason you don't just use the velocity rotation stuff?
I am attempting to use the insert array node to put specific variables into the array based on use of random integer in range. 2 questions, will adding an item to an array automatically know to not fill an already filled element of the array? once insert is utilized is the array updated or do I still need to set it myself?
you meant the Orient Rotation to Movement option?
Yeah I think
if so, then there's a reason I'm not using it
I need my character to have its directional movement dependent on its facing direction
What are you doing for the rotator here?
I am attempting to use the insert array
hi guys why is the overlap dont happen in here and even inside the static mesh actor itself
the one with spring arm?
its what I'm using to get a proper direction input
when Rotate To Movement Input boolean is false, the control rotation follows the spring arm's world rotation as it should
but when I set it to rotate to the Move Location vector
it is not following it
hi guys why is the overlap dont happen
I mean here. What are you doing for the rotator setting the control rotation?
I'm trying to make it rotate towards where the Move Location vector is
the blue arrow is the debug mesh for it
@surreal peak basically im trying to spawn set of obstacles that are in the array and if the some class overlap with other one i destroy it but i cant do that as for the other part for event graph its alot man do you really want it
one sec
:P could you answer that inside the thread?
Oh, are there rights not allowing you to?
ding
yes
so yeah, am I doing something wrong? or did I just stumbled upon a blueprint limitation?
Good to know. Gotta annoy our admins for that.
As far your question: In theory, if the collision is set up correctly in your Actors, they should overlap fine.
Your code is always checking the same 2 Actor instances though, since you are grabbing them via GetActorFromClass from the Scene.
wait when did we get threads 👀
I'mma try using the actor to set its rotation and move the pawn along its forward and right vectors
really curious if this works...
kinda
but now the movement direction is a hot mess
actually no, forgot to check the boolean on the select node
its the exact same situation as control rotation
except the actor actually rotates this time
whats happening thats not working ?
I wanna have a toggle system where the player can switch between strafing to the moving direction and rotating to the moving direction while following the facing direction
this setup works just fine when Rotate To Movement Input is disabled (custom bool variable I made)
but this just breaks the forward and right vectors
fwiw, you probably want to null pitch and roll on that
Cause your rotation is only around Z for this stuff
Otherwise your character starts tilting
still nothing
maybe if I use a rotator variable for the world direction movement input?
so that the movement direction still smoothly changes when pressing other direction buttons while the control rotation/actor rotation is set without issues?
I kinda like it 😶🌫️
I'm honestly still a bit lost on the requirements here. You have 2 modes:
- Strafing, which usually means that the Character looks into the same direction as the Camera and A or D will make them walk left and right, without rotating away.
- Rotation to moving direction, so without moving my camera, pressing A or D will cause the Character to rotate towards the world diration of what A and D is pointing to.
Is that correct?
yes
Okay, but then I'm a bit lost why the combination of "OrientToVelocity" and "UseControlRotation(Yaw)" doesn't solve this
and I still need to use the camera's pointing direction for the head to look towards the camera's way
I don't wanna have this simple thing where the movement direction doesn't depend on the actor's whole facing direction
Here is how this setup should theoretically work.
- SpringArm uses ControlRotation
- Strafing: UseControlRotation(true), OrientToVelocity(false)
- Non-Straing: UseControlRotation(false), OrientToVelocity(true)
You gotta explain what you mean, cause "whole facing direction" is no general known term, at least not to me
what is the correct way to play a anim montage for example an animation where the character is attacking with his weapon but also play the run animation only for his feeth (because I allow the player to attack during moving)
If you want the Character to be rotated towards the camera, you gotta use ControlRotation on it during that time.
so basically, you have the character standing and is faced towards lets say North
then when you press the button that will move the character to the opposite way, it won't just move in a linear way
it will do a little U turn
and thats exactly what I'm aiming for
Shouldn't you be able to control that via the RotationRate on the CMC
the rotation rate is for how fast the character should rotate to the movement direction only, isn't it?
Hm, I think I see what you want now. You want it to keep moving into the direction it is looking, but at the same time rotate that direction.
yes
so the issue I am facing right now is some sort of a cycle
which break the directional vectors from the control rotation
Yeah thinking about this for a minute.
Hi. Can't figure it out. I have top down project. I want inverse movement. example: If i click top of the screen character moves down, if i click left characters moves right etc.
how do you tell the character to move to the location you're clicking?
Try to make threads when answering users
right, to keep the channel cleaner
how do you tell the character to move to
So fwiw, you could add movement input into CharacterForward direction
And rotate the Character itself without ControlRotation
my biggest guess is that I would need to use a rotator variable to have the movement input working the same way as the control rotation
and rotate the actor separately
Yeah, so, if we say that this is all only true in that given mode, and not in any other, then you would always add movement input into forward direction, but use the Direction you pressed to Lerp the ActorRotation of the Character towards the matching ControlRotationDirection.
It's just an idea
I haven't done this setup yet, or at least in a while, so there might be answer solution
But I would try to keep ControlRotation as it is and leave it for controlling the Camera
And only use it to get the Forward, Right Directions that you want to Lerp the Actor Rotation to for that mode.
man how do you answer double threads and blueprint channel at once thats imposible at least for me
On the left side, where you see the channels, you see the #blueprint channel, and the threads you are part of.
You can also see all the current threads of this channel if you click on the thread icon at the top right of Discord.
And if you are in a thread and it takes your whole screen, similar to a normal channel, you may also click on the 3 dots at the top and select "Open in Split View".
Then you can see #blueprint and the thread.
I know, we all gotta go the basics of threads after they already exist for so long.
i didnt know i could do this good to know
I think I figured out the solution
Does it involve any of my suggestions, so I can feel good about myself?
The CleanedObjective array I've been using for saving level completion and loading the level state has been deleting the array items randomly during gameplay and I have no idea what the cause of it is
Is it possible to respond to FellOutOfWorld from blueprints? To determine what happens when you hit the killz floor? I'm only finding docs for c++ implementation
Hi, is there a way to make this run async?
freezes up the engine right now trying to load a map bigger than like 100x100
arent custom events async?
oh not sure, this is running on the construction script. i will check real quick
if i swap it out to a custom event it still freezes my game / engine
but I would like to eventually make this happen in a loading screen like in terraria, minecraft etc.
thats not cause its not async
it is cause it is on the main thread
ah yeah i mean having it run on another thread
my bad
thought that was kinda the same as async
dont think theres a way around it with bp without plugins
define async
anything async i'd expect not to block gamethread
There's nothing here suggesting it's async or latent in any manner
wdym
async can run on one thread wdym
Im not saying it cant
I'd be terrified of putting that in my project. That plugin looks so abusable. 😂
im saying if it do, and is supposedly async, it shouldnt block
otherwise whats async about it ?
if it blockingly runs right now
lol the lengths people go to in the wrong direction, all to avoid using cpp
far longer than the c++ path : P
async means everything else doesnt have to wait for a function to finish, it can proceed
Exactly.
but it could still be on main thread
Think we're walking circles here
probably c so it runs faster
async is not the same as parallel you dont understand
fair claim
Hey guys so im setting the players view target to this main menu cam so that i can perform level sequences with it and i want to set the view target back to what it was at the start of the game(The players camera) right before i close the level any clue why this isnt working?
you're the only one mentioning parallel tho
Clearly in this case the node is blocking GT, so not much async about it. everything has to wait
well then a heavy operation is still gonna block the main thread
if not multithreaded
so running something on another thread will not block the main thread right, even if its a heavy operation
correct
yes
you will block on the return to main thread ,
how do I make a class be always loaded? Is there a way to do this
ah cool, thanks guys
but that's hopefulyl minor in comparison
i would still use cpp instead of that plugin tho
i am like a baby when it comes to C++
never used it before
found another one though which looks a little better
Long as it’s accessed periodically, it will stay loaded. Might wanna explain your use case tho
so this is work done on separate thread most likely (sounds like it)
so I have an actor which contains a reference to a class where it gets variables from that class, but since it is not loaded it says error trying to access property
How are you getting the vars?
get class defaults node
Are you casting into it or how are you talking to it
so I have to cast?
there will be like 100 items and then they all have to be loaded
Well you need a ref to it
