#blueprint

1 messages · Page 139 of 1

queen valley
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is there a better way to do this

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how wdym

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I need to cast to it and then get class defaults?

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thats really impractical, there needs to be a better way

lunar sleet
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I’d assume you need an instance of it to access its insides, but idk much about inventory

queen valley
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cause thats too expensive

gentle urchin
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Item definitions using dataAssets, which has the static data for them ?

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sorta like Lyra

gentle urchin
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suggesting

queen valley
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oh

queen valley
gentle urchin
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Sounds worth it if you cant afford the lookup of each CDO in the list

queen valley
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if theres lets say 100 classes

gentle urchin
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depends on the size of the class

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what it contains, which assets it references etc etc

queen valley
gentle urchin
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you can usually get some hint using the SizeMap

queen valley
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how do i open that window

gentle urchin
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right click the asset

queen valley
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does the mesh have to load when doing the lookup

gentle urchin
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soft ref the mesh

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load when needed

queen valley
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imma just rework items to be data assets

gentle urchin
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still wanna soft ref those assets

queen valley
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looks like worth it over a longer period of time

gentle urchin
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but yes most likely worth it regardless 🙂

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swapping to softrefs is usually pretty easy tho

queen valley
gentle urchin
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In this example i simply set the default mesh to null
and load the mesh from a soft-ref on beginplay

queen valley
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oh i see

gentle urchin
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now loading the CDO doesnt mean loading the asset anymore 😄

dark drum
# queen valley oh i see

Adding to what squize said, you'll probably need a good class hierarchy as well. The idea is you would cast to lower level classes that don't have the heavy assets. (Unless you're using soft references you don't need to cast to)

snow inlet
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well hello again after 1 year lol

trim matrix
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hi!

hasty shard
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Did anyone know why my Progress bar Percent isn't calling the function even if it bind?

dark drum
hasty shard
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i put a print string into it

dark drum
hasty shard
dark drum
# hasty shard

There's no reason it wouldn't be called assuming the widget is being displayed. Try removing the binding and rebind it. Could just be an engine glitch.

hasty shard
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I tryed everything

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remove, add, make it directly from C++ side, bind with Blueprint function, reboot IDE, reboot pc xD

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that why i'm asking

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This one is working fine for the progress bar visibility

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Function is exposed from C++ side too

worn fiber
maiden wadi
sand yacht
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Hi, im running this on a background thread but it doesnt get past this node. then when i close the PIE it crashes my engine

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is there a way to fix this?

maiden wadi
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Need to clean up the thread. But that said, what exactly are you doing with this that is costing so much that you need to thread it? O.o

sand yacht
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Okay I figured out it does get past it, but it crashes regardless even when I clean up the thread

sand yacht
lofty rapids
sand yacht
maiden wadi
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There's a plugin that sort of does that.. uhh.. Sec, I can't remember the name anymore. Found it a week or so ago.

sand yacht
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this is the one im currently using

worn fiber
maiden wadi
# sand yacht this is the one im currently using

I meant an actual landscape generator. Had a lot of async stuff built in. Looked decent. I can't find it again atm though, but I'll keep it in mind. I was trying to find something to replace the engine's default landscape without quite going as far as voxels.

tacit vale
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Just finished doing my line trace and now the crosshair is centered to about as perfect as itll get. Now I need to fix my projectile because it flies further off to the bottom right.

faint pasture
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at infinite distance those are the same point

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the closer you go, the more different the directions are

hasty shard
rugged sonnet
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is this how you would implement this?

zinc vessel
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not sure what channel this should go into but does anyone have any ideas on why a leaderboard widget would work fine in both viewport and standalone, but when packaging via shipping or debug the header for the leaderboard shows but the children are never added to the widget

maiden wadi
hasty shard
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What do you mean^

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?

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I done almost everything in C++, I use WidgetBinding and call it directly to a bind function into the blueprint (avoid event tick update)

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Okai i figure out the trouble

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At everytime the UI update, the UI it's startin over and over, so the fill percent function I use on the start start again and it fill the percent at 100%

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It was C++ error,

tacit vale
brave coral
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Issues picking up objects

faint pasture
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just get direction from Muzzle to AimPoint

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AimPoint being the point you are trying to hit

zinc vessel
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I made progress it looks like Event OnPostLogin isnt being called in the packaged versions of the game

tacit vale
faint pasture
zinc vessel
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Yea idk I feel crazy at this point print statments indicated the Even OnLogout is triggering but Event OnPostLogin doesnt trigger in packaged versions so the widget is never build, Ill cashapp somone $10 if they help me solve it

dawn gazelle
lunar sleet
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@surreal peak are these threads gonna disappear on their own after a while so they don’t clutter the channel list?

slate hound
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"unfollow" I think it is

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they're set to hide after 3 days

lunar sleet
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Thx

slate hound
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we might want to change the default length threads are autoset to hidden

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maybe an hour is better, it's not like it locks the thread or deletes it

zinc vessel
bitter otter
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hey, I have an AI enemy, yet when it approaches/touches the player, sometime it just gets launched away, also sometime it just stops moving and doing anything at all, any ideas to fix these would be greatly appreciated.

craggy flicker
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So I managed to connect my rooms for a dungeon generator, but I currently just connect them from start to next room in a straight line. How could I use something like MaxCorridorSteps to have 90 degree turns? The picture attached better illustrates what I want

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I think I would do Distance / MaxCorridorSteps right? Then choose which way to turn 90 degrees to get to Room B

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im asking for like a general algorithm for this nothing too specific

tacit vale
visual crag
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in animation blueprint im getting "weapon stance" from the pawn owner and promoting it to a variable. problem is, it updates in event graph but in anim graph it'll remain as what it started as

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whys it do this

dawn gazelle
visual crag
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yea 1 min

dawn gazelle
visual crag
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im using casting, let me get a screenshot

fierce crypt
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so I'm coding a tree system for attack combos in c++ (while making it possible to design combos in blueprint) but am unsure how to integrate it with the animation blueprint/get the correct animations to play. Honestly animation blueprint in general is something I'm learning. not sure whether to put this message in cpp or blueprint channel since it sort of covers both things.

visual crag
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in the transition rule i have a watch for weapon stance, and it does not update. but the watch in event graph does update properly

dawn gazelle
visual crag
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wait i think i know why

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pawn owner is a reference variable but the weapon stance is just a copy

dawn gazelle
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If you set a value only on "Blueprint Initialize Animation" what you're doing is reading the value and setting it ONCE at the time when the Animation Blueprint starts.
If you set that same value on "Blueprint Update Animation", then it'll be updated every frame which is what you want if the state of the value changes over time so that it can manipulate your anim graph.

visual crag
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i could also just read directly from pawn owner right

faint pasture
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The problem with manhattan distance is there are many paths with the same cost

craggy flicker
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so either 1 turn, 2, or 3 turns

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so far i just have this

dawn gazelle
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It's best to read from the pawn owner in the Blueprint Update Animation event, and store the value within the AnimBP, much like you're doing already, then utilizing that variable in your Anim Graph.

faint pasture
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it'll be hard to make them not look samey

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To make them not look samey you can maybe have the 2 end points, and do 1 corridor at a time between them, aiming at where the other one currently is

craggy flicker
faint pasture
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and have a random range on max corridor length per corridor

craggy flicker
craggy flicker
faint pasture
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if that's the location then that's no good

craggy flicker
faint pasture
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I'd suggest making it more discrete

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make a direction variable

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and just rotate it left and right around 0,0,1

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assuming you're in 2d only

craggy flicker
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no cross product or anything?

faint pasture
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why, that cross product will always be 0,0,something

craggy flicker
faint pasture
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Just have one.
vector TheDirectionThePathIsCurrentlyGoing

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presumably it's initialized to AwayFromTheRoomYou'reLeaving

craggy flicker
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Okay gotcha

craggy flicker
faint pasture
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I'd never check if aligned

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move, check if should turn

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repeat

craggy flicker
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i see

craggy flicker
faint pasture
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I'd do it in a while loop, while not at destination

craggy flicker
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oh so like bfs

faint pasture
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but maybe start with a step limit

craggy flicker
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okay

faint pasture
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Entry
if There
Done
Move
UpdateDirection

craggy flicker
faint pasture
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I thought you had a grid

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if you don't have a grid then yolo

craggy flicker
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I probably should have an actual grid, but currently it's like a pseudo grid that I use a "TileSize" to snap stuff onto

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TileSize is a float of 400 units

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so each tile is 400 units width and length

craggy flicker
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or before

craggy flicker
craggy flicker
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uh

faint pasture
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I mean that's up to you, I'd get it working with min corridor length for now

craggy flicker
craggy flicker
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now

faint pasture
craggy flicker
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im unsure if that's how I calculate a new position for current path direction

faint pasture
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It'll either be what it is, or left 90 degrees, or right 90 degrees, right?

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so check if offset to target is more left, ahead, or right

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dot product is an easy way to do it

craggy flicker
faint pasture
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a direction shouldn't be longer or shorter than 1

craggy flicker
faint pasture
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offset from where you are to where you're going

craggy flicker
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so current path direction and target

faint pasture
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direction isn't where you are

craggy flicker
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yea i need a pos variable whoops

faint pasture
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direction will always either be 1,0,0 -1,0,0 0,1,0 or 0,-1,0

craggy flicker
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Right

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i needsome redbull

faint pasture
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Offset = Target - WhereYouAre

craggy flicker
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Okay

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like that

faint pasture
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use a delay loop for now when prototyping so you can see it moving over time

craggy flicker
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cant use delay in while

faint pasture
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use it instead of while

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do thing -> delay -> back to beginning

craggy flicker
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oh i see

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okay

faint pasture
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just so you can draw debug points and lines and see it moving across the map

craggy flicker
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can you do a delay in a for each?

faint pasture
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why are you for eaching here?

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just get one of them to do it

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make 1 path work before getting all paths on the level to work

craggy flicker
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currom

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while

faint pasture
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just do the first one for now

craggy flicker
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wwo*

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wow*

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lmfao

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okay

craggy flicker
craggy flicker
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ill make like a debug thing for just two rooms for now to implement the corridor pathfinding function

final blade
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Hello, I'm looking for a way to display the list of playback formats supported by an external capture device using nodes in blueprint or C++. In the latter, I've seen something like "MediaPlayer->GetMediaSource();" and I haven't found much clearer information on this.

Using nodes in blueprint, I've managed, using mplayer, to prepare a video for playback and then change the playback format, and I can also know what format the video has assigned, but I haven't been able to find a way to retrieve the list of formats supported by the selected capture card to create an interface (widget) and the user can select the format.

Does anyone have any ideas?
Thanks.

craggy flicker
craggy flicker
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okay im considering remaking this entire system in C++

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not only do I think it'll keep this code a lot cleaner, but blueprints don't have an inherint 2d array outline

gentle urchin
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Just make some wrappers for it and you're good to go

lethal badger
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I have a third-person base map and I'm trying to make a mouse cursor appear on a widget. The system doesn't do this.
what am I missing?

gentle urchin
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So if the array has 50 elements,
Index 0 = [0,0]
Index 51 = [0,1]

faint pasture
queen heron
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alrighty, while this setup stabilizes the mouse movement
it takes away the gamepad functionality

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and if I use the action values from the enhanced input

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looking with the gamepad may look ok

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but with the mouse it runs really bad if you look around too fast

gloomy swift
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Components under DefaultSceneRoot are being set to world origin rather than the positions they're supposed to be relative to the root in the bp (there's no other scripts in this bp that should be moving around components)

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It seems the placed actor's heirarchy is getting messed up somehow

silent drift
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How is epic calling a varible like this in BP?

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So it only goes on jif it is valid, without having to place all the is valid nodes and such.

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I tried clicking on it, but I can't see anything special, but also not find it.

gentle urchin
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right click a regular reference node

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or isvalid*

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convert to Validated Get

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One or the other, cant recall

thin panther
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The first one :P

silent drift
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Oooohh, thank you!

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I wish I knew that earlier. 😄

gentle urchin
visual crest
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After I run a simulation I want save the relative transform to a variable I can use ells where. How do I copy the data in this array and use it latter?

rancid moat
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I have an Actor Action Utility function that search every Actor of my scene, check if they're the ground and if so, change their Collision Preset to a custom Ground preset.

  • It does search and get the actors I need.
  • It does succesfully change their collisions preset to Ground
    The issue is, even if the preset is changed, the "collisions" themselves didn't, meaning that when I drop an item that should collide with ground, it goes right through.
    However, if I change by hand the collision of one of those actors to Ground, then the item do collide as it should.
    Details of my ground actor show me their (and the Static Mesh Component inside them) preset collision did change to ground when I use my function, even when I start simulating, I can see those value didn't change. I can also notify that, once I close and restart the engine, the changes aren't retain, even if I explicitly save the level, by hand or via the function.
    I'm wondering, what could be the issue? Do I have to go through a specific process once the function is fired to validate those changes?
    Am I accessing the wrong level or something?
    https://cdn.discordapp.com/attachments/966517078834151484/1227893008175857704/image.png?ex=662a0f7a&is=66179a7a&hm=5872a1ae70d77f917026b1ba5ec75af708be652eb1e56b192efa6fada5b36a46&
cold lion
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probably a stupid question but I cannot figure this out. How can I make a Launch character target a specific area to launch to or actor? I am making an enemy that will jump at the player but can't figure out how to make his "dodge" go towards the player instead of a specific direction

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I tried getting forward Vectors and player references but to no success

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The effect I am going for is to either have the enemy dodge side to side based on where the player is facing or push the player in the direction the enemy is facing

main lake
gentle urchin
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Guess you're still pounding your head on this instead of starting over in anew project to see when it breaks

dark drum
cold lion
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Thanks

leaden hound
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how do I make a double jump and wall jump for 3d platformer in unreal?

gentle urchin
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Just enable it in config

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Maxjumpcount

maiden wadi
queen heron
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@maiden wadi i have it figured out by adding modifiers in the context input (forgot how it was called)

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Scalar, scale by delta time and smooth fixed the issue

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So now the mouse axis respond properly to fast mouse movement

main lake
shrewd cloud
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anyone here had luck being able to use gameplay tags from plugin or mods ?

prisma crag
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Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_Target_Actor". Node:  Set TargetRotation Graph:  EventGraph Function:  Execute Ubergraph Dynamic Camera Blueprint:  DynamicCamera

Blueprint Runtime Error: "Accessed None trying to read property UnitTarget". Node:  Return Node Graph:  GetRangePosition Function:  Get Range Position Blueprint:  CombatComponent

Blueprint Runtime Error: "Accessed None trying to read property UnitTarget". Node:  SpawnActor Graph:  EventGraph Function:  Execute Ubergraph Combat Component Blueprint:  CombatComponent

Blueprint Runtime Error: "Accessed None trying to read property UnitTarget". Node:  SpawnActor Graph:  EventGraph Function:  Execute Ubergraph Combat Component Blueprint:  CombatComponent

I keep getting these errors, The code it's referring too is for a camera system I made that worked perfectly fine not too long ago, though now it's randomly decided to start breaking. Any idea why the code isn't working?

versed sun
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you changed UnitTarget somewhere because it is empty

tight jungle
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Hey!
Anyone know you can detect if the game is ran in editor or in a (shipping) build, via blueprints?
I want to trigger a custom event only in builds, but not when i'm playtesting in the editor. Thanks in advance:)

rancid moat
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Anybody to clarify how I can get access to my current loaded level in editor via blueprint? As a World Context Object.

lofty rapids
lofty rapids
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there is this but i have not tried it out to make sure it works in shipping

dark drum
tight jungle
# lofty rapids

Thanks alot!
I also found "Is packaged for distrubution" after digging a bit more.

prisma crag
rancid moat
dark drum
rancid moat
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I still can't get my change to get saved

maiden wadi
feral ice
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if i want to grab a box while using active ragdoll and i want the hand to always be on the box eventough it might stretch my characters arm. I have tried constraint and it didnt really work and physics handle doesnt really work éither how would i do this?

meager igloo
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Anyone know how can I alter the colliders from Physics Asset in runtime?
I´m trying to create colliders for this Skeletal Mesh that deform, or change scale on impacts.

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Or then just disable some colliders of the Physics Asset when taking damage, I have no idea how to do that

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I´d just need to change the scale of the colliders in BP

rancid moat
# maiden wadi What exactly are you trying to do?

Edit a lot of actor in my current level to change, and keep the change, their Collision Preset.
Issue is, the collision is changed, but the change doesn't take effect, and once the level is closed, the changes aren't saved.

maiden wadi
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They should if you save the level? What code are you using atm?

maiden wadi
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Odd. Code looks fine other than that I would move the SaveLevel to the Completed of the first loop. I can't do it atm, but if you don't find a solution I can put together a local test to see if I can repro it a little later.

random pulsar
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brothers i want to ease this interp how do i make this? what do i connect in alpha , a and b?

rancid moat
thick pond
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Has anyone found a good method of checking the volume of a static mesh in BP? Need to volume for some calcs, but to my suprise there doesnt seem to be a good way to get it?

serene tundra
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hey. is there a way to find blueprints via there implemented or inherited interfaces/ c++ interfaces ??? since the reference viewers dont work with them

dark drum
thick pond
dark drum
thick pond
dark drum
thick pond
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yeah I kinda got that idea, sadly

dark drum
# thick pond yeah I kinda got that idea, sadly

Depending on the number of meshes, you could import the meshes into something like blender, (I believe there's an addon) to get the volume and store it in a data table with the relevant mesh.

thick pond
serene tundra
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do u need the exact volume ?? or are boundingboxes enough?

thick pond
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exact

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Im trying to abuse the mass system to figure it out, but for some reason its off by quite an amount

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ah, nvm I see why

pallid palm
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Anyone knows why Motion Trajectory debug cmds dont work? Stride same issue, foot placement same issue, and more. using 5.3 on 5.4 some debugs work fine

flat coral
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What's the most efficient way to get all physics-enabled actors in an area? Are there any fast enough to run on tick?

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Assume the area has probably hundreds of actors, but most are not physics-enabled

languid hemlock
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If i use a Delegate input for a function, it works as expected.
But it causes compiler error on blueprints which this function used, every time i open project. Error disappear when i click compile once.
Why is this happening? Tried it fresh project, still same. Is there alternative way?

agile moss
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How do I make it so that it remembers that level variable when I create another widget in another level, it always reads as none

hallow scroll
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Hello! I have a problem with my Items that i spawn at the beginning of my game. I added target points to the map, on game start my game mode spawns the actors on the map. When this is done my game stat runs up to around 18ms... before its like 8. Now I know thats because of the actors thats getting spawned. When I spawn less actors the game stat goes down but I want spawn this amount of actors (weapons) ... My question now is how can I edit the actors that i can achieve my goal? 😄 Do i have to set the texture quality lower or something? I already disabled the tick stuff...

faint pasture
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Do you mean primitive components that are simulating physics?

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Simuliating physics is a thing that happens to a primitive component

surreal peak
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This has already been discussed in the thread :P

hallow scroll
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Its an ActorBP contains a skeletal mesh

surreal peak
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Well ,not that question, but Grinning's question itself

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Hello! I have a problem with my Items

queen heron
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am I missing something here?
the point which the second line trace starts from is not the top of the actor....

steady night
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hey everyone

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need advice

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how would u do the linetracing ?

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now im tracing from muzzel point of weapon to the forward vector of camera x distance

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but as u can se its not in the crosshiar

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and if i trace from camera then the curve of the bullet will be messy

dawn gazelle
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You'd basically need to know the exact point that your crosshair is aiming at, and then rotate how your character is holding the gun so the muzzle faces that point if you want it to look like the character is aiming at what your crosshair is pointing at. This gets complicated when you have something in front of your crosshair that wouldn't be in front of the muzzle (eg. your crosshair hitting a wall to the right of the character, while their gun is on the left side of the wall.

You could always fake it too, and just use the line trace from the camera forward vector, and use a hit location from your trace as a target for the projectile, then when you make the visual effect, you show it coming from the muzzle heading to that position. You'll still have a similar problem that described above where things may look a bit odd.

steady night
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yeah well

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the problem if i trace from the camera then if i shoot with something infront of the muzzle it will "bypass" it

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so klunky

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yeah this would be the issue

lofty rapids
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maybe trace from the camera, then trace from the gun to the hit point ?

maiden wadi
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IMO for TPS I always preferred when the shot was from the muzzle, but hits whatever is at the center of screen. Shooting a wall in the way is just 🤷‍♂️ Don't be bad at TPS games.

steady night
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yeah @maiden wadi but its not hitting the center of the crosshair either

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oh maybe i should doubble tracew

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first trace if hit then retrace that hit as end point

lofty rapids
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if you don't get a hit just use the end of the trace

maiden wadi
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To get that effect, you project your camera point to a plane at the muzzle location, then trace from that point to the forward multiplied by whatever distance.

This traces from the muzzle's distance from the camera to whatever the first thing is in front of that that hits.

Then you line trace from the muzzle to the hit point or end point of the last trace to get the real shot.

dawn gazelle
steady night
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@maiden wadi exactly my thought

lofty rapids
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so you would check the distance ?

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of the trace

steady night
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u have to

gentle urchin
steady night
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this is whats happening now

gentle urchin
steady night
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so doubble trace is the only solution

north rain
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In this project I'm working on, I'm trying to make a swinging mechanic, but while the player is in the swinging state, I don't want them to be able to touch the ground at all.
I am trying to recreate the effect in Insomniac's Spider-Man where if you start swinging too close to the ground, the game will keep you a minimum distance from the ground to make sure the swing isn't interrupted. I've created this bit of blueprint that is meant the find the distance between the player and the ground and apply a proportional amount of force to the player to create a sort of "hovering" effect. But despite the node being called and the force is clearly not zero, nothing seems to happen. Thanks!

gentle urchin
# dawn gazelle Exactly XD

Cool if there was actually a player in the way there xD wtf just happened, he was aiming away from me!?

dawn gazelle
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It's like you either need to rotate the player/gun or change how the player is holding their weapon/ prevent them from shooting when the trace impact point from the camera is "behind" where the muzzle is.

gentle urchin
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doesnt fortnite do both

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at some distance treshold they change the trace method

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to go from the gun

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pretty sure they do

maiden wadi
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It's just a couple of failsafe traces to test it.

gentle urchin
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probably just 2 ?

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Muzzle + camera

steady night
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y

maiden wadi
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You can largely get away with two, but you need a couple extra to keep it from being weird at times.

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Also. For sanity, make sure you use the functions in the camera manager to get the view's rotation and location.

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Getting the camera isn't always correct, if there are modifiers and such. If some designer does something unspeakable, your view can end up offset from where the camera component is, leaving you with traces that aren't correct. Camera manager's view cache should be more real to what the player sees.

serene tundra
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@north rain im not sure if applying force to the movementcomponent is the correct way. try to apply it on actor or a mesh from the actor.

queen valley
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had a lot of functions

north rain
serene tundra
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well u need simulate physics for that

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using force is physics

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thats why it says, it need physics

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and it breaks the movementcomponent, since the movement component is replicated .. and interpolates

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and needs to be revertable etc

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what u can try is to add world location offsets

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but no idea rly.. if u want physic dynamics

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i would think that u use movement component and just make sure in it that it never touches the ground. or gets slowed by the ground

north rain
serene tundra
#

and if u want animation , it is just visible... maybe another simulated/visual mesh, which is calculated clientside.. no idea if its a networked project

#

is this a networked project ?

north rain
serene tundra
#

are u sure about using the movement component for that ?

#

since ur just moving in the air anyways

queen valley
serene tundra
#

maybe follow along a spline or something

#

movement components are used for movements where u interact with something

#

for example sliding down a slopw, or wallrunning

steady night
serene tundra
#

there might be away, to avoid using the movement comp for this

north rain
#

This is the best result I've been able to get so far where the player is able to actually swing around, and it gravity scale part does help keep the player off the ground in some cases, but not all.

steady night
#

hm what am i doing wrong :/ ?

serene tundra
#

hard to read

#

im not sure if u want gravity scale

#

also isnt gravity a physics thing ?

north rain
serene tundra
#

hard to read anyways

#

did u checkout unreals phyics ?

north rain
serene tundra
#

i would use physics chains for swinging

#

and then maybe just trace from the chain start to the ground and shorten the chain dynamicly

north rain
serene tundra
#
  • on top of it you could apply a force, for a dynamic hovering effect
north rain
#

So in this project, it needs to have a Movement Component, because the person I am making this for just does need it. If that is limiting the swinging from behaving exaclty how I would like it to, than it honestly is fine for this instance. However, I do want to take this feature and put it into another project without any limitations in what I'm able to use and really perfect it.

north rain
serene tundra
#

well maybe u can still have a swingpoint and then ove along the distance and still shorten the max distance from it

#

that would also make sense for a movement component, since its interacting with something... what a movementc component is for

#

but instead of using force ... u can just shorten the distance from it.. it wouldnt need any physics

#

i think u dont want to mix this... movement cares about movemet, aka that u dont crash into ground

#

and thn u can still apply phsics ontop of it ...

#

physics constraint actors

#

but there are also components

#

there is a good example project for physics.. which is for schoolkids to learn unreal engine

north rain
#

Oh yah, I tried using physics constraint, but it didn't seem to work with the character movement. I want to make sure the player is still able to control the direction they swing in while they are swinging.

serene tundra
#

mmh

#

i think u can still influence how it swings by adding foce

#

but no idea how stable it is and how u can calculate the correct force

#

but ye i would simulate just chain with fixed length inside the movement comp

north rain
serene tundra
#

and then shorten it automaticly, to avoid it touchend the ground

#

ye

#

sounds like easier then writing a movement comp

#

also in 5,4 i think there is a new movementcomponent

#

i think its coming in 5.4 im not sure, which might make ur task easier

north rain
serene tundra
#

well i would try to checkout the physic constraints things, should be to much work to test how good that works

#

but otherwise a character movement comp.. should also be doable, if its not networked for that

north rain
serene tundra
#

well again u should go for that with phyics or the movement comp

#

but i rly think the physic thing is the way to go

#

would also allow u to later to hang in air on 2 ropes for example

#

but no idea how stable it is etc

#

the more i think about it, the more i would go the physics route

#

would also allow u to have wind affacting ur swinging etc

north rain
flat coral
#

Any idea why this function can't find my player pawn if it starts in the area, but the ActorBeginOverlap version which basically does the same thing DOES find my player pawn if I start outside the area and then go in?

serene tundra
#

yes

#

again there is also a physic constraint component

#

and other physic components

#

and to stay in air, u would just shorten the length of it

#

then it is constrained + u can still add physics to influence the swining actor dynamicly

#

i would just use the example project

#

and play around with it .. like let something swing

#

then add input key and apply forces to it while it swings

#

and that should give a good idea if its usable

north rain
#

or is that something else?

flat coral
serene tundra
#

its just a setting

#

of the phyics constraint

#

just take a look at the examples.. but again i used it already and i dont recall every detail

#

but if u use it, its defnetly rip multiplayer

north rain
#

physics constraint is a rip for multiplayer?

serene tundra
#

mmmh maybe not, maybe u could use smooth sync .. but again its getting complex

faint pasture
#

but physics and character are a match made in hell

#

they are fundamentally incompatible, the fact that Character responds to add force and add impulse is just a convenience, it's not actually running physics

serene tundra
#

ye ofc, when it swings u need to deactivate movement comp etc.. its jsut a swinging stone ^^

faint pasture
#

you can swing while in the falling state easily

#

I've done it for a grappling hook

serene tundra
#

ye falling state for swining .. but does that replicate properly

faint pasture
#

probably not

serene tundra
#

without multiplayer its falling state

faint pasture
#

if you want "replicate properly" you'll need to be in C++ most likely to make a movement mode

#

or modify falling

serene tundra
#

well u could use something like smooth sync for it

north rain
serene tundra
#

to simulate phyics on the server

#

and then replicate it via smooth sync

faint pasture
#

There already is built in physics replication

serene tundra
#

maybe just have a sphere around the character

faint pasture
#

the probelm comes from prediction

#

Character movement is predicted

serene tundra
#

and if it overlaps with the ground.. shorten the disance

#

well if u swing anyways

#

but yee... its getting complicated ^^

ocean gate
#

Hi! So I have this problem where I have a grid based map which uses arrays to store all tile data. At the moment its hard coded to support 24 tiles in every dimension, which isn't very much. I would like it to be more flexible (and infinitely scalable, if possible). How can I do this?

#

This is what it looks like at the moment;

faint pasture
#

just make a struct with
Width
Height
DataArray

#

then make functions to convert xy coords into index and back

#

That's the general form for 2d arrays

#

But, if you want them to be really big and resizable, then maybe consider doing the map approach

#

Map(IntVec2, YourDataType)

#

depends on if you need them to be dense and not really resizable or sparse and resizable

dark drum
noble ledge
#

I want to create a character that has swappable clothing. So boots, pants, shirt, gloves as the basic swappable stuff. And then I want to be able to have gear placed on over this. So like body armor, helmet, etc. What's the best way to go about doing this? Master Pose Component?

onyx gull
#

hi Y'all, I'm trying to do some work with blueprint uassets and I think I'm just getting some stuff fundamentally wrong about how their workflow is supposed to work.
as a bit of background I'm working on a randomization system wherein my randomizer object reads an array of items, an array of spawn locations, and places those items along those spawn locations through a randomized mapping. The items are blueprint uassets and the spawn locations are actors selected from the level view. This currently works fine when I execute this behavior directly in the level, but is having issues when I try to nest the behavior. Specifically I'm hoping to have the game choose and generate a room from a list, then within that room have another set of items that are randomized themselves (particularly platforms but theoretically any arbitrary set of actors would do).
the issue specifically is with setting the spawn location array within the blueprint uasset. when I saved the room from the level editor to a blueprint of it's own, everything I placed into the room got converted to child actor components, which I can't select and set from within the viewport. I've found a way to use the event graph to set the arrays through a lot of retrieval and casting, but this feels convoluted, poorly scalable, sloppy, and just not the right way to do it.
idk how much sense I'm making and I'm sorry for the wall of text but I'm hoping that y'all might be able to help me understand a more effective way to work with Unreal's systems here.

maiden wadi
onyx gull
#

after an initial google it seems like prefabricator is exactly what I needed - I'm mostly familiar with unity and conceived of this system mostly from a perspective of using prefabs, so this should make that translation much easier (or even just possible)

faint pasture
#

child actor component is for if you need it to be there at editor time

maiden wadi
#

I feel like Prefabricator might get you closer to what you want. But it may be doable with level instances as well.

Prefabricator is a plugin that is fairly easy to use. You just drop stuff into a level and right click it and convert it to a prefab. And it gives you a bunch of editing options and such. You can make prefabs that randomize their internals and such and it's all controllable via seed for easy reuse.

Level instances would be making these same things in separate levels, and spawning those in as level instances. Little less weildy honstly.

faint pasture
#

Begin play -> spawn rooms -> rooms spawn things -> things spawn other stuff

dry sleet
#

Just my experience -- maybe it's my use cases (or I'm just cursed)

maiden wadi
#

Haven't had it assert for me. Are they at least commented?

onyx gull
dry sleet
#

The asserts, no -- just some property serialisation code (mainly when serialising components such as Timelines).

onyx gull
#

ig I could maybe feed in the locations directly/manually as a variable? but that feels way less intuitive for workign w level design

faint pasture
onyx gull
#

ideally within a room

faint pasture
#

You can just put scene components within the room BP that it uses as locations for spawning things

onyx gull
#

currently in a level but if I get this nested randomization working then it'd involve random locations being a part of the room prefab/uasset/levelInstance/howeverIEndUpDoingThis

#

I did figure that out, but I'd like to have the random locations also vary by room, and that didn't seem to work with the scene component approach

faint pasture
#

That can work just fine

#

in each room BP you put random location components wherever you want

maiden wadi
#

TBF this is quickly turning into a PCG framework talk.

onyx gull
#

my issue there may also just be improper handling/understanding of actors vs components but I'm not sure

faint pasture
#

ok let's assume you make a subclass of SceneComponent called RandomSpawnLocation or whatever. Your room BP has a bunch of these all over the place. You want to spawn a random thing at the location of half of these randomly.

Room.BeginPlay -> get components by class RandomSpawnLocation -> fill an array -> shuffle it -> roll a random number -> loop over that array up to random number -> loop body -> spawn random actor from some class list at the spawn location -> ??? -> profit

maiden wadi
#

Yep, definitely a PCG graph. 😄

onyx gull
#

that more or less matches up with what I originally had in mind, esp since most of the stuff after shuffling it is already working w my other infrastructure.

Only differences would be that I'm trying to have a few different "groups" of random objects which have to be randomized independently to prevent soft locking. say there's two groups of platforms that could force the player to go left or right. if I get all components by class and handle them in the same pool, then it's possible for both platforms to spawn in the first group and neither in the second group.

I can circumvent this issue by manually picking the locations from my hierarchy, this just feels like an excessive workflow to have to do for each group of random items, which was what brought me here to see if there's a better way

#

sorry for things to have snowballed into a broader PCG framework discussion 😅 I'm happy to be on my merry way either using this method or researching into the options you showed me (the prefabs look very useful both for this and a lot of other stuff I've been trying to do with this game)

lofty rapids
onyx gull
#

uh oh what am I doing wrong

#

static array sizing?

lofty rapids
#

nothing "wrong" really you don't check for success

#

i was joking because it could be empty

#

but in reality i would check for success

onyx gull
#

oh with the casting you mean?

lofty rapids
#

yea, ig if you expect it to always be success then np

#

but if it's not your f'd

onyx gull
#

fair point, I do expect it to always be success but I guess it is better to err on the side of caution

visual crest
#

After I run a simulation I want save the relative transform to a variable I can use elsewhere. How do I copy the data in this array which is generated in PIE and use it the editor?

faint pasture
visual crest
#

ok I thought about that but how do I get it permanently?

#

because with what your saying I'd have to load the save slot and plug in the data every time. Is there now way to copy the completted array and paste it in?

visual crest
faint pasture
#

you can read and write from a save game at runtime and editor time

#

so you can write at runtime, read at editor time with an editor utility bp and save to some asset

visual crest
faint pasture
#

ok so load game from slot in an editor utility bp

visual crest
#

what is a editor utility bp and how do I make one

faint pasture
maiden wadi
#

Lol. I never thought about doing that in a Savegame... That's useful. I always did json exports.

zinc vessel
#

How can I get this border to stay the same size no mater what the text value is, right now the box gets bigger everytime another digit is added.

visual crest
#

Ah got it had to go in construction. Thanks!

zinc vessel
#

I did but its still happening, not sure what setting i need to change

#

Ahh its in the child Layout Overrides

visual crest
#

I saved the transform data as relative, But when I plug the data in its far away from the origin point of the Item. Any ideal why that is and how to fix it?

faint pasture
#

there should be events you can hook into to run it

visual crest
#

Yea I got it to work

visual crest
ebon olive
#

i am losing my mind. I cannot understand why casting always fails here. It's a custom character blueprint that i'm trying to get a value from to update where a bone (spine_01) points to. This is in the custom Animation Blueprint i created to get that value to update the control rig and produce the right animation. Any help is appreciated

visual crest
#

can some one help me figure out why this is spawning these objects in the wrong place.

#

They should be relative to the orgin point of the object but they are spawning way way out in the middle of nowhere and I am not at all sure why or how to fix it.

dawn gazelle
lunar sleet
#

And make sure that pawn actually has that ABP selected

maiden wadi
#

Anyone happen to know any neat simple tricks to smooth out spline tangents kind of generically? Made a spline out of just points, and the tangents are all sorts of weird by default.

#

Also. I love that the Wrap integer node needs to be -1 min to wrap to zero. :/ I feel like no one's tested that in a couple decades.

lunar sleet
#

lol, so much for inclusive

maiden wadi
#

Thing is that the max is. It wraps at the max correctly. Just the min is messed up.

#

Lol, right, this is the weird while loop wrap function.

dreamy elm
#

Why is it never fired?

#

it has some skeletal meshes

maiden wadi
#

Usually collision, or something else blocking the mouse trace on the channel specified in the player controller.

onyx gull
#

what am I doing wrong here? trying to construct the array from the values passed in, but the array size is never increasing, and when I fill the array with empty values those values never get filled. tried add, insert, and set array elem. as well as constructing a new array then setting it directly

dreamy elm
#

This is the character

#

Nothing is blocking it

onyx gull
#

the LocationArray is an array of BP_RandomLocations, a blueprint class inheriting from randomItemSpawner, a custom C++ class inheriting from actor.
the randomizer object is a custom c++ object I created inheriting directly from actor, the spawner array stored on there is an array of randomItemSpawners. I've tried casting the passed spawn locations to both randomItemSpawners and SpawnLocations. this should be such laughably easy code what am I doing wrong

#

theoretically my goal is to set the pins in RL pins in the second pic to the spawner array on the randomizer. the casts aren't throwing any errors, the loop is in fact running, am I just fundamentally misinterpreting how the "add" function works?

dreamy elm
#

Do u think it is broken on UE5?

maiden wadi
#

Pawn preset doesn't block visibility.

dreamy elm
#

Maybe it is enhanced input

#

it is hard to debug

#

I don`t even know what to debug actually

#

This is the controller

onyx gull
#

fixed the issue I think, disregard

dreamy elm
lunar sleet
#

The problem with default collision presets is that what shows as checked under the greyed out boxes, isn’t necessarily checked, or not working as intended

lunar sleet
dreamy elm
lunar sleet
dreamy elm
#

Debug log inside ActorBeginCursorOver

#

The debug log is never executed

lethal badger
#

how can I make a mouse show up inside the widget?

lunar sleet
#

Are you using some weird cursor logic or software cursors or something ?

lethal badger
#

no

dreamy elm
#

but i`m using unreal 5.4 and enhanced input

dreamy elm
#

I will use raycast

#

Much easier ..

eager narwhal
#

Can somebody help me figure out why no matter what I change health or damage values too everything dies in one hit?

eager narwhal
#

this is my damage system/health

#

and this is my enemy attack system

#

only showing the enemy because both the player and enemy use that same code

glossy cloak
#

You're about is subtracting health from it.

#

Amount*

#

Instead of health from the amount

#

Wait. You know what I mean. Lol

eager narwhal
#

ohh, that would make sense. do i need to make my numbers a negative?

glossy cloak
#

Nah. Just do health - amount instead.

eager narwhal
#

explain please

dawn gazelle
#

You are currentyly doing:
Amount - Health
You need to do:
Health - Amount

glossy cloak
#

Might also want to clamp it between 0 and max health as well.

dawn gazelle
#

Basically, flip these connections:

eager narwhal
#

OHHHHHHHHHH

glossy cloak
#

Currently if the player has 100 health and takes 5 damage you're giving the player -95 health. 5-100.

eager narwhal
#

dude ive been banging my head for like 2 hours and you solved it in 30 seconds

glossy cloak
#

And that's less than 0 so he's dead.

eager narwhal
#

i hate life right now lol

glossy cloak
#

Lol

#

Well I've been doing this a while...

#

A long while.

eager narwhal
#

thank you so much

glossy cloak
#

Np. Good luck!

eager narwhal
#

maybe one more question if you dont mind

#

I just set up AI logic but the enemy is moving really fast. How would i slow him down

glossy cloak
#

Probably in his movement component.

#

Find max walk speed

eager narwhal
#

max accel?

#

oh nevermind i see max walk speed

#

thank you

glossy cloak
#

Yep! 🙂

spiral ridge
#

Hi ! I made a BP and added the block. I also added a tag "Block".
How can I receive access to the tag?
I made this combination to check, it shows that there is no tag, why doesn’t it see the tag?

thin panther
#

Well you've added a tag to the actor, not the block static mesh component

#

You're currently checking the tags of the static mesh component

spiral ridge
thin panther
#

Since you're in the actor you can try looking directly for the tags array, or use the actor has tag node and plug a reference to self in

thin panther
#

No problem

rapid robin
#

Game Mode Setup.

Hello game devs! Question about Game Modes: how are they set up in your project, and would you recommend that setup, in terms of BP vs C++? Any specific examples/game names, and summary for your decisions would be very useful to me!

I imagine most UE games likely have a C++ base class, with child BP containing the flow logic? But I'm curious to get a sense of whether I am wrong or not.

exotic obsidian
#

i have been away from unreal to long.
I am struggling to understand focusable elements, like buttons, with the new enhanced input system.
it seems like focusable elements, like buttons in a vertical box, have their own, max priority controls.
there doesn't seem to be a way to disable them.
i got something of a basic working menu with enhanced inputs, but this still irks me.
If i launch a game disabling focusable from buttons, the engine spits out warning messages.
on the other hand, there doesn't seem to be anyway i can find to make expected use of a focused element.
For example, i can't do some kind of equals statement to check if focused element is X, do Y, because i can't get a focused element.
Furthermore, despite what one would expect from an "enhanced input", click events for buttons still exist.
and no, there is not a command for like, "execute focused elements click event".
Mind you, i have no problem making buttons do nothing on click. But thats besides the point.

This "max priority" controls, seem to takeover / disable the enhanced input system.
for a direct example, have a button in focus. Then make an enhanced input where pressing down prints a string.
if the button is not in focus, it prints. But if the button is in focus, the string won't print.
This implies to some degree, i "Must" use this focus system. Yet, there is no way to "get focus".

#

there is probably someway to articulate this i'm not quite doing at the moment, but whatever.
What i'm getting at is, the engine demands elements be focusable or it spits warnings, but when their focusable, it disables enhanced inputs.

#

How do i resolve this? Aiming for a workaround, i also can't "get focused element".

#

(useful for things like, make color change when in focus)
i find it somewhat baffling that things like buttons (etc) have have a normal, hovered, and pressed style, but not a focused style.
(despite that there is a blue outline for a focused element i can't seem to get rid of...)

dark drum
exotic obsidian
#

some example questions:

  • How / where specifically can i disable the blue outline, as well as the (hold enter to press) and (press enter to trigger click event).
  • Otherwise / etc, How can the enhanced inputs be max priority, and always occur ignoring other such inputs (like the one above)
  • how can i for example, make a focused object change color. or anything. I have a small little thing like this for a "Selected" bool i made, but can it work with the focus system? Like, change color if i am focused?
  • Overall, i don't gather how to make an enhanced input work with an in focus button.
#

for example, if i put my mouse on a button, and click, it tries to run a click event despite none existing, and despite mouseclick being a enhanced input. The enhanced input print string doesn't appear.

#

actually yes, surely focus path is somewhat silly. I can imagine an options meny, where you move tabs with L1 R1, and go up down with Dpad. that would be two seperate things in focus at once, if they actually required focus for inputs to do things. It seems much more reasonably, to somehow disable the focus system, and just have inputs do things in a programically.

calm comet
#

How can I make a physical simulation plane for water? I want the water surface to keep a yacht floating so I can control the yacht through physics, but I don't know how to make the yacht float stably on the water. Thank you for your help
I knew about UE's Water plugin but the graphic style didn't suit my game.

frosty heron
#

if you are going the cpp route, afaik your every bp class should be derived from your cpp class

#

the bp is just the extention, normally used to handle asset paths

harsh coral
#

Struggling to set the visibility of some skeletal mesh actors in my blueprint in the blueprint in a way that lets me still override the visibility through sequencer.
I had a setup that was settin it via "Set visibility" and "Set actor hidden in game", but that doesn´t let me override it in sequencer, as I can only animate "hidden in game" in sequencer.
Also I my hidden in game node says "variable not in scope" and I don´t understand what that means:

random pulsar
#

i have already asked this quescion here but i forgot the answer.I have a caterpillar character,i just replaced the skeleton mesh ,but his looks terrible ,he has some animations and he is floating in air.Someone suggested to add a physics component on my caterpillar so that he will make contact with the ground

#

i tried ik rig but its extremely hard

#

whats the simplest sollution to acheave the result

dark drum
steady night
#

@maiden wadi hey u here ?

harsh coral
# harsh coral Struggling to set the visibility of some skeletal mesh actors in my blueprint in...

Anyone? I can´t believe its so difficult to set the visibility for skeletal mesh actors in a way that can be overridden on a per component basis in Sequencer.
Actor hidden in game doesn´t work for me, if I filter the class for Skeletal mesh components", it doesn´t do anything, if I filter for actor, it just hides everything in this setup, not just the elements of the array.
I can´t use set visibility as I cannot animate that in sequencer, sequencer animates only "hidden in game"....Why...

upper badger
#

I have an actor in a level with a collision box. Controls are set up to work with the mouse. I set it up so that in-game, when I click on the actor, a small widget pops up. What I want to happen is that when I click anywhere besides the actor or the widget, the widget goes away. How can I do this? Where should I implement this? (Probably not in the actor's event graph, right?)

untold fossil
#

Hello. I'm stuck trying to find a solution for an annoying issue. As shown on the drawing, this is the result i get from an angle derived from a mouse position / radial menu selected angle. Problem is its rotated 45 degrees clockwise. I want to derotate it so that 0 starts at the top of the radial menu. But cant figure out how. (Too dumb) 😦

harsh coral
# harsh coral Anyone? I can´t believe its so difficult to set the visibility for skeletal mesh...

Goddamn that was stupid...
I keep forgetting that most nodes seem to be context aware... so If I drag out from an array, it automatically gives me the correct "set hidden in game" node, the one I had in the blueprint was the wrong one. I keep just adding nodes using the right click menu, without having anything selected and then keep getting errors from stuff not wanting to connect to other stuff..Hope this time I´ll remember...:

ripe heron
lofty rapids
#

-90 maybe with some figuring out of the overlap and remainder

lofty rapids
untold fossil
#

Yeah a simple -90 doesn't work sadly. It indeed needs some type of remapping

#

Basically 0/360 needs to become 90 and 270 needs to become 0/360

lofty rapids
#

they might know how to manipulate the formula

untold fossil
#

Oh right! Will try there thx 🙂

untold fossil
#

😂

#

This did the trick

grim sand
#

Does anyone know how to increment the build number in BP's? The Get Build Version node seems to return the same version even when changes have been made between builds

olive pasture
#

hi everyone, im wanting to access a website in an unreal project. ive downloaded the web browser plug in, however on the specific website i want to view the page doesnt render (white screen) i was wondering does anyone know any specific limitations of the browser? (does it support webm videos for example?) or at least a way to simply debug it ?

Edit: Can confirm webm works

gentle urchin
#

Or that yes 😆

frigid summit
#

im glad that im here now people in cpp channel really suck i fell like this is my home and i returned to it

#

ahhhhh

bronze tendon
#

I'm trying to store an array of levels to step through with level streaming. Event happens -> load next level in the array, unload current level. The issue is that, according to the debugger, any World Soft Object Reference in the array beyond the first level that loads in the game is None as soon as I start PIE. I'm thinking the issue is that those Levels aren't being included in the build because there are only soft references to them, which may suggest that this pattern I'm doing with the array of levels is the problem, and that I need something that forces the build to include the levels. Not sure what that pattern would be, or even if I'm off-base with that.

frigid summit
bronze tendon
#

lulz

#

I'm not sure whether this a 'missing additional step required' or 'doing it wrong' problem

lofty rapids
bronze tendon
#

it is yeah ... but even inspecting the array as a whole shows a whole buncha none

maiden wadi
bronze tendon
main flume
#

Does anybody know how I can add a static mesh component to a pawn, from a component (I wanna make a procedural customization system)...via blueprints. Help would be appreciated!

#

And another question: how can I get all assets in a folder and put all with the format "carname-carpart-nr" into a array, for example I wanna get all spoilers for car X, it would look like "X-spoiler-01" and "X-spoiler-02" and return them?

dawn gazelle
cobalt gulch
#

How can I move this cube bp from the side that it's on currently to the other side and back

main flume
# dawn gazelle

Why cant I add the add static mesh component though? I tried everthing

cobalt gulch
dawn gazelle
mild ibex
#

what is the functionality to move an actor relative to camera, for instance a basic cube?

#

I forget what the funciton is involving forward vectors and such

prisma crag
lofty rapids
#

your variable is empty like mentioned already

prisma crag
#

Like where does it link too?

lofty rapids
#

if you click the link, it should show you some nodes

#

and highlight the node

prisma crag
#

I'll quickly pull it back up and find out, also sorry for keeping on asking the same questions, as I said I'm pretty new to UE5 and admittedly still don't fully understand some of the basics

dawn gazelle
frosty heron
mild ibex
dawn gazelle
runic gazelle
#

Hello Everyone, I hope you all are doing well. I just finished my college and 6 months internship as a 3D Artist and currently looking for Work/Job opportunities as well as i am happy to work Remote or On site jobs too

Feel free to check out my showreel here :

https://youtu.be/QBfT-EOtaew?si=uS5l9qoXauFVIMoC

Thanks You,

Hello And Welcome to my channel i am an indie Game Dev from india and this is my one year show reel i hope you liked it.

#gamedev #showreel #gamedesign #gamedevelopment #indiegame #artist #art #design #india #viral #2024 #foryou #dailyvlog #gameplay #gamer

▶ Play video
dawn gazelle
lunar sleet
runic gazelle
cobalt gulch
lofty rapids
#

you just want it to move in a straight line ? or you want to move to different points ?

harsh coral
#

Can anyone please help me out, I don´t wanna work all weekend to figure this out...
I need to animate some variables (Override animation sequence play rate and position) in sequencer, but I can´t see them update...
I was last trying the "livelink" event "trick" and somehow got it working, by piping it into the whole animation update sequence, but that keeps freezing Unreal when I recompile and its also super slow.

#

I´ve been at it forever and I keep running into roadblocks, because I don´t have enough time to figure this out properly.

cobalt gulch
#

but ideally with a variable i can easily change for the target location

harsh coral
#

It only works when I connect the "on Live Link updated" event directly to the animation update function.

dawn gazelle
# cobalt gulch <@218956378654507008> Could you help pls

For things to change over time, you need to have their event fire continually, this means using something like Tick or a Timeline. Your current set up is using only begin play to fire your "Move Cube" event, which only fires one time, so then the set actor location only happens one time.

harsh coral
#

I just need this working in editor and movie render queue

#

I tried to add a branch in between the "live link" event, so I could only activate when I need it, but that doesn´t work for some reason.

simple field
#

Idk where to put this so I'll ask here, I'm making a geography game which is supposed to have a database of countries with a material for each country highlight. I'm at like 30 countries in the database now with 1 material each and it's saying Texture Streaming Pool over 249.512 MiB budget. What does this mean and what do I need to do?

frosty heron
#

dont have any hard ref in it

simple field
#

Yes

frosty heron
#

or u will load all of them

#

Having a ref to the DT, will load every single hard ref in it

simple field
#

Each time a country gets randomly chosen and a new material (of the chosen country) is set to Earth

#

Ah

maiden wadi
#

This generally just means you're using too many textures that are too large at once without good mip levels.

frosty heron
#

You can convert the materials to soft ref and load them at will

maiden wadi
#

That'll only help with ram cost. That won't help with texture streaming though. They'll end up with the same amount streamed regardless.

simple field
#

Can I not just increase the budget

#

how much would that affect low end devices

dawn gazelle
#

It could make parts of your textures not load on devices that don't have enough RAM. Increasing the budget effectively only hides that warning.

frosty heron
#

I wouldn't load all the materials when I don't need to show all of them

#

but I do think optimizing the texture helps too

#

I though they are generated automatically tho?

simple field
#

No I have a manually made materials that are put in a datatable so that the program can randomly choose a row with country (so game knows what country is being guessed) and with a material instance (so the game knows what material to set)

#

lemme see what resolution the textures are

frosty heron
simple field
#

erm they're 8k by 2k i think

frosty heron
#

if the answer is no, you want to use soft reference

#

hard ref in data table is generally no no

simple field
#

how do I make a soft ref for data table

frosty heron
#

you change the type to a soft ref

#

(the material for example)

#

but now you will have responsibility on when to load them

#

soft ref = the path to the asset

#

Epic made a video explaining soft ref

remote meteor
#

at such resolution, you probably want to utilize virtual texture streaming too

humble flame
#

has anyone had issues with using Launch Character on a character that doesn't have an AI controller? just noticed that it doesn't work at all if there's no AI controller on 5.3.2

humble flame
simple field
#

@frosty heron Would removing some rows from data table help or do I need to also delete the materials from content drawer? Its a time sensitive project for school so I kinda need to get rid of that message asap

#

as long as the game works it wont matter whether it will have 200 countries or 40 in it

frosty heron
#

I don't know what to say

#

Don't have your project

#

U either do it or u don't. Wether not optimising work or not depend on your target hardware and how many materials u will burden the gpu

cobalt gulch
simple field
#

Idk whether the issue is with the materials itself or if removing their instances from data table would be enough (so the game technically cant pick that country so it wont need to be loaded ig? but i dont know ue enough to tell whether it only loads that datatable or all content drawer files and if always or if only when it needs to

frosty heron
#

Your issue is your material is going over the budget. Wether you want to optimise by adding more mip map, use virtual texture , using soft ref or by applying everything suggested is up to you

simple field
#

How much additional work does virtual texture require

frosty heron
#

Don't know

#

Depend on the number of textures too I suppose

simple field
#

Ok thanks

prisma crag
# lofty rapids if you click on set targetRotation in the error, what does it show ?

Sorry, that error list was outdated. The one thats popping up now are these ones:

Blueprint Runtime Error: "Accessed None trying to read property UnitTarget". Node: Set Dynamic Location Graph: EventGraph Function: Execute Ubergraph Combat Component Blueprint: CombatComponent

Blueprint Runtime Error: "Accessed None trying to read property UnitTarget". Node: Return Node Graph: GetRangePosition Function: Get Range Position Blueprint: CombatComponent

maiden wadi
dawn gazelle
simple field
#

and 8k cos its a huge model of earth

#

idk why its so huge, i wanted it as realistic as possible so i made it huge cos irl earth is also huge lol

#

8k and the masks are already quite low quality on my earth

maiden wadi
#

You need to make much smaller masks and align them at their points. You are wasting a toooooon of pixel data here.

simple field
#

does compressing all textures do the trick

maiden wadi
simple field
#

context for trying to do this the easiest way is that my deadline is tomorrow O_o

maiden wadi
#

Yeah just up the texture streaming limit. 😂 Fixing it is rather involved.

simple field
#

I'm making the game on my rtx 3070 computer, I imagine the teachers trying to run the game on a pc made out of dirt and potatoes

dawn gazelle
# cobalt gulch what's the best way to do it?

If it's just a one way movement, a non-looping timeline would probably be best.
If it's something that pings back and forth, a looping timeline would make sense.
If it's something that is just constantly moving, but doesn't necessarily have a defined "here or there" or the location value can easily loop itself through math, then tick can make sense.

maiden wadi
#

What is the default streaming value? I don't remember anymore.

simple field
#

not very representative should I say

cobalt gulch
maiden wadi
#

What kind of textures are those? Are you importing them as PNGs? And do you know how to texture pack? You could save a lot of space if they're just masks but packing three to four of them in each texture file.

cobalt gulch
#

What am I connecting here?

simple field
lofty rapids
dawn gazelle
# simple field Ok I compressed everything to 4k and it looks um erm... tolerable :D

So if you were able to get about 30 countries in at 8k x 2k, then you'd expect to get about 120 before seeing that streaming error if they're at 4k x 1k 😛

Are you using separate materials for each country or separate textures? If all you're wanting to do is highlight one country at a time, this could maybe be fixed if you used a single dynamic material instance that has a texture property that you update with the soft referenced texture from your data table. This prevents unreal from having to load a whole bunch of materials which could be loading all your textures.

simple field
#

wat, materials can have variable textures in it?????????

cobalt gulch
#

With a timeline

dawn gazelle
cobalt gulch
#

Do I need to set a variable within the timeline somehow?

simple field
cobalt gulch
#

As the value changes depending on the target location

dawn gazelle
#

Can use "vector" paramters to change colors etc..

simple field
#

Wow

#

Disappointed in myself now

dawn gazelle
#

If you ever find yourself doing the same thing over and over and over.... Always think that there's probably some easier way to do it.

maiden wadi
#

Also make sure you set the textures as masks, and enable mip settings if you don't have them.

maiden wadi
#

Yeah, for the alpha textures.

cobalt gulch
#

This also doesnt work

dawn gazelle
simple field
cobalt gulch
maiden wadi
#

Change the parameter's type. It should tell you which it needs now.

dawn gazelle
# cobalt gulch

What are the values between these two points? I imagine the first point is 0 and the second is 1?

cobalt gulch
#

the values didnt properly work in the timeline for some reason

#

There we go 🙂

dawn gazelle
# cobalt gulch

Ehhhh.... I wouldn't use a flipflop to manage it going back and forth. You can check the direction on finished and based on the direction call either reverse or play. The other alternative would be to have the timeline looping make it longer and just add a third point that goes back to 0 at the end.

Also just want to point out you're storing the cube's world locaiton as the default, but you're moving the whole actor's location. Unless your cube is at 0, 0, 0 relative position in your actor, it may not move to the exact spot you're hoping for.

cobalt gulch
dawn gazelle
simple field
#

Need to remake every single on of them now

placid cove
#

hi, just a quick question, why my sphere trace does this?

harsh coral
#

I give up.

maiden wadi
ocean gate
#

Any way to on run-time fill a struct with a customizable amount of integer arrays?

maiden wadi
# harsh coral

I don't fully understand what is going on here. But the freeze happens only in editor? And only when you have this livelink event connected to the UpdateAnimation and compile the blueprint?

harsh coral
#

Its the only thing that has worked so far though to let may animate playrate and play position of the animation sequence for all skeletal meshes in the blueprint.

dawn gazelle
#

Then it's just a matter of looping to fill them with whatever data you want.

faint pasture
maiden wadi
# harsh coral Yup

Is this Livelink a tick function, or does it only run at compile time?

faint pasture
#

Much better way to live

harsh coral
#

Nothing else worked so far.

#

I need to control the sequence play rate and position in sequencer

jaunty solstice
#

Stuck on very simple casting in a AnimationBlueprint.
In my BP_ThirdPersonChar I've correctly defined my Animation Blueprint to correctly point to the correct Anim Class (attached)
And in my Animation Blueprint Event Graph I am Casting to Character but it always fails when I play (attahced)

Why?

dawn gazelle
harsh coral
#

Is this Livelink a tick function, or

placid cove
# faint pasture hitting capsule probably

yeah, i don't know why but it seems like its shooting two rays, idk if they changed it but i don't remeber the line looking like that with half sphere opening and closing at the end

#

it't not actually broken, it's only a thought

woeful pilot
#

hey guys I have a question and im spacing hard on this, how do I rename the actors in the world outliner back to their source name in the content browser

maiden wadi
woeful pilot
#

yep

#

editor utlity

#

just to clean up the outliner

remote shard
#

How do you change a character's speed? The game I'm making has at least 5 different types of characters that go fast, and I want to make each character feel like they have different speeds. I know I have to make at least five different styles, but I want to know how to properly do it so that, when I get the models done, I don't have to have much trouble fitting the models onto the characters.

maiden wadi
#

@woeful pilot Try this.

woeful pilot
#

ohh I havent tried to leave it empty let me give that a go

steady night
#

hey guys in need to advice again

maiden wadi
steady night
#

throwing granade

#

but i want it to be thrown at middle of screen

#

towards crosshair

remote shard
#

Sorry if this sounds real dumb, but you mean Movement Input, right? I'm looking at the default controllers, and notice that they have 'get control rotation' inserted into them. Do I manipulate those to change the max speed as well, or do i expand further on the Movement Input to hard insert the top speed of the characters?

#

Oh, that makes a load more sense. I think I'll check it out right now

#

Okay, I changed the variables to the way i want it to! Thanks so much

drowsy steppe
#

hey guys, i'm trying to create a system where you move your camera by dragging with your cursor, but it doesn't go past the branch. does anyone have any idea why?

odd kiln
#

Hello all !

#

Does anyone know why I can't change my "Jump Z Velocity" smoothly with a "Timeline" ?

#

That's what I thought...

#

So there is no way to make a smooth jump ?

#

As the "Jump Z Velocity" is "instantaneous"

#

I already did that but I wanted to have a more realistic jump changing the speed when I start to jump

#

So I set it to "flying" and the play with a "Set Actor Location" ?

#

Why you wouldn't do that ?

#

Maybe yes but that's weird that the jump is "instantaneous" =/

dawn gazelle
# drowsy steppe hey guys, i'm trying to create a system where you move your camera by dragging w...

You may want to consider using the enhanced input system to handle your input. You can have your mouse button fire a repeated execution path while it is held to perform the required operation rather than checking if the input is down using that function and checking it on tick. My only guess as to why the branch is continually false is because the left mouse button input event you have there is consuming the input that forces that function to return false.

odd kiln
#

Because if I decrease the "Jump Z Velocity" I can't jump as high as I want

silver blade
woeful pilot
#

@maiden wadi any ideas on to handle objects with the same name? Thanks btw for the help on this

flat coral
#

Is there a way to make the 3D Widgets from a transform variable reflect the world transform, not the local transform? Or, failing that, what's the best way to go from a local transform to a world transform?

signal perch
#

How do I add a variable property like the metadata here??

maiden wadi
odd kiln
#

Ok I think I will stay with that x) ! Thanks a lot !

drowsy steppe
silver blade
#

Yeah I was thinking that too, thanks 😄

lofty rapids
lofty rapids
#

see what shows up

drowsy steppe
#

thanks, but true never gets triggered

granite elk
#

I have made some Boolean variables. I then made an array and put those variables in the array. I then shuffled and set some of the booleans randomly. How would I get the boolean value of the last index?

silver blade
#

Aye aye
Im using it to toggle player movement in widget blueprints because I'm doing that a lot; is that a good use-case?

lofty rapids
#

if neither work then it's not running

drowsy steppe
#

i appreciate your help a lot by the way

lofty rapids
#

so it's always false ?

drowsy steppe
#

yes

lofty rapids
#

does the left mouse button event trigger above it ?

drowsy steppe
spark steppe
#

first of all you should use enhanced input

#

2nd you should check if the actor has input enabled

lofty rapids
lofty rapids
lofty rapids
#

did you set it in world settings ?

#

or did you just spawn it ?

drowsy steppe
#

i guess i'm possessing it since i can move it around?

lofty rapids
#

ok so you can move just the mouse isn't working ?

drowsy steppe
#

exactly

#

i mean the mouse works for other inputs just not that one

main flume
#

How could I get all assets in a folder and put all with the format "carname-carpart-nr" into a array, for example I wanna get all spoilers for car X, it would look like "X-spoiler-01" and "X-spoiler-02" and return them?

maiden wadi
lofty rapids
#

do you have this checked ?

#

in project settings

#

found that off the googles says if it's checked might be a problem

drowsy steppe
#

Yes I have checked it

lofty rapids
#

so uncheck it, do you need it ?

drowsy steppe
#

i unchecked it, i checked before to try and make it work

#

but now i see that it's recognized the input

#

so it's working

drowsy steppe
lofty rapids
drowsy steppe
lofty rapids
drowsy steppe
#

i tried it now i put current but still not working

lofty rapids
#

so normally i would just get x,y on mousedown

#

and do the maths i wouldn't set that at all at the end

#

previous is actually like a "base"

#

that you use to calculate with the the offset

#

if i'm understanding what you want to do

lofty rapids
drowsy steppe
lofty rapids
#

is it moving at all ?

drowsy steppe
#

no

#

before i managed to move it a little but not in the intended way

lofty rapids
#

i c its probably kind of complicated math idk

drowsy steppe
#

ok thank you my man for the help i appreciated a lot. i must resolve my issues by myself now

lofty rapids
drowsy steppe
#

i don't want to bother you any more

drowsy steppe
lofty rapids
drowsy steppe
#

i fixed it

#

kinda

#

this is what i changed

#

it works but it's a bit unresponsive and goes the opposite way sometimes

bronze tendon
maiden wadi
bronze tendon
# maiden wadi Ah, fair. You can also spawn in a new level instance, but that is a different fu...

I'll have to look into that. I'm using this setup because I have an ndisplay config actor in my persistent level and some setup stuff on my character that I don't want to rebuild between levels, so this approach lets me keep my 'forever' stuff around. Plus All my levels are sitting right on top of each other because this is basically an arcade game with a fixed POV straight through levels - you don't navigate a space.

trim matrix
#

It's a UMG (CommonUI) question, but someone lurking in here might know something that could help me so I just put a link to the post.
#umg message

warm parcel
#

Hello everyone. Quick question. I have a crate, which is a physics object. The crate has a hinged lid, which I have set up with a physics constraint. How can I have the lid be simulating physics, while attached to and moving with the main crate mesh which is also simulating physics?

#

It seems that if both static meshes are simulating physics, the parent/child relationship doesnt work to make the child move with the parent

faint pasture
#

show constraint settings

#

specifically the constrained components and all the axis stuff

warm parcel
placid cove
#

hi, i am making a sort of weapon system and i find very easy to add weapons using structs, so i created a struct where i put all the different stats of my weapon, and another struct where i put all my weapons with their values, now my question is: how can i get all the values of the pistol for example

warm parcel
#

You can "break" the struct to access every individual value in the struct. In this case, since you have a struct containing structs, you could break your WeaponsStruct and then break the entry "Pistol." The node should be called break

placid cove
#

this is a lot already and im not finished

maiden wadi
#

IMO You will find it much easier to make data assets for this kind of static data. Because you can pass the data asset's pointer around to access it all without copying anything excessively, and as a data asset it is globally available where ever you need it. Then you simply make a data asset base class with that weapon data struct. And when you need a new weapon, you just make a new data asset instance in a folder somewhere.

bleak quest
#

I am working on a swimming and diving system. When I dive and surface I find that my character rotates. Can anyone help me figure out what is causing this?

Thanks!

placid cove
#

the way i am thinking is this, so i get every stat and apply them to another variable in my first person blueprint but i want to give the struct node some sort of input like a tag or the model i am holding so it knows which stat i want

placid cove
maiden wadi
#

Putting the struct in a data asset would allow you to do that.

#

Are you aware of the concept of assets? Like assets vs instantiated classes? EG the difference between a StaticMesh and a StaticMeshComponent?

placid cove
#

i tried making another weapon system but it was so big and clunky in my blueprint

#

now im trying new methods

maiden wadi
#

To try to explain, a static mesh component holds a static mesh. Multiple components can use the same static mesh. This is because static meshes are all global data, you do not affect a static mesh at runtime at all. It has vertex points, and sockets, and polygon data etc and all of this stays static and unchanging. But you can put that same static mesh in two different components and display one of them as say scale 1 and one as scale 0.5. Despite that the second one is half the size, you're still using the very same static mesh asset for both.

To port this concept to weapon assets. You have a lot of data about weapons that is unchanging. Their display name, their default damage, default clip sizes, default actor class, default etc etc etc. So instead of copying all of this data every time you need a new weapon. EG if you have three weapons in the level and you're using a struct on each of them, you've made three copies of your data. And if you change your defaults, instances in your levels that you might have placed won't immediately update. With an asset, you simply have a pointer to that asset on the weapons that points to the data asset where the real data is.

#

Sec, and I can show a brief example.

placid cove
#

well thanks for the explanation

#

i could try this method

maiden wadi
#

Possibly, I haven't watched it.

flat coral
#

What's the cleanest way to check whether a player is currently in a given room? In theory I could just make a BP with a collider that checks whether it's overlapping player whenever this is queried, but I feel like there might be prior art for this

maiden wadi
#

What concludes a room?

flat coral
#

Honestly probably edge of a collider? But I mean, that's part of the question really

#

The problem with doorways is there can always be a different doorway. Even if I had some reliable way to know whether a player was entering or exiting, I'm still signing up for per-doorway effort which I think is necessarily more work than per-room effort. So that's probably not the approach.

maiden wadi
#

Depending on what you need to detect it for, I'm inclined to agree that it might be simpler to just stick a collider there and trace from way up to way down where the character is and take the hit room. Update it every so often, etc. Would be the most surefire way to know without too much hassle.

flat coral
#

The main thing is I'd rather do it by sampling at the time I need to know, over trying to keep track of whether the player is in the space

#

Because you run into situations like the player dying in the space and then respawning outside it, where that tracking becomes non-trivial

maiden wadi
#

never used a data asset, what is it?

flat coral
#

Oh it's even easier than your solution, I don't need to know WHICH room the player's in, I need to know if they're in a specific given room.

hazy jewel
#

Quick question: Am I able to reduce the tick rate of a sphere trace specifically? I have a slash attack that I don't want hitting for every single frame but I don't want it hitting just once. Ideally every few frames it hits.

Sorry if this is too vague a question!

maiden wadi
# hazy jewel Quick question: Am I able to reduce the tick rate of a sphere trace specifically...

Not specifically, no. Traces are instant. The way this is normally handled is that you would trace a little bit each frame and maintain the state of the attack while doing so, so that you don't apply damage to the same target multiple times.

EG if you use a Gameplay Ability. On start you can play an animation montage, get the weapon's sockets for your traces. Then each tick, you'd trace from the last location to the new location for each socket, You take all hit actors each frame and compare them against a set or array of actors you've already hit. If they are not in that list, you apply a gameplay effect, and add them. On ability end, clear the array.

Other implementations simply put colliders on the weapons and handle the same thing on overlap, but in the same manner.

hazy jewel
maiden wadi
#

You should be able to. Can you show what you are currently doing with the spawn logic?