#blueprint

1 messages · Page 138 of 1

latent venture
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I am also using the same static mesh for multiple doors

dark drum
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You'll need to provide more information. Regardless of which method you use you still need a reference.

agile moss
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Basicaly a sender and a receiver

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Simple
Idk what refference

dark drum
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Get the ism component and get instance count.

dark drum
agile moss
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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

latent venture
faint pasture
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how does caller know about reciever?

agile moss
restive token
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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

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so that the joystick movement is not gradual, but instead it's in steps

faint pasture
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what is the caller and what is the reciever? What is the relationship between them

faint pasture
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in your case it'd be multiply, round, divide

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raw -> multiply by 2 -> round to integer -> divide by two

agile moss
faint pasture
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Explain what your things are

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all we know is you have two things and you want one to talk to the other

agile moss
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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

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I will just watch more tutorials, probably find out over time

faint pasture
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Show what the 2 actors are

agile moss
agile moss
velvet pendant
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hey guys

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i have a little problem

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that i can't solve

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dunno where's wrong

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what's wrong w the first char

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same code in seccond

faint pasture
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you rotate to look at the point

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therefore rotating your camera

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therefore moving where the point is the mouse is over

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like a dog chasing its tail

velvet pendant
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Not really, i just want the player to look the same direction as my mouse

faint pasture
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but the act of looking moves what your mouse is over

velvet pendant
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i want to make a Tower Defense game, where you can build the towers, by pressing q

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so he's facing the direction of the mouse

faint pasture
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and what's the camera doing?

velvet pendant
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wdym what's the camera doing?

faint pasture
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do you want the camera to be rotating or not?

velvet pendant
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yes.

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wait, no, just the pawn

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i readed wrong

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sorry

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just the pawn to rotate where the mouse land

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as this pawn

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the same as this pawn i want to be, but can't get it, wtf is wrong with the other one

faint pasture
# velvet pendant

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

velvet pendant
#

so, i gotta lock the camera

faint pasture
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have the camera for the 1st one use control rotation so it ignores the rotation of the pawn

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yes or do something else

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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

velvet pendant
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just now, i need to create a basic template so i can think all the systems, then polish them all

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that's how i see things in my workspace

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idk

faint pasture
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What does any of that have to do with the camera?

velvet pendant
# velvet pendant

nothing, i'm just saying that the way this way of rotation is good

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for me rn

maiden wadi
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Anyone in here decent with RTs? Trying to find the best way to manage blending an RT from one state to another.

mental trellis
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Render both states and lerp it in a material?

dry pecan
#

would a boss be considered an actor or character?

hazy jewel
#

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

dry pecan
#

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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undone bluff
#

get your foundations

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it'll save you so much time

velvet pendant
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how i can move my camera with wasd, not my pawn?

undone bluff
#

the white execution line is what matters, the action value is simply the state of the input which is not useful here

brave isle
#

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)

dry pecan
undone bluff
dry pecan
undone bluff
#

though it's better to set a timer on Started and clear it on Completed

dry pecan
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I'm assuming thats for the bullets so they dissapear after being shot, that way the editor doesnt overload with all the stray bullets

undone bluff
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no that's to actually shoot

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no point in trying to shoot every frame

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and have cooldown logic on top

dry pecan
undone bluff
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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

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so you can add a gate and then it's already a more complex and less readable setup than a timer

dry pecan
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Oh I can just use a left mouse button node if that's the case

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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

undone bluff
#

what do you mean by that

dry pecan
# undone bluff 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

undone bluff
#

so place a scene component at the muzzle of the gun and use that location

glossy inlet
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Or use an Arrow Component and get the Transform of that

undone bluff
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we only need the location though

glossy inlet
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Transform is location or just get world location of that arrow, or forward vector

mental trellis
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And it's rotation and scale

undone bluff
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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

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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

dry pecan
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this is what I've done so far, looks like it does hit stuff as I've seen print string work

glossy inlet
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then spawn your pojectile from that vector

undone bluff
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yea, socket is needed when you want to specify a muzzle location per gun

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really, in general the better approach, but trying to hold off a lil on sending this person on side quests

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they haven't even made a timer yet

dry pecan
undone bluff
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yep, that's fine

dry pecan
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I'm assuming then that left mouse is actually making an event happen?

glossy inlet
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yes

undone bluff
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it sets a timer to call a function/event delegate after a delay

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so for shooting you'd use the looping set to true

dry pecan
undone bluff
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you want the timer to call the event

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your input should set the timer

glossy inlet
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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.

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though about vector select but im not sure

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select is on "end" trace

dry pecan
undone bluff
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no, the other way around

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started > set timer
completed > clear timer

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or pressed and released not sure why you dropped the enhanced input system

dry pecan
undone bluff
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no need to drop the entire input system because you don't need one feature

dry pecan
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ok there we go

undone bluff
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you are missing out on mapping contexts and keybinding

dry pecan
undone bluff
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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

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the return value is the handle of the timer

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promote that to a variable

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that's your reference to the timer

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then you use it to clear the timer when on completed

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that's all there is to it

dry pecan
undone bluff
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completed

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cancelled is only relevant if you have a chorded action setup

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it's called when that failed

dry pecan
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and I setsted iy out with printstring and it works!

main lake
dry pecan
undone bluff
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actor components do not have a transform

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they are just logic you attach to an actor

undone bluff
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just use a get node

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to make it a lil cleaner

dry pecan
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like this?

dry pecan
dry pecan
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Also before you ask, yes I already created one

main lake
undone bluff
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no I meant you don't have to set the timer handle again

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what you want is clear timer (by handle)

dry pecan
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Oh found it, it's all good now

undone bluff
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yep

undone bluff
dry pecan
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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

undone bluff
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it's called something like that

dry pecan
undone bluff
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scene component > get world location

dry pecan
undone bluff
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yea you are setting the transform of the bullets to the hit location

dry pecan
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how can I translate then? looks like I did the wrong node

undone bluff
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you are spawning the projectile using some transform that's offscreen and then setting the transform the the hit location of the trace

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look at the second post here

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it explains how to set up the projectiles

dry pecan
undone bluff
dry pecan
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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?

undone bluff
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yes

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you already have this first part

dry pecan
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can I ask what componet type this is?

undone bluff
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it is what it says

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are you unable to find it?

dry pecan
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I'm sorry if I'm blind, Ifrom how its set up, its as if its already there

undone bluff
dry pecan
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Ah my apologies, I though it was a custom component

dry pecan
undone bluff
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look at the target

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the parameter velocity is a property of the projectile movement component

dry pecan
undone bluff
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that's it

dry pecan
dry pecan
undone bluff
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you mean NewVelocity?

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you are supposed to create that

dry pecan
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I did

undone bluff
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did you tick the boxes?

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save and compile?

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if both yes right click the node and refresh maybe

dry pecan
maiden wadi
# hazy jewel Anyone know how I would be able to have my damage system adjust the damage multi...

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.

undone bluff
dry pecan
hazy jewel
undone bluff
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you can set that up with a select vector node

dry pecan
undone bluff
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that's odd

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show the rest of the nodes maybe

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ah

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yea

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you got the branch at the beginning

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remove that

lunar sleet
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And how do you get the velocity if there’s no hits ?

undone bluff
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ah, does it return a completely empty hit struct?

lunar sleet
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Like what happens if new velocity is w/e comes out of that get unit direction (vector)

undone bluff
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I'd assume it'd at least give you the trace end

lunar sleet
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Curious what that will end up being, from world location to… 0,0,0?

undone bluff
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yep

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so it is empty

lunar sleet
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Oh I guess it’s trace end, you’re right

undone bluff
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linetrace gives you the trace end separately

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but we don't have that luxury here

dry pecan
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so I should do trace end?

undone bluff
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probably no way around finding it out yourself

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give me a sec

dry pecan
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yeah still doing that same

undone bluff
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yea there is no hit struct, not even the information about the trace itself, if there is no hit

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I did this some time ago but I cannot remember how

undone bluff
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by doing what the get hit result under cursor node does yourself

dry pecan
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waityou mean delete get hit result?

undone bluff
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no

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deproject screen position to world

slate hound
undone bluff
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uuuh perfect

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thank you

dry pecan
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ok so delete this and just plug in that to here and there

undone bluff
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nono that's fine

slate hound
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if no hit result use this basically

undone bluff
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exactly

dry pecan
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where should I chug that in?

undone bluff
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select vector first of all

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one input will be impact point

undone bluff
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but you need to multiply the direction by a big number and then add it to the location

dry pecan
undone bluff
slate hound
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or the wildcard one

dry pecan
undone bluff
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I guess the wildcard is the more up to date workflow

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for Pick A you just get the hit result return boolean

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so when there's no hit it uses the B vector

undone bluff
# slate hound or the wildcard one

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

dry pecan
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IT WORKS!!!!!!

slate hound
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ya it makes sense 0 (false) first, 1 (true) second

dry pecan
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thank you all so much:D

slate hound
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where's the video?

dry pecan
dry pecan
slate hound
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nice looks good

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def not the material

dry pecan
faint bramble
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hello

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can anyone tell me how we can make a levels come randomly

undone bluff
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level names as strings in an array, randomly pick one and load level by name

valid solstice
tacit vale
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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.

wild sage
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How can i reproduce the function of this node on unreal engine 4.x ? This node only exists in 5.x versions

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also this node

lunar sleet
frosty heron
faint bramble
frosty heron
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@undone bluff but for what ever reason, levels are not exposed to blueprint by default

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So need some cpp to declare the array

undone bluff
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Oh that's what I thought

undone bluff
faint bramble
frosty heron
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If u don't have many level, u can just do random int in range and a switch

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Then just open different level respectively

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I really don't want to type a map name if possible

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A typo or if you change the map name, your game breaks

frail onyx
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anyone know how i can make the player look through a camera that is on an actor that i have rotating around a point?

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whenever i press play it makes me go into the default free fly mode

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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!

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frosty heron
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Looks like a normal camera with spring arm

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And just change the rotation

frail onyx
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would it just be done using a normal actor with a spring arm and camera attached?

frosty heron
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Sure thing

frail onyx
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i cant seem to figure out how to get it to actually use the camera once play is pressed though

frosty heron
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If it's Ur character then just posses the character which also own the camera

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If u want to have multiple camera, make sure u activate the one u want to use

maiden wadi
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Can also just SetViewTargetWithBlend with a zero blend, from the player controller if you don't want possession.

frail onyx
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i dont have a character at all though

frosty heron
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If u are not gonna control the rotation with your mouse then you can use set view target with blend

maiden wadi
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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.

frail onyx
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just want to have a view be out of a camera that is automatically rotating

frosty heron
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Just make an actor bp with a scene comp , a cam and spring arm

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Then write the logic to rotate the cam

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Which is just a Finterp on one of the axis

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Or maybe add rotation works

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Actually don't do add rotation you want to count delta time

maiden wadi
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You can still add rotation multiplied by delta time.

frosty heron
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True

maiden wadi
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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.

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TLDR there's a ton of ways to make a simple rotating camera. 😄

frail onyx
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im still confused on how to actually get the player to see out of it when i press play

frosty heron
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Out of it?

frail onyx
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out of the camera on the actor

frosty heron
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U r given some keywords tho?

frail onyx
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do i need to place down the actor into the world? or the player start

frosty heron
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Where ever you like

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That's for u to decide

frail onyx
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when i press play though it lets me move around as if i was in the viewport

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and doesn't lock me to the camera on the actor

frosty heron
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Do you posses the actor that hold the camera?

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Anyway go for easier mode. Use set view target with blend

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Plug the actor that have the camera and the controller

maiden wadi
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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.

faint bramble
frosty heron
faint bramble
frosty heron
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And if they r skilled, surely they can declare an array of level soft ref in cpp

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What u r doing is super basic btw, and I'm saying this as someone who doesn't know much

frail onyx
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did i do this correctly?

faint bramble
frail onyx
frosty heron
frosty heron
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If u don't have any actor, it is defaulted to spectator pawn afaik

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Make a character and use that in your game mode instead

frail onyx
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like have my blueprint actor with a camera inside placed in the world and then make a blueprint that is a player controller?

frosty heron
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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

bitter star
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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?

frosty heron
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@faint bramble if you have 100s of level like you said, this is probably the sanest way to do it

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UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSoftObjectPtr<UWorld>> LevelsToLoad;

For the array. World is not exposed to blueprint by default

faint bramble
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okay

gentle urchin
frosty heron
faint bramble
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thanks bro

gentle urchin
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If you dont want to expose tyat from c++ i think you can do level names with . in them?

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If so you can make gameplaytags for each , altho quite many i guess

maiden wadi
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PrimaryAssetIDs

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@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.

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Side benefit, no C++ required since UWorld is already set up for this.

faint bramble
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okay thanks brother

gentle urchin
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I really should start using those 😁

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_ some day_

worldly wagon
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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

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in the inspection settings i activate the multiline so i can use shift+enter to drop a paragraph

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but the paragraphing is not correct in game. is there anything i'm missing? just learning unreal not too long ago

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appreciate some help on this

white thicket
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The parameter is not changing anyone know why?

faint pasture
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what is the point of your 2nd bit of code?

white thicket
white thicket
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This is the construction script

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and just for testing I connected the set value to event begin play

faint pasture
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how do you know the parameter isn't being set?

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Are you 100% sure your material works and the param has that exact name?

white thicket
faint pasture
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when do you want it to change?

white thicket
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All thing is working properly just the value is not setting up to 0

frigid summit
#

hi guys how do add space between waves in here

white thicket
frigid summit
white thicket
white thicket
gentle urchin
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Id think wave would be the outer loop, then some unitperwave as the inner loop

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Adding offset in the outerloop

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Displacing waves

frigid summit
low smelt
white thicket
low smelt
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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

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Simply setting it to 0 will not propagate to the value on the material because you are only doing so on construction

faint pasture
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you are never telling the material

white thicket
faint pasture
white thicket
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but it is working now 🥲

faint pasture
white thicket
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wait i will show with a video

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no same as earlier

gentle urchin
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Would be handy if you could take a material parameter by ref

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Or pass in a ref*

faint pasture
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You don't want the GPU to be asking the cpu for the parameter every draw

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just feed it what it needs when it needs it

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Although I don't know if parameters only live on gpu or also live in cpu and are mirrored across, dunno

gentle urchin
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Might be able to use the field notify stuff for this actually. Or just wrap itnin a function like a sane person

faint pasture
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or just don't have buoyancy be a variable on the actor if it's only there to be fed to the mesh

white thicket
faint pasture
white thicket
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(right one is from event graph)

faint pasture
#

this isn't helpful. When is the 2nd part called?

white thicket
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left is from construction script

faint pasture
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also you're feeding it 0.0, is that intended?

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and right is from?

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What event leads to the right version?

white thicket
faint pasture
white thicket
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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

faint pasture
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might be a dynamic material problem

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you said if you use the master it works correctly?

white thicket
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I removed all code from event graph just construction script is there now what i need to do

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bouyancy value is 15

faint pasture
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ignore the construction script

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get it to work on begin play

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construction script runs at editor time

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begin play runs at runtime

white thicket
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Okay let me use that

faint pasture
#

Read that

frigid summit
white thicket
low smelt
#

yah but youd be doing that ALOT so I wouldnt recommend that, you only really need to do it the once

white thicket
low smelt
#

just fuddle with your logic to make sure its only doing it when it reallys need to

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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

white thicket
frigid summit
bright hamlet
white thicket
bright hamlet
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Or a video even 🙏

white thicket
#

For PC or Mobile

bright hamlet
#

Windows 😊

#

Or what ever the clients run ^^ on their pc

white thicket
white thicket
# bright hamlet Or what ever the clients run ^^ on their pc

Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, p...

▶ Play video
frigid summit
white thicket
#

This one is good

white thicket
#

as many says it is not a good choice

haughty iron
# white thicket What method should I use instead of this

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

white thicket
#

Yeah I can create widget inside blueprint

#

then I didn't need to cast\

#

Okay let me try

bright hamlet
white thicket
#

see his channel there you would find videos regarding unreal

#

that are very good for beginners

bright hamlet
#

Will do! I’ve compiled over 200 videos already, some outdated and some not but work in progress with learning 🙏

dark drum
# white thicket as many says it is not a good choice

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.

https://youtu.be/RygVokx-mzk

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

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

▶ Play video
white thicket
#

Is doing this is also not good?

white thicket
dark drum
white thicket
#

So I can go with this?

dark drum
#

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.

dark drum
# white thicket So I can go with this?

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. 🙂

white thicket
#

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

white thicket
dark drum
white thicket
#

Bru

#

wait let me watch your video first

dark drum
white thicket
dark drum
white thicket
dark drum
maiden wadi
#

Nothing wrong with the GetActorsOfClass

#

@white thicket But I wouldn't mix the execution lines, just call GetActorsOfClass on the button press.

maiden wadi
#

How many boats are you planning on having?

white thicket
bright hamlet
white thicket
#

this didn't look good though

maiden wadi
#

How many boats are you planning on having if shit goes insane and you have more than one in four years?

white thicket
#

This cast system is really 😩

maiden wadi
#

Cast system?

white thicket
maiden wadi
#

Nothing wrong with casting.

white thicket
#

and then no casting

maiden wadi
#

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.

gentle urchin
#

We've been at this topic about > 500 times

#

At some point one just checks the source to see whats actually going on

white thicket
gentle urchin
#

'Just' is ofcourse an oversimplification for some of the source checks... they can be quite tricky to track sometimes 😆

bright hamlet
abstract schooner
#

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?

dark drum
manic vessel
#

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)

white thicket
#

This looks good but the problem is this

manic vessel
# white thicket

Why are you just asking for the array index of Zero. , do a for loop instead

manic vessel
#

yes

white thicket
#

i have to connect with array element right?

white thicket
manic vessel
#

add a is valid to and pull the ref from the loop to use

white thicket
#

Can i convert actor class to array?

#

so that I can use multiple boats

manic vessel
#

an array is not a class. its an array of what classes in the array

white thicket
#

so what I can use so that I can use more boats

manic vessel
#

are your boat actors created from a boat base actor?

lethal pollen
#

Hi!

#

Is this the way to get the integer part of a float number?

#

Or maybe there is a function like fraction.

#

Thanks!

manic vessel
#

Truncate?

white thicket
manic vessel
white thicket
manic vessel
#

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.

lethal pollen
white thicket
dark drum
frigid summit
dark drum
frigid summit
#

even some coins are just two

dark drum
frigid summit
#

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

versed sun
#

can you Get All Actors of that Class , and print the length to see how many spawned

versed sun
#

maybe spawning inside eachother

frigid summit
#

more than 200

versed sun
#

you can select them in Outliner , and press F to focus them in viewport
see if any are in same spot

frigid summit
#

the min is 2 and max is 4 the number of waves are 24 so there is definatly something wrong here

manic vessel
#

Why does this work in standalone but not as a client .

frigid summit
spice viper
manic vessel
#

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

worthy jasper
#

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

young meteor
#

Is there an easy way to clear/remove a spawned system before it has finished?
So when some event happen make the effect disappear?

manic vessel
#

This Replication stuff is new to me, not sure How I should do that,

worthy jasper
#

Then in your exec 1 call this event

manic vessel
worthy jasper
#

Sorry it’s called multicast

#

That’s what you want

#

I was thinking what it says on the node 😂

latent venture
#

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 😦

manic vessel
#

This needs to run on tick so should I just call this new event in the tick now?

worthy jasper
#

So you would call your new event inside the event you showed in your screenshot

wise ravine
#

Hi, I'm starting to learn about OOP and paradigms so I can learn Blueprints. Are these notes accurate?

manic vessel
worthy jasper
#

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

manic vessel
#

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

jade haven
#

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?

bright hamlet
latent venture
dark drum
south ginkgo
#

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🙏

lofty rapids
#

is what your trying to spawn an impact point or something ?

lofty rapids
south ginkgo
lofty rapids
frigid summit
# dark drum

thanks now its really begin to look like endless runner

south ginkgo
south ginkgo
south ginkgo
# lofty rapids did you try a cast ?

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

lofty rapids
#

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

south ginkgo
#

Alrighty, I'll try that thanks

keen jolt
#

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?

sturdy verge
#

I'm struggling to set my Canvas Widget to 4k, in play mode it always has 1920x1080 instead of 3840x2160

autumn patrol
#

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

sturdy verge
prisma crag
#

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?

autumn patrol
prisma crag
#

It worked perfectly fine last time I worked on this project and I haven't touched this specific area of code at all

autumn patrol
keen jolt
prisma crag
#

It's also been referenced in a whole bunch of different blueprints, and those are fine

autumn patrol
prisma crag
#

Print string, right?

#

or text

autumn patrol
#

Either will do it but I prefer to use print String for variables

prisma crag
#

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--

autumn patrol
prisma crag
#

It still came up with the same error, and nothing appeared at the start

autumn patrol
prisma crag
#

my apologies

autumn patrol
prisma crag
#

In any case, thanks for the advice! Now I just gotta figure out the issue I had in the first place

autumn patrol
autumn patrol
prisma crag
#

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.

frigid summit
#

hi guys is it possible to connect loop body to random integer in range chatgpt says yes

prisma crag
autumn patrol
prisma crag
#

I think it's moreso a logic error than anything else

frigid summit
autumn patrol
prisma crag
#

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

autumn patrol
#

And you want it to target allies when you do a healing spell?

prisma crag
#

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

autumn patrol
prisma crag
#

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

autumn patrol
prisma crag
autumn patrol
#

What is it showing in the UI when the normal attacks is selected?

prisma crag
#

it shows, and targets allies

autumn patrol
#

Can you send screenshots of both the code for the normal attacks and what the UI does in game

prisma crag
#

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

sturdy verge
prisma crag
#

If it helps as a reference to what I'm basing the code off, I'm following Ryan Laley's JRPG tutorial series

autumn patrol
# prisma crag

The first one you showed like 15 minutes back was magic right? What's inside the attack function

prisma crag
#

the magic code I haven't sent yet, though it's similar to this

#

this is the Magic stuff

autumn patrol
# prisma crag

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

autumn patrol
prisma crag
autumn patrol
#

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

prisma crag
#

I see, so essentially do the same thing I did for offensive class and just have it search for normal attacks too

tacit vale
#

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

autumn patrol
prisma crag
#

Got it.

faint pasture
prisma crag
autumn patrol
prisma crag
#

Yeah, just had to swap offensive magic's base for the support one

tacit vale
faint pasture
#

I mean is the gun right in front of the camera or offset down and right of it by a good distance?

faint pasture
#

This is what you're dealing with

tacit vale
frigid summit
lofty rapids
faint pasture
#

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

frigid summit
worthy frost
#

@tacit vale you need to go from the camera adjusted to the gun location

#

it will always be dead center then

frigid summit
#

it says this Within the loop body, use a "Random Float in Range" node to generate a random float.

faint pasture
#

that'll give you a float

#

what do you want to do with it

maiden wadi
frigid summit
faint pasture
#

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

frigid summit
faint pasture
#

start by printing that int

lofty rapids
#

the loop body has an execution

#

the random is a pure node

#

you can just use it like a variable

worthy frost
#

@frigid summit don't use gpt.... it doesn't know unreal

tacit vale
tacit vale
frigid summit
worthy frost
#

@tacit vale what is arrow ?

#

in first person you shoot from the camera

#

but adjust the projectile to fire from weapon towards camera

faint pasture
tacit vale
lofty rapids
# frigid summit i thought i could

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

faint pasture
#

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

worthy frost
#

@tacit valegive me a second ill show you how to do it

faint pasture
#

but you aren't doing yourself any favors by having your crosshair off center

tacit vale
faint pasture
#

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

faint pasture
faint pasture
# tacit vale

you need to subtract half of the crosshair dimensions from the X and Y

#

0,0 on a texture is top left

#

not center

worthy frost
#

why you not using a UMG widget for the crosshair, much simpler

faint pasture
#

or maybe feed 0.5 into the texture U and V

#

that might do the offset for you

gritty wraith
#

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 dietered

faint pasture
# tacit vale

Subtracting 8 (half of texture size) from X and Y will center you

tacit vale
tacit vale
faint pasture
frigid summit
#

because i have diffrent types

frigid summit
faint pasture
#

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

lofty rapids
lofty rapids
#

shuffle and a foreach probably work like mentioned

faint pasture
lofty rapids
worthy frost
dreamy kindle
#

Any advice if I should start with blueprint or c++ when learning coding for multiplayer fps games in unreal ?

bitter star
#

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?

worthy frost
#

@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

frigid summit
# lofty rapids and you don't want duplicates ?

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

lofty rapids
#

it's best to do multiplayer in c++ if you can

#

you really want that performance

tacit vale
# faint pasture after

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

faint pasture
#

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

worthy frost
#

@tacit vale

faint pasture
#

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

worthy frost
#

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

faint pasture
#

Mathematicall that's the same as trace -> clamp distance -> aim at AimPoint right?

worthy frost
#

yeah but without the cost of a trace

faint pasture
#

how do you know the depth or do you just hit low and right and live with it?

#

Should only need 1 trace total

worthy frost
#

our focal point is actually adjusted (i just didn't put it here for simplicity)

#

focal distance*

faint pasture
#

Yeah the whole problem is a PITA, theres all sorts of edge cases like trying to hit silhuoetted targets

worthy frost
#

thing is normal projectiles wont fly true anyway

#

aftrer x distance you expect them to be off

faint pasture
#

you guys use projectile movement component or make your own system?

worthy frost
#

depends on how realistic

#

we use projectile movement for projectile weapons

#

hitscan for most weapons though

faint pasture
#

idk why it doesn't have a line traced fallback, does it seriously sweep for everything?

worthy frost
#

launchers and snipers are projectiles

#

we dont even spawn the projectile if something if something is close

tacit vale
#

I am a bit overwhelmed, can we get in a VC?

faint pasture
#

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

worthy frost
#

@tacit vale implement my logic and see how it behaves

#

and just replace with your camera and arrow

tacit vale
#

Do I replace camera rotation or loc with arrow?

worthy frost
#

i commented it

tacit vale
#

I will try to get it to work, thanks for the help @worthy frost and @faint pasture

fast compass
#

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

maiden wadi
#

Still not sure why that's disabled by default. :/

lunar sleet
fast compass
fast compass
lunar sleet
#

thought you just wanted to access said vars

fast compass
#

Oh, I see 😄 Yeah I need to override a bunch of default values.. Glad it exists at least 🙂

lunar sleet
#

the UE gods do such things often, like only half-exposing certain things to bp, if at all

fast compass
#

Yeah, makes sense for most scenarios

maiden wadi
#

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

surreal peak
#

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

maiden wadi
#

Once for every new project.

surreal peak
#

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

lunar sleet
maiden wadi
#

Those settings are global.

queen heron
#

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

lunar sleet
queen heron
#

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?

maiden wadi
#

Any reason you don't just use the velocity rotation stuff?

granite elk
#

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?

queen heron
maiden wadi
#

Yeah I think

queen heron
#

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

maiden wadi
surreal peak
#

I am attempting to use the insert array

frigid summit
#

hi guys why is the overlap dont happen in here and even inside the static mesh actor itself

queen heron
#

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

surreal peak
#

hi guys why is the overlap dont happen

maiden wadi
queen heron
#

the blue arrow is the debug mesh for it

frigid summit
#

@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

queen heron
#

one sec

surreal peak
queen heron
#

didn't realized I hid the look at rotation node

frigid summit
#

i cant

surreal peak
#

Oh, are there rights not allowing you to?

queen heron
#

ding

frigid summit
queen heron
# queen heron

so yeah, am I doing something wrong? or did I just stumbled upon a blueprint limitation?

surreal peak
#

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.

thin panther
#

wait when did we get threads 👀

queen heron
#

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

lofty rapids
#

whats happening thats not working ?

queen heron
#

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

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this setup works just fine when Rotate To Movement Input is disabled (custom bool variable I made)

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but this just breaks the forward and right vectors

surreal peak
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fwiw, you probably want to null pitch and roll on that

queen heron
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hmm

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lemme try

surreal peak
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Cause your rotation is only around Z for this stuff

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Otherwise your character starts tilting

queen heron
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still nothing

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maybe if I use a rotator variable for the world direction movement input?

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so that the movement direction still smoothly changes when pressing other direction buttons while the control rotation/actor rotation is set without issues?

gentle urchin
surreal peak
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I'm honestly still a bit lost on the requirements here. You have 2 modes:

  1. 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.
  2. 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.
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Is that correct?

queen heron
surreal peak
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Okay, but then I'm a bit lost why the combination of "OrientToVelocity" and "UseControlRotation(Yaw)" doesn't solve this

queen heron
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and I still need to use the camera's pointing direction for the head to look towards the camera's way

surreal peak
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The Head is Animation stuff

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That is done in the AnimBP

queen heron
surreal peak
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Here is how this setup should theoretically work.

  • SpringArm uses ControlRotation
  • Strafing: UseControlRotation(true), OrientToVelocity(false)
  • Non-Straing: UseControlRotation(false), OrientToVelocity(true)
surreal peak
oak gust
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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)

surreal peak
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If you want the Character to be rotated towards the camera, you gotta use ControlRotation on it during that time.

queen heron
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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

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and thats exactly what I'm aiming for

surreal peak
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Shouldn't you be able to control that via the RotationRate on the CMC

queen heron
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the rotation rate is for how fast the character should rotate to the movement direction only, isn't it?

surreal peak
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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.

queen heron
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yes

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so the issue I am facing right now is some sort of a cycle

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which break the directional vectors from the control rotation

surreal peak
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Yeah thinking about this for a minute.

hot lintel
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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.

queen heron
surreal peak
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Try to make threads when answering users

surreal peak
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Not a must, just a suggestion of course

queen heron
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right, to keep the channel cleaner

hot lintel
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how do you tell the character to move to

surreal peak
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So fwiw, you could add movement input into CharacterForward direction

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And rotate the Character itself without ControlRotation

queen heron
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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

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and rotate the actor separately

surreal peak
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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.

queen heron
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gonna try it out

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it might take a bit to set it all up

surreal peak
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It's just an idea

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I haven't done this setup yet, or at least in a while, so there might be answer solution

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But I would try to keep ControlRotation as it is and leave it for controlling the Camera

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And only use it to get the Forward, Right Directions that you want to Lerp the Actor Rotation to for that mode.

frigid summit
surreal peak
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You can also see all the current threads of this channel if you click on the thread icon at the top right of Discord.

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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".

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I know, we all gotta go the basics of threads after they already exist for so long.

frigid summit
queen heron
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I think I figured out the solution

surreal peak
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Does it involve any of my suggestions, so I can feel good about myself?

queen heron
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I've thought about the way you move with the joystick

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just need to finish the setup

wintry talon
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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

queen heron
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there we go

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and here's the blueprint setup

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it was actually that simple 😅

dire halo
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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

sand yacht
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Hi, is there a way to make this run async?

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freezes up the engine right now trying to load a map bigger than like 100x100

queen valley
sand yacht
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oh not sure, this is running on the construction script. i will check real quick

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if i swap it out to a custom event it still freezes my game / engine

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but I would like to eventually make this happen in a loading screen like in terraria, minecraft etc.

queen valley
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it is cause it is on the main thread

sand yacht
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ah yeah i mean having it run on another thread

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my bad

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thought that was kinda the same as async

queen valley
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dont think theres a way around it with bp without plugins

gentle urchin
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define async

queen valley
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turns out this plugin is free

gentle urchin
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anything async i'd expect not to block gamethread

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There's nothing here suggesting it's async or latent in any manner

queen valley
gentle urchin
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Im not saying it cant

maiden wadi
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I'd be terrified of putting that in my project. That plugin looks so abusable. 😂

gentle urchin
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im saying if it do, and is supposedly async, it shouldnt block

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otherwise whats async about it ?

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if it blockingly runs right now

lunar sleet
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lol the lengths people go to in the wrong direction, all to avoid using cpp

gentle urchin
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far longer than the c++ path : P

queen valley
gentle urchin
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Exactly.

queen valley
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but it could still be on main thread

gentle urchin
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Think we're walking circles here

lofty rapids
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probably c so it runs faster

queen valley
gentle urchin
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fair claim

plain egret
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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?

gentle urchin
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Clearly in this case the node is blocking GT, so not much async about it. everything has to wait

queen valley
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if not multithreaded

sand yacht
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so running something on another thread will not block the main thread right, even if its a heavy operation

gentle urchin
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correct

gentle urchin
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you will block on the return to main thread ,

queen valley
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how do I make a class be always loaded? Is there a way to do this

sand yacht
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ah cool, thanks guys

gentle urchin
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but that's hopefulyl minor in comparison

queen valley
sand yacht
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i am like a baby when it comes to C++

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never used it before

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found another one though which looks a little better

lunar sleet
sand yacht
gentle urchin
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so this is work done on separate thread most likely (sounds like it)

queen valley
lunar sleet
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How are you getting the vars?

queen valley
lunar sleet
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Are you casting into it or how are you talking to it

queen valley
queen valley
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so I have to cast?

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there will be like 100 items and then they all have to be loaded

lunar sleet
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Well you need a ref to it