#blueprint

1 messages · Page 140 of 1

obtuse rapids
#

Hey guys -- I'm having some issues with motion warping.

#

Here's what's going on: I need to disable gravity so my character can actually perform a mantle. Also, the motion warp from the montage isn't actually updating the Z axis of the player. How can I fix these two issues?

opal pulsar
#

is it possible to change a HeterogenousVolume's vdb material in blueprints?

frosty heron
#

What is that?

#

Looks like 5.3 thing, I can't check then. But your option is to get a ref to the volume instance and see if you can change the material

obtuse rapids
#

Like excuse the poor code but

#

Why doesn't this make the target go sky high when I play the animation?

karmic tartan
#

Hey guys, wondering what target I can use here for Set Control Rotation, since I'm losing the directional roll with just Get Controller, while Set Actor Rotation works but not in multiplayer? (Because of character movement built in replication)

#

Set Actor Rotation works when I use a target of self, however self cannot be used as a target for Set Control Rotation

maiden wadi
# karmic tartan

Unsure of the issue when you mention roll? What is the end goal effect?

finite hearth
#

I think I need a better way to build my monster spawner. I'm using PCG to build a big forest. The PCG spreads out a bunch of "NPCSpawner" actors.

These actors have a big collision sphere that detects if a player comes in range, then spawns a monster. It has cleanup logic to destroy the monster if the player leaves the sphere.

There's about 150 of these actors spawned at runtime.

I'm wondering if it might be better to turn the spawners into AI, and move their detection and spawn logic to the perception system. Would that help me improve framerates and reduce server load, or is the perception system more expensive than collision spheres?

spark steppe
#

most likely the spheres are the cheapest way

#

i don't see how they would affect your FPS, while anything else in a BIG forest certainly does

#

also the loading of the monster may cause a hitch on the client depending on how much data they need to load at the moment the monster spawns

finite hearth
#

Wonder if it's my tree collision then. Something is eating my fps and I don't know what..

spark steppe
#

sphere overlaps certainly aren't

tribal gazelle
#

How would I go about doing a specific animation sequence depending on a boolean check? EDIT: I am yet to make the boolean, just used an existing on in screenshot.

spark steppe
#

blend by bool

#

or a state machine

tribal gazelle
#

Ahh thanks man, and didn't know that channel existed. Thanks again.

untold fossil
#

Hello. How do you deal with removing instances with like a harvestable foliage mechanic. My entire setup works as expected, except for one issue. I have a replicated "RemovedInstances" struct which holds a foliage class and an array with all of the removed instance indexes. Problem is when using the remove instance node the entire index order changes. How does one deal with this?

#

It would be nice if like every removal pass I could update my own removed instance index array with the adjusted / re-ordered actual removed instance indexes. But there doesn't seem to be a way to retrieve the removed instances from a HISM component

dark drum
untold fossil
#

I found an alternate solution for now. Instead of removing the instances I'm essentially turning them invisible by scaling them down to 0 and moving them off map. This also makes it possible to respawn the harvested foliage which is something I'll likely want down the line.

gentle urchin
#

If you want to remove the instances

#

First you swap places of the last instance and the instance you wanna remove

#

Then you remove the last instance

#

Hism or ism does this by default. Thenothet does not

#

Quite annoying 😆

celest vector
#

I have a question, How do i get a Value from main character BP to animation BP ? I am new to BP's so wat node do i need or is it even possible ?

uncut bridge
#

Will the Unreal Engine be able to use two Game instance one day?🤔

gentle urchin
#

two instance of what

uncut bridge
#

I'm trying to get to A To B

#

Action jRPG Templat -------Game instance 1 ---------- Action RPG Multplayer Starte Passed------ Game Instance 2 Massive RPG Systems Did not passed. To Save Or Use Game instance It needs to

bitter otter
#

hey, does anyone who how to make an flying AI enemy, that fly's around until seeing the player, then hovers above/circles player, then after a random amount of time dives to attack before returning to circling or wandering?

uncut bridge
# bitter otter hey, does anyone who how to make an flying AI enemy, that fly's around until see...

https://www.youtube.com/watch?v=ZXEZnVp8qmg&list=PLgRV_vsxaSAEztbJtQdrthvwvwiEE_cWU&index=70 You can also check my Youtube page. I have loads of tutorials That make cool suff that would help you. It in the Project Work Videos https://www.youtube.com/channel/UC3pHXZWNkvBGCebIBB_eDGg The top lists are the best ones.

🛍️ Free random level generator blueprint (enter code 'hardcore'): https://jacksonnexhip.gumroad.com/l/bNNC

Simple Flying AI now available on Epic Marketplace: https://www.unrealengine.com/marketplace/en-US/product/flying-ai

Simple Flying AI pack. Comes with Flying Move to Behavior Tree Tasks, and 3 preset Flying AI Behavior Trees including ran...

▶ Play video
uncut bridge
#

You're welcome.

gray ice
#

hello guys im making a simple widget for entering a boat
but im unbale to call the variable does anyone knows whats going on

frosty heron
#

does ActiveBoat lives in the ThirdPersonCharacter? post a full picture

gray ice
maiden wadi
#

BP_ThirdPersonCharacter != ThirdPersonCharacter

gray ice
#

???

frosty heron
#

you want to cast to BP_ThirdPersonCharacter

#

not ThirdPersonCharacter

gray ice
#

owo

dark drum
gray ice
#

lemme check

frosty heron
#

im gonna watch dune, gl

gray ice
#

thanks a lot it works now

silent drift
#

When I convert a float value to text even though it should be 1000.0 it turns it into 1.0, how would I chnage that? (It is for debugging purpose, and I get that 1.0 or 1.4 = 1000 or 1400, but I would like it to say 1000 or 1400 instead of the 1.4.

maiden wadi
#

You're 100% certain that it's moving at a speed of 1000, specifically on the X axis?

silent drift
#

Yep, 100%, because it also turns into 1.4 when I change it to 1400, and anything below 1000 it writes 800.0 and such.

#

So it must a precision thing that it auto does for values above 1000

gentle urchin
#

Ypu know you want tge lemgth of the velocity?

maiden wadi
#

I'm asking that question because ToText from float doesn't really do that kind of compression formatting. There are cases where I wish it did. It has settings to display only a set amount of values on the left or right side of the decimal, but it can't actually compress 1,400.0 to 1.4

upper raven
#

This is a real headscratcher for me. I'm basically comparing dot products and distances. You can see in the Print String that the first few values are exactly equal. But both conditions are returning false. They all run in the same function on the same frame. Why could this be happening?

silent drift
#

@maiden wadi You can do quite a lot:

#

But for some reason I can't it to show me 1400 instead of 1.4

#

No matter what I tweak. 😦 And getting the length does the same thing.

maiden wadi
#

But plug in a vector of 1400x 0y 0z and break it, then get x and totext that. It'll show you 1,400 by default.

gentle urchin
#

Have you changed ue defsult units of messurements? Would that scale here?

silent drift
#

I have not changed the defaults as far as I'm aware.

#

Just checked, I have not

gentle urchin
#

Kk

#

And printing the text/value?

silent drift
#

Well, I guess, is there a way to get this value: to show instead of the velocity so to say. 😄

dark drum
dark drum
silent drift
#

That is on X 1,000 or 1,400.

upper raven
dark drum
silent drift
#

Actually the print string is correct, but converting it to text seems to break it then.

gentle urchin
#

Is your text box large enough?

silent drift
#

yeah for sure. its screen width-

gentle urchin
#

Float to string to text ?

#

Not sure if sanitize float exist in bp

silent drift
#

The to string, and then to text fixed it!

#

Thank you!

maiden wadi
#

I'm curious if you're seeing 1.4 or 1,400?

gentle urchin
#

Try setting minimum integral to 4 , for science

silent drift
#

With minimun integral to 4:

#

Using to string, and then to float:

gentle urchin
#

1,4

maiden wadi
#

...

gentle urchin
#

Grouping

#

Friend

silent drift
#

That did it!. 🙂

gentle urchin
#

ToText is correct 😆

silent drift
#

I didn't think about to grouping. 🤦

maiden wadi
#

This is what was throwing me, because 1,400 is 1400, not 1.4

gentle urchin
#

^

#

Major difference between , and .

silent drift
#

Sorry, we use , in Sweden, we never use dots. 😄 At least not during my school time, not sure if that has changed. but that is why Excel breaks all the time when you have a swedish keyboard. 😄

#

Sorry, not never, if I remember correctly, we do the other way around. Not 1.4,0 but 1,4.0 or some shit like this.

maiden wadi
#

It's like that in Finland too. Took me a while to get used to the commas as decimals after moving here. 😄

silent drift
#

Yeah, we just suck with that. 😄

gentle urchin
#

Excel hates us for this

#

Norway aswell

#

And its messed up

silent drift
#

So pretty much scandinavia fucked up on , and . for numbers. 😄

#

I'm so freaking glad I'm not working on an Excel type of software. 😄

#

Thanks for all the help to solve it!

maiden wadi
#

Semi curious if the editor's language settings affect that by default. Cause that is all internationalization stuff.

#

Yep. It does. 😄

#

@silent driftIf you're bugged by the commas. You can toss them via switching to your area's version of English culture. Open the console in editor via ~ or whatever key it is for you. Then enter
culture=en-SE

#

@gentle urchin Oddly, Norway's English uses commas? O.o

gentle urchin
#

Ofcourse it does

#

Bloody consistency is to much to ask for 😆

maiden wadi
#

Finland's and Sweden's doesn't. 😄

gentle urchin
maiden wadi
#

For grouping

gentle urchin
#

And . For decimals then

maiden wadi
#

Wait, now it removed it. O.o

gentle urchin
#

😆😆

#

Just like excel treats me lol

#

Forget CSV

maiden wadi
#

Oh, not supposed to use the - in enNO. en-SE works, so does enSE. But en-NO does not.

gentle urchin
#

With grouping ?

#

Only spaced?

maiden wadi
silent drift
#

Hahaha

#

And this is why I try to default everything to English... It just simplifies my life. 😄

#

If I didn't need to answer people in Swedish with åäö I would probably even kill the Swedish keyboard setting on my PC (everything is in English but I need to answer my family in Swedish with åäö)

gentle urchin
#

Lærte de ikke å skrive øngelsk ?

#

/jk

#

Wanted to include æøå

maiden wadi
#

Admittedly, I still can't get used to the Nordic keyboard layouts and I've been here for years. I have to hunt down ANSI layouts when I need a new keyboard. Typing on my wife's keyboard really messes with my muscle memory.

silent drift
#

Yeeeppp. No one in my family reads English except myself...

gentle urchin
#

Laptops with squished buttons/characters are the worst

#

< full size is just ugh

thin panther
#

I don't think I could ever get used to an alternative layout. Admittedly I'm an English native, but previously when typing in German, I'd always use alt codes for special characters

#

qwerty is baked into my soul at this point :P

thin panther
#

I always miss them because I'm used to a chunky enter

silent drift
#

Well the Germans are freaking weirder (I'm living and working in Germany), since they have qwertz and not qwerty, that is just a whole new type of weird. 😄

thin panther
#

Maybe they really liked quartz but made a typo

gray ice
#

hello guys ,
i was making a drivable boat with buoyancy
and i was able to set up the boat and the character

i was trying to add the enter exit and driving animations to it but its giving me errors

so i decided that i can just put a static mesh and just turn on and off the visiblity as soon as i posses or return back to character
but im having hard time setting this up can anyone help me

#

this is the pose i took from animation

toxic copper
#

hi folks, any idea why this while loop is giving an infinite loop error? The "Patterns" called all set "isFiring" to false once complete. I ran them separately and was able to confirm that it was set to false, which I thought would make the while loop end

versed sun
#

that's not how a while loop works, what are you trying to do ?

toxic copper
#

im trying to not let it reset the "do once" until "isFiring" is set to false

#

basically im trying to block "on see pawn" from firing every tick by gating it with a do once. the first time it fires, it goes through, sets "isfiring" to true, and flows to one of three patterns, and then it gets stuck in a "while loop" until "isfiring" is set to false

versed sun
#

remove the while loop, it only works in 1 frame
change Do Once to a Branch, plug IsFireing into it
Remove Delays

toxic copper
#

let me give that a shot, thank you!!

#

btw, what do you mean by while loop only working in 1 frame?

#

last time i asked on here, i was asking about why a delay within a for loop wasnt working.. do delays also not work within while loops?

versed sun
#

yup

#

I think this basic setup

toxic copper
#

seems to work, thank you!!!

#

also noticed you used max integer 3 (and also that the pattern connected to 2 wasnt firing).. I take it random integer is non-inclusive of max?

versed sun
#

its Max -1

toxic copper
#

gotcha

queen valley
#

is this ok to do? Will the player ref remain valid in the widget? Never used on initialized thats why im asking

pastel skiff
#

hey so i got this issue with em widget where i want the opacity to corelate with me current health but insted of being a bit visible it is either fully visible or not visible at all any idea why? (here is the code)

dense thicket
#

how do i change the font size of some text in the mainmenu widget, with blueprint?

pastel skiff
lofty rapids
dense thicket
lofty rapids
#

you can scale it i think

#

or use an animation when hover

pastel skiff
#

wait

#

god dman it

pastel skiff
lofty rapids
#

hmm

#

i would assume it would go 0-1

#

or 1-0

#

do you have a bar that shows the health ? it should be the same math

lofty rapids
clear lion
#

Good day. In my UI design, when I press the button, it does not go to the page I want. The URL is correct, can you help me ?

pastel skiff
#

chnaged it

lofty rapids
#

idk health/max health will give you 0-1

#

if it's a float

lofty rapids
pastel skiff
viscid viper
#

hello
i need some help ive been trying to create a beam that will progress toward the target i created a trace line from weapon to target and use the hit point to create a spline with the start as the weapon location and the end on the hit location then i can move the beam end locatioin along the spline to create the effect of the beam progressing toward the target and not just spawn instently however for some reason the spline and the trace line arnt matching the end point and so the beam spawn with diffrent end point doesn anyone knows why?
the first image is the trace line and the beam going to diffrent locations
the second image is the scrip that create the trace line get the hit location and set a function to send the spline end point and start moving the beam
the third image is the event that set the spling end point
whats the problem?

lofty rapids
lofty rapids
lofty rapids
clear lion
#

yes

#

2nd clicked correct

lofty rapids
#

what does that look like should be simple load level or something ?

clear lion
#

1st click is incorrect, does not log in

lofty rapids
#

by "log in" are you doing loggin of any kind, or just loading a map ?

clear lion
#

logging into the game

lofty rapids
#

also i would start by looking at the difference between the two buttons

lofty rapids
clear lion
frosty heron
#

Don't use string

#

open level with soft ref

lofty rapids
# clear lion

show the level in your content browser maybe you didn't put it in correctly

clear lion
#

let me open my login screen

lofty rapids
#

this is looking like a level with the name cyberpunk doesn't exist

clear lion
lofty rapids
# clear lion

i would also make sure that click is firing on the first button, make sure it's the right event with a print string

clear lion
#

how is it going to be

lofty rapids
#

just a print string before you try to open the level

#

see if it fires

clear lion
#

I know exactly how to do this.

#

Can you show me how to look at the log files?

#

I can understand it more easily if you show me by taking a photo or a video.

lofty rapids
#

do you not know what the events are and how they work ?

clear lion
#

Unfortunately, no

lofty rapids
#

they fire off at different times

#

in this case you can see your openning levels on two events

#

when you click button1, and when you click button2

#

notice the white execution goes to open level

#

which is what your trying to do

#

have you ever used print string ?

#

it's difficult to help if you have little understanding from a chat perspective

#

not being able to debug myself, you would need to go through the process

#

i would suggest some basic understanding of blueprints, nodes, functions, variables, events, mostly execution and flow would be good to start

clear lion
#

Thank you for your help

gray ice
lofty rapids
#

then trying to make him sit down

gray ice
#

i can already possess the boat

lofty rapids
#

or just put the sit down animation on, and position him in the boat at the right place

#

but it's throwing errors ?

gray ice
#

actually im not able to import the animation to animation bp

#

it says the skeleton mesh is different
i even changed the skeleton mesh manually from asset editor

lofty rapids
#

so get him in the boat first

#

atleast even if he's standing in the boat thats a start

#

switch from land to boat

gray ice
#

i dropped the idea of adding animation altogether

#

i just want the sitting position to be there while i posses the boat

feral ice
#

how do i remove a constraint item to my mesh efter i click again?

gray ice
#

i know it can be done via visiblity but i dont know if i need to introduce any new variables

gray ice
lofty rapids
#

wdym "via visibility" ?

#

i would put him on the boat

#

then figure out how to set him to sitting position, but if the skeleton is different idk how to fix that

#

retargeting maybe ? i never done something like that

#

i just used the same skeleton and mixamo so far

#

but you should be able to in your state machine just have a sitting animation that you play with a boolean transition, then you set the boolean and your sitting, set it to false and you'll go back

lofty rapids
#

it's a wild guess but maybe start + end

pastel skiff
#

hey is there a way to delete a file form a project?

#

if so how?

lofty rapids
#

"fractional separators" ? you mean like 100.5 ?

viscid viper
lofty rapids
#

it's a wild guess like i said, similar problem with traces

#

so i just applied the same logic

lofty rapids
#

like mentioned i would start by just putting the character on the boat

#

maybe even with set actor location, drop him on the boat

#

see if he stays on it well and it's working out

toxic copper
#

is there a way to make the trigger of an input action modifiable from inside a blueprint?

#

for example switching from Pressed to Down, if, say, sprint is changed from toggle to held

queen heron
#

was there a node that sets any value that is not equal to 0 to an exact value?
like a value of 0.001 counting as 1 or -0.05 counting as -1

#

the map range node might be just what I need

#

just wanna make sure if there's other nodes

#

nvm, map range is not what I need...

lofty rapids
#

are you just wanting positives to be 1 and negatives to be -1 ?

queen heron
#

yes

#

I recall doing something similar to this in python or c++

#

but that was long ago

#

or actually no that was just a code execution order

lofty rapids
#

you can compare float

#

and just have if it's + -

#

make a function

queen heron
#

I think there was a macro node for it

#

actually no

#

this is what I actually need to avoid execution pins

lofty rapids
queen heron
#

which means I need another select node

marble tusk
#

So you want it to make anything above zero 1, zero 0 and less than zero -1? If so just use a "sign"

lofty rapids
#

maths ftw

#

i would do this because my math skills are minimal

queen heron
# lofty rapids

oh right! I could do that and convert the function to be pure

marble tusk
queen heron
#

much better than select

queen heron
lofty rapids
#

because maths

maiden wadi
#

So to answer the question, no you can't force it unless you change the locale of the running editor or game.

lofty rapids
#

if someone in another country plays my game, will the locale auto change ?

maiden wadi
#

Depends on some factors. The game will try to auto set locale to the user's machine defaults. But it will only do it if you game supports their language.

lofty rapids
#

out of the box does ue support a bunch of languages, or is it something you need to add in ?

maiden wadi
#

Not sure what all the editor is translated to. Anything in your game will have to get localized per string you need.

lofty rapids
#

well the question is if i use english in my game, it won't translate to others right ?

#

same with the numbers

#

unless i specify it to do so ?

maiden wadi
#

Correct. And only if you're using FText properties. And only if you actually get those properties translated.

#

This is yet another reason why things like data assets to make definitions for items are great. You get to store good localization data like genderization and pluralization along side other things easily and have it associated to the thing it's meant to be without having data scattered everywhere.

#

Was always a fun thing to learn. In English we have very simple rules for pluralization. Thing, Things. Add an s if there's more than one. In other languages it gets complicated. EG Polish vs English month(s).

single: 1 month
few: 2 months
many: 3 months
other: 1.5 months

single: 1 miesiąc
few: 2 miesiące
many: 3 miesięcy
other: 1.5 miesiąca

queen heron
#

except we count the gender from singular and plural words

frigid summit
#

hi guys do you know how to destroy obstacles if it overlap with the coins i have my obstacles have block all and my coins have normal overlap

trim matrix
#

it's just saying that you got more than 1

harsh coral
#

Is there like a regular streaming hangout for people working on blueprints?
I´ve got this pretty massive actor blueprint and I don´t even know most of the basics yet, so it would be really cool to just have somebody look at me going through it bit by bit with some tips and tricks you only learn after doing this for a few years...
Like, I´ve already had to redo big chunks of it several times, because I didn´t know some stuff would cause issues later on and other stuff is probably just waaaay more convoluted and bloated than it needs to be.
Or is there maybe a server thats more focused on blueprints for non-gaming uses of Unreal (virtual production/linear content production)?

lofty rapids
harsh coral
#

Yeah, I really wish I wouldn´t have to try and figure this stuff out while working full time with deadlines, lol.

#

Its so hard to search for these things, especially when 98% of all things you find are about games and I just want to be able to do stuff in editor more efficiently for rendering out cinematics.

#

Like..
Could you make a "Pick actors" button that would let you select actors from the current blueprint and add them as tracks into the currently opened sequence?

#

Thats something that would be insanely useful to have for me, as I have 300+ skeletal meshes in my blueprint and whenever I need to animate only one, I have to click into the blueprints details, so I can select it in the viewport, then remember the name, add a new track in sequencer and type in the name to add a track for it and then rinse and repeat for every mesh I need to animate...

maiden wadi
#

In a blueprint, or in a level?

dawn gazelle
#

300 skeletal meshes

maiden wadi
#

Relatively sure your life would be easier with a sublevel of skeletal mesh actors. O.o

random pulsar
#

how to change collision preset in blueprint?

harsh coral
harsh coral
harsh coral
#

Also... its really messy to add animation to 300+skeletal meshes in sequencer manually, which was what I had to do before.

harsh coral
harsh coral
# lofty rapids "I didn´t know some stuff would cause issues later on" <-- classic, this happens...

90% of the time, if I wanna do something and don´t know how...I just keep adding nodes to the blueprint that sound vaguely like what I wanna do and then connect them randomly to other nodes that sound like they would make sens and then brute force through every combination until I find something that works...I don´t think its the most effective way to learn things, but alas, the only one available to me rn...

random pulsar
# maiden wadi

yeah i want the ragdoll preset,which one of those can enable ragdoll treset?

#

i tried some of those now

maiden wadi
#

IMO I'd ask in the cinematics channel. See if anyone knows a way to improve that kind of workflow. Only cinematic stuff I've handled is basic skeletal mesh actors playing animation tracks or control rig stuff. Which is pretty straight forward usually.

lofty rapids
harsh coral
harsh coral
maiden wadi
harsh coral
#

The names the same, but they are not compatible...

#

So...any idea how you can make a function that lets me select actors from thew viewport directly?

maiden wadi
#

To do what with?

harsh coral
#

Add them as tracks to the currently open sequencer for example.

maiden wadi
#

A level sequencer?

harsh coral
#

Yep.

random pulsar
maiden wadi
#

As in pick them from here?

harsh coral
#

Yep. But picking them from the viewport instead.

#

Because
A) If I pick them here, I can´t drag them to the sequencer:
B) Finding the right ones in a 300+ list is really cumbersome

maiden wadi
#

Just pick them in either the viewport or outliner, then do this.

harsh coral
#

Oh, sorry, I thought that was the details panel.

#

No, the actors are IN the blueprint.

#

So, I can only add the blueprint to the sequencer and then manually select them from a list there, if I want to add a track for a single actor in the blueprint.

maiden wadi
#

Hmm. As ChildActorsComponents, or do you mean just skeletal mesh components?

harsh coral
#

Skeletal mesh components I supposed.

#

So I can animate visibiloty or material parameters or change animation etc.

cursive wigeon
#

Any of yall used Inky in unreal? Is it integrated well?

harsh coral
#

Thats another issue...Understanding which kind of reference you need.
For me these are all the same on the outside... "actors" in a level.
But that you have like a dozen of difference nodes referencing different aspects and how actors are vastily different in the first place makes it really difficult to figure out what you even need.

maiden wadi
#

What were you trying to get periods for again? The decimal placement or the grouping seperator?

harsh coral
#

Blueprint for controlling animation with 300+ skeletal meshes Thread:

I´m not sure its even possible though, as you generally can´t select anything inside the blueprint in the editor viewport, unless you go into the components window in the details panel (or whatever its called like, where you can see all the actors and child actors in your blueprint).

#

Anyways...Gott organize some food for the weekend, if anyone has an idea and could help me figure this out, pls png or dm and happy weekend !

maiden wadi
#

It's possible. Just not sure if BP possible which is a much narrower possible. Looking some stuff up.

tight pollen
#

how can i get current Animation from skeletal

#

"Anim to Play"

maiden wadi
#

@tight pollenYou're looking for this I think.

random pulsar
#

problem:my character falls throw the landscape when i enable simulate physics,but does not fall throw a basic cube dragged in the level from place actors window

#

i tried enabling block on all objects,different presets,none worked

maiden wadi
#

@harsh coral Well. I'm still trying to find out how to add specific track types like chaning the animation or mesh without crashing the editor. But adding all of the skeletal mesh components from a specific actor is fairly easy.

#

I´m not sure its even possible though,

lean compass
#

how can i spawn a different widget for the character based on the gamemode?

#

so like team deathmatch would have 2 scores for red and blue and a zombies gamode would have stuff like "0 zombies left" and "wave: 3"

#

i dont know if you can get the gamemode from the character so im a lil stuck

lofty rapids
#

did you try this and cast to your game mode ?

#

i'm guessing you have some variables you want to check or something ?

lean compass
lofty rapids
#

so you have several game modes ?

lean compass
#

yeah like team deathmatch, a zombies styled one and a search and destroy

lofty rapids
#

is this multiplayer ?

lean compass
#

yeah its multiplayer

maiden wadi
# lean compass so like team deathmatch would have 2 scores for red and blue and a zombies gamod...

IMO I would mostly ignore the gamemode except for the HUD settings. There are much more complicated ways to go around this that work nicer. But for a simple, well working example. You make six classes for this case.

GameMode_DeathMatch
AHUD_DeathMatch
W_HUD_DeathMatch

GameMode_MyZombieGame
AHUD_MyZombieGame
W_HUD_MyZombieGame

Each GameMode specifies an AHUD class players should use.
Each AHUD can spawn and manage it's own widgets for it's player, as AHUD actor is spawned locally, once per client.

lean compass
#

thats actually crazy how i completely forgot about the hud class thats exactly what i was looking for lol

#

thanks

undone bluff
#

it's crazy how many people are unaware of it

lunar sleet
#

nowadays it's not always necessary to use it anymore. I still find it useful sometimes tho

maiden wadi
#

One of the main issues is that someone started a derpy rumor that it was deprecated, which is entirely false. People also handle widgets and stuff in their PlayerController, which is fine but I'm not a fan of that since that class already has networking and control input handling as a specialty.

lunar sleet
#

yeah, fair enough

#

AHUD - forgotten, but not lost

lofty rapids
#

i put all my widget refs in the hud, it's easy access from anywhere

maiden wadi
#

I use CommonGame/CommonUI, so I rarely keep an actual reference to widgets anywhere. Things are just pushed to the layout when I need them. They usually remove themselves, but special handlers like GameplayAbilities remove some of them.

gentle urchin
#

Anyone used DrawDebugCirclearc?

compact vapor
#

1-10000 loop in a BP function...... crash...
did i just ruin my lifes work...

maiden wadi
gentle urchin
#

guess im in the wrong channel x)

maiden wadi
compact vapor
maiden wadi
#

Are you able to take it out to make the assert stop?

maiden wadi
# gentle urchin

Looks pretty straight forward. Wonder why that isn't exposed to BP. Looks sort of useful.

gentle urchin
#

Maybe im just messing up the AngleWidth

#

its going pretty haywire

lofty rapids
#

bp is a pain the ass, but there are ways to make the code more efficient

compact vapor
maiden wadi
#

I don't think their issue is the loops.

compact vapor
maiden wadi
#

BP loops just error out after so many times.

lofty rapids
#

just a side note

#

in general a large loop like that is trouble imo, atleast what i have tried large loops

compact vapor
lofty rapids
#

you got a delay in a 10000 loop ?

compact vapor
maiden wadi
#

Eh?

compact vapor
#

its just a bizare and rediculous situation

#

cant create anything modular in BP that involves delays in time

maiden wadi
#

Loops don't delay anything though? How are you using it to delay something?

compact vapor
#

not even a "delay till next frame" node

lofty rapids
#

sounds like a timer maybe

compact vapor
maiden wadi
#

That isn't how that works. The loop is thread blocking.

#

Everything you execute in BP runs on one thread. Called in order over the course of one frame. Delays and timers simply register a function callback on a later frame. A loop will not do that, a loop executes every single thing in it's loop body that frame.

compact vapor
maiden wadi
#

You use events, and multiple functions. DelayTilNextFrame->Function->DelayTilNextFrame->Function

compact vapor
maiden wadi
#

That's basic programming though. Like if you're trying to rerun the same function each frame, or over the course of a time, you can either put it on the tick event, or you can register a timer in the function body.

maiden wadi
lofty rapids
#

what are you trying to delay ?

compact vapor
lofty rapids
#

if your trying to delay with a loop it will eventually crash because it's one tick

gentle urchin
lofty rapids
#

why don't you just put current location at the beginning, past location at the end, and logic in the middle ? @compact vapor

lofty rapids
#

wdym "know" ?

trim matrix
#

it was just a reandom question

lofty rapids
#

i know a little, i'm been programming a long time

#

so i know a lot of the fundamentals

#

but the language specific stuff i only know so much, and just started using with unreal recently

compact vapor
lofty rapids
#

so why do you need the delay tho ?

#

you can just set these variables in the function

#

one at the beginning, one at the end

#

and check in the middle it's all the same logic

#

and run it on tick

#

or whenever you need it ig

compact vapor
lofty rapids
#

hmm

compact vapor
#

one frame later its 2

#

thats a chang of location and has a speed

#

with a function, It would happem one, frame and have a speed of 0, then next frame same thing

#

because both variables never get a change to have a difference

woven drift
#

hello, im trying to get tank's speed variable on my screen thru widgets, i have the parent class for all tanks and child tank classes which can be used by player, how to get this variable from any of these while they are 'remoted' by player?

gray ingot
#

Hi, what do i need to change to make POM work with Virtual Textures?

woven drift
compact vapor
# lofty rapids on tick

yes but im trying to make a modular function which you can slot in an object reference and it will tell you its speed in the world.
it would need to be in a function, I dont think this possible in BP

undone bluff
maiden wadi
#

Sure it is. IMO this sounds better as a widget instead of a function. But if you NEED a function, you could use a macro too. Might be able to use a function though...

undone bluff
#

a macro is not a function

#

a macro is just a bunch of nodes that get inserted

lofty rapids
#

i'm wondering where you would store the previous

compact vapor
undone bluff
#

also macros aren't even public afaik

#

get velocity literally is just getting the velocity value the movement component or whatever calculates itself and stores

compact vapor
undone bluff
#

I'd spawn an actor component that keeps track of velocity and reports back or however you need it to function

#

you'll need to either be determining the velocity on tick and saving it to a parameter you can read or have some latent logic

compact vapor
maiden wadi
#

This hurts, cause this would be really easy to make a camera subclass in C++ to do what you need.

#

On the other hand. Do you only care about the camera that the viewer is using?

compact vapor
undone bluff
#

actor component

compact vapor
#

I solved my problem and built my system, I just couldnt scale it.
thats all

maiden wadi
#

You can't. Cause not everything calculates that. It's wasted cpu time on most objects. Which is why most of the time it's on movement component related things.

undone bluff
#

it'd determine location, wait one tick, determine speed based on previous location and then send the answer back

#

or make some subsystem that can do it for you

#

that's nicer than spawning stuff

gray ingot
#

How can i use 2 UVs in the same time, do i have to multiply them somehow correctly? Coz it does not work properly

maiden wadi
#

If it was just for the camera, I'd say do it in the camera manager. Tick a velocity off of a last frame location and this frames location. Then it would work on the player's view.

For other components, it's a matter of overriding the component and inserting that logic on your own because putting that on every component by default would be brutal.

undone bluff
#

subsystem that keeps a map of component : speed

#

probably structs since you need previous speed

maiden wadi
#

No need for the speed. Just the components. You can update the component's ComponentVelocity value.

undone bluff
#

now that's a good call

#

map of component : previous speed

maiden wadi
maiden wadi
#

Yeah. :/ Material editor has been great about that in 5.2 and 5.3

undone bluff
#

subsystems require the absolute basics of c++ to setup and I'd recommend it, but you can get the same results with an actor you get using get actor from class, it's just not as nice

maiden wadi
#

Just redo it. Chances are it had nothing to do with the add

compact vapor
undone bluff
#

yea the enhanced input is a LocalPlayerSubsystem specifically

#

the kind of subsystem just specifies its scope

compact vapor
gray ingot
#

I am making rotator and rotating 0.25, so it is supposed to be perfectly horizontal

undone bluff
#

no, a subsystem is kinda like a singleton, you can access it from anywhere within its scope

#

it's like a global class

maiden wadi
# gray ingot

Rotation center being 0, 0 seems wrong? Shouldn't that be 0.5, 0.5?

compact vapor
undone bluff
#

not at all

compact vapor
#

i'll have to look into them

undone bluff
#

the idea I suggested was having a subsystem that has a map which keeps a component and its previous speed, and then uses that to update its velocity

#

it'd have a function you'd call to register and unregister component which'd just add it to the map

#

so as long as a component is registered with the subsystem you can simply get the component velocity

gray ingot
#

Tried 0.5 all, 0.5 to every single

#

Nothing changes

#

I just want to use POM(or bump) + world aligned texture

brazen pulsar
#

Not sure if this is for here, but I got a problem trying to make my characters blink. There's a param in the eyes texture, and when you set it to different numbers it changes what the eyes look like on the texture (neutral, angry, eye closed, etc).
But I can't change that param through coding for some reason. It'll go from the ABP to the BP, but not from the BP to the texture

raven sluice
#

I'm currently working on a portal system. I need a rotation value that will make player and portal face to face everytime portal spawns. I have the Break Hit Result of line trace of portal, im not good at calculating values. Any idea how to take the rotation value?

maiden wadi
maiden wadi
raven sluice
maiden wadi
#

You just need a location of the character actor. Then do FindLookAtRotation. Target is Character's location. Start is Porta's new location.

#

Optionally zero out pitch if you never want it tilted oddly.

brazen pulsar
#

it's making it to the function with the correct info, it's just not changing the Index param

#

OH GOD DAMNIT, I PUT THE WRONG NAME ON IT! Had the param set to 'Index_' instead of just Index. Ughhhh, I'm an idiot.
Well, it's working now, thanks!

maiden wadi
#

Lol, always something simple. Been there a few dozen times. 😄

brazen pulsar
#

Ikr? always a spelling error, lol

raven sluice
craggy flicker
#

Is there a way I can get the component of an actor without having to spawn it in?

#

maybe i should just use pooling for that actually

craggy flicker
faint pasture
#

do you mean get the defaults on some component within the actor?

#

the component doesn't exist until the actor is spawned

craggy flicker
#

yea

#

gotcha ty

#

so if i made a pool of all existing Room actors with a DungeonRoom component, then before I spawn in a new Room, I get the type of that room from the pool to read the values before creating a new actor

#

doing this so i can get the width and length of custom room types

#

actually

#

that'll make it pretty time consuming when creating new rooms

craggy flicker
#

i might just set default room sizes for each level within the dungeon generator blueprint, might limit design capabilities, but i was already planning on having set sizes anyways

maiden wadi
craggy flicker
maiden wadi
#

You would need C++ for that.

craggy flicker
#

as an int

#

on the blueprint i mean lol

maiden wadi
#

Getting all components from a BP class is fun. Neat little exercise in annoyance.

tribal gazelle
#

Does EventHit not work for characters with no health?

#

Or unpossesed*

smoky solstice
#

I'm using a first person character and I have done some stuff and now I can't move and I'm not sure why I can't move anymore it doesn't let me jump but it does let me look around with my mouse

remote shard
#

Hypothetically, how would one do collectables in Unreal?

hushed fox
#

how would modding be done for things like skeletal mesh changes?

dawn gazelle
# tribal gazelle Does EventHit not work for characters with no health?

Health and possession has nothing to do with Event HIt as it's a collision check. The object needs to "bump" into something that blocks its collision channels. If you're simulating physics and want it to generate hit events, then you'd need "Simulation generates Hit Events" to be enabled.

dawn gazelle
dawn gazelle
remote shard
frosty heron
#

there's no health variable from any template?

elder flare
#

So, I might be doing this 100% wrong, or something, but I am trying to get 3 String Values into an object to make a item for a list view. However I can not figure out how to do this.

I have tried sending the object directly through, however on the other side, I can not convert the object back to string.

Any help would be appreciated greatly.

faint pasture
faint pasture
tribal gazelle
#

Yeah it was Simulate Generate Overlap Events - thanks guys.

true valve
#

If I add collision to AddSplineMeshComponent, it works in editor and in standalone but not in package shipping build. Any idea how to fix this issue?

visual crest
#

I want to make an inventory tetris system sorta like the one in the pic. I have built and inventory system before so I sorta know how to go about doing this but I am not sure how to detect the slots around it. Does any one know a good tut paid or unpaid that they can link me to?

dawn gazelle
tribal gazelle
#

Can anyone tell me why my decals are showing like this?

novel goblet
#

I'm struggling with doing a chain lightning effect using blueprints I can manage to zap from one target to secondary targets. But with blueprints I'm having issues wrapping my head around getting it to go from the secondary to the third and so forth.

I have an algorithm that sorts actors by distance from the initial target in c++ (Blueprint callable)
I store these in an AActor Array variable in blueprints (additional targets) Using a for each loop I call a custom function. Which then loops through and attaches the particle effect based on gameplay cue parameters.
As seen in the third picture. I honestly am not too sure how to do this in blueprints but I think I need a way to go through the array and get the next index and attach it to the prior index

#

my guess would be mouse hit actor, is the primary to attach the secondary beam to for the first entry, but after that point I need to do a separate loop that increments through the rest of the array indexes. So it would do mouse hit target to index 0 Index 0 to index 1 and so forth for the length

#

think i'm getting it, just tinkering with blueprints is odd to me working mostl in c++

lunar sleet
novel goblet
lunar sleet
novel goblet
#

I have to be so close to having it... I've got the array I can see it, i think i'm going to start printing them out one by one and then replace that with actual things

lunar sleet
#

Promote to variable, sequence, collapse to function, make more events and call them.

novel goblet
#

Yeah I've been making more local and variables in general

#

very helpful

crude tartan
lunar sleet
#

Mind you, FArray::Sort doesn’t exist in bp 😅

novel goblet
#

Yeah

novel goblet
lunar sleet
#

There’s also a Find function for arrays

novel goblet
#

I don't think I lack the critical connection to figure out how to do that in blueprints.

#

Ahhh

#

Find item?

lunar sleet
#

Yeah

#

That one gives you the index

novel goblet
#

Is there one that would let me take the array and find the next index variable up?

lunar sleet
#

I mean if you’re going from an item, you can find, then +1 that index, then use that index to pull the next element with a GET (copy) node, if that’s what you mean

#

But why not just iterate with for each loop?

novel goblet
#

So what I'm trying to do in my head right now is:
A for each loop. Where I grab the first array element +1 it. If its <= Length print out the +1 actor in a string.

lunar sleet
#

So you’re trying to find the 2nd element ?

novel goblet
#

yeah would that be a Get a ref / copy?

lunar sleet
#

Yeah

#

Get, index 1 , rest of the logic

novel goblet
#

got it

#

thats what I was missing

#

okay its starting to come together, I can get the additional 2 after the first. So Now I SHOULD in theory be able to branch it right and get it to print the first additional, then the second, and third...

#

It'll be nice to get this working as lightning zapping from target to target like a zig zag always looks way better

elder flare
visual crest
#

I want to make an inventory tetris system sorta like the one in the pic. I have built and inventory system before so I sorta know how to go about doing this but I am not sure how to detect the slots around it. Does any one know a good tut paid or unpaid that they can link me to?

white thicket
#

Instead of adding force for moving in right direction how can I rotate the boat

white thicket
#

yes

lunar sleet
#

No, that was the answer

white thicket
#

so how can I?

lunar sleet
#

Either add rotation or set rotation

white thicket
#

add local rotation?

lunar sleet
#

Sure. Or world. Kinda depends on the context. Play with those nodes

gentle urchin
#

You could lerp from 0 to rotationspeed to make it feel like someones actually doing something to make it turn

#

Depending on the type and size of ship ofc

slate hound
#

how can I improve performance for a character class that has a bunch of components on it, when I open a blueprint for it the editor stutters for a bit and lags while class defaults is selected because there's so many options in the details panel... is there a way to hide some of the properties for the components? I feel like this is a 5.3 issue, before component properties didn't show in class defaults?

#

hmm if I collapse some of the categories it saves they are collapsed and helps a bit actually

novel goblet
#

Well I'm getting closer... LOL I must have some odd condition where the second index isn't hitting itself, but it looks like when I fix that. It should be chaining right

gentle urchin
#

Neat

#

Lightning chain

white thicket
gentle urchin
#

Gotta reorient it

white thicket
glad herald
#

Does someone have an idea how I need to do the following:

When I use a certain key, my character's entering a state where it waits for a sequence of inputs.
(Using WASD, E, F). The sequence is saved and will be used later for a different thing. The important part is the registration of those inputs.

I tried to have the input action be a flip/flop and the have it in the tick be checking on that state. (Boolean) But that only crashed the editor.

wide spruce
#

Could do something like assign a number to each state of the correct combinations/path. The thing detecting the input sees you're in the starting state of 0 so you press W to start the combo and it checks you're at 0, so it changes it to 10.

If you pressed A next if that's not in any sequences it would see you're at state 10 and cancel/reset etc.

Not the fastest thing to make, branches like twine and lots of ifs.

languid swallow
#

I have parent and child actor.
In parent, I cast to player character, and store that in a variable. When I try to call that variable in any child actor, its null.
Before it worked.
Anyone has any ideas why its not inherited?

smoky sparrow
#

How do you tell a mesh to look at a specific image in a texture set like this?

sweet grotto
#

holy shit... i grabbed this from reddit.... 💀 my... just WHYYY

#

dear god lil_dead_dood

#

my guy... have you ever heard of grabbin variables AHA

sweet grotto
#

damn @wide spruce what you typin, im dyin of curiosity like Typing 👀

#

👁️

fathom roost
#

does anyone know why my camera freezes? after like one tick

wide spruce
# white thicket how can i?

Your code is setting the character's rotation to the boat's rotation when you exit

If you want him to not rotate sideways but get out of the vehicle facing the same direction. You'll want to get the boat's forward vector and get world rotation's up vector. I messed up a lot getting my character capable of facing any direction so I don't exactly remember. I think might look like this.

wide spruce
#

Was trying to remember how to do this

#

i spent a lot of time trying to figure out character rotations for instant walking on any surface without wrong direction facing

smoky solstice
#

I made a material that makes a fish eye effect but I don't want it to show up in the editor. How do I disable it for the editor only?

lunar sleet
#

Change the material at runtime? 🤷‍♂️ I would think one would use postprocessing for that kind of stuff

smoky solstice
#

I just followed a tutorial to do it

wide spruce
#

Are you able to turn it off?

#

Should be a way to turn it back on after start using the place you turned it off at

lunar sleet
#

Materials don’t have on/off switches

#

You can however change an alpha material parameter from 1 to 0 if you want to put it that way

fathom roost
wide spruce
#

I got this annoying bug or something with the editor when I press the "wasd" keys it will exit out of what i'm searching or naming.

For example with this comment if I press W for the first letter. It exits the comment as if I pressed enter after pressing W.

#

If i'm trying to type something in the search field I have to keep re-clicking into it twice, first time highlights the letters like im starting over

#

started happening a few hours ago, not sure if i clicked something that enabled some weird setting

smoky solstice
wide spruce
#

here's me trying to search world rotation as an example

clear ether
#

I can add a spawn into another variable, right?

exotic obsidian
#

I have been away from unreal to long.
I have a problem between the new enhanced inputs system, and focusable elements like buttons.
and just disabling focusable from buttons makes the engine spit out warning messages.
Altho I can hide the blue focus outline in project settings by setting the Focus / Render Focus Rule setting to Never.
Anyway what happens is enhanced inputs are completly ignored if using specific keys while focused on some elements.

For example.

  • Make a vertical box, put some buttons in, and focus any of them.
  • Also make some advanced inputs and have them print string.
  • Example specific keys are arrow keys, and enter key.
  • if the button is not in focus, it prints. But if the button is in focus, the string won't print.
  • If the button is in focus but you use inputs other then arrows or enter, like wasd, it prints.

Furthermore, there is no "get focus" event, and that kills workarounds.
made worse, it seems left click is one of these problematic actions!
Even without a click event, clicking a button doesn't cause print string to happen if left mouse is an enhanced input.

How can i make enhanced inputs, ...actually work? ?????

queen heron
rugged aurora
#

I used print messages to check and the input commands are used by the game, however nothing is moving

placid cove
#

guys is there any way to use variables for animations in the state machine?

thin cradle
#

is there any way in bp to destroy components from another component on the same actor without unreal denying it? I have a cosmetic manager component that's supposed to add/remove skeletal mesh comps but it can't right now

harsh coral
#

I´m having a mental block right now...
I want to use a proxy skeletal mesh actor in a blueprint that I can animate in sequencer (pick animation sequence, change its playrate etc) and have all other skeletal meshes in the blueprint pick up the same animation sequence etc.

#

I have them in an array, but how do I tell them to use the proxy actors animation properties from the currently open sequencer?

#

Is that even possible without adding ALL skeletal meshes to the sequencer?

steady harness
#

Does anyone know why my UI values arent loading?

thin cradle
harsh coral
#

I am just trying to get ALL skeletal meshes to play the animation sequence of ONE skeletal mesh actor.
So I do not have to add all of them to the sequencer, so I can scrub the sequence and have it update in editor.

#

So, one actor to act as a proxy that controls all other actors.

loud cipher
#

Hey all I have a simple distance calculator im making for a shotgun damage fall off. Basically right now if the distance is 800 units, it will return 0.8, 200 units = 0.2. Is there a way to flip the result so that the lower the value, the higher the return value, i.e. 800 units = 0.2, 200 units = 0.8 ect ect. This is so that when i multiply the value to the damage it actually becomes more powerful the closer you are. Right now it will only do more damage the further away you are

deft warren
#

No guarantee that would work, just an idea. Of course you’ll want to test edge cases like 1000 meters and 0 meters to ensure it works as intended

rough seal
#

for some reason my ai isnt moving and in the output log it says "LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=-343.157 Y=480.532 Z=351.791]"
how do i fix this?

random pulsar
#

when i cast from one blueprint to another and none of them is player,what should i connect in object pin?

thin panther
#

a refernce to the ball

#

watch the video on blueprint communications in the pins

silent drift
#

Hmm. I was wondering. I have been having all enemies and such things grab the game mode and on player respawn send a event through the game mode that they need to reset, respawn or such. I bind to this player respawn event. Would it be more efficient to instead send this from the player and have a respawn dispatch sent from the player instead of the game mode? Since almost all actors need to know of the player anyway for attacking and such.

Or what is the best way to make a quick reset and respawn similar to Super meat Boy, with checkpoints and all.

I have done the restart player from transform inside of the game mode.

#

Love to hear if this is the best or if there is a more efficient and quicker way.

dark drum
# silent drift Love to hear if this is the best or if there is a more efficient and quicker way...

Its more about what's best for you're use case. There are often pros and cons to any setup.

Personally, I would have all my enemies register with some sort of manager (actor component most likely placed on the game state). One advantage to this is you could have this manager handle repositioning and resetting all the enemies. This could also include logic for when and where to spawn them in the first place.

This could also make having variations easier as you can create a child of the manager and override the relevant functions and update some default vars.

frigid summit
#

hi guys do you know how to destroy obstacles if it overlap with the coins without begin overlap and get overlapping actors because i tried them both didnt work the obstacle should be moved to make it work

dark drum
silent drift
dark drum
silent drift
#

Yeah, I use them for mh health system and such. Do you add a component that add them to a manager in the level?

frigid summit
silent drift
#

Or how do you store them so the system knows? Or do you "just" reset them from the component?

#

So you don't actually destroy the item but rather hide it or such.

dark drum
dark drum
silent drift
#

Okay. Do you then not "destroy" them on death, but just hide and reset?

dark drum
# silent drift Okay. Do you then not "destroy" them on death, but just hide and reset?

It depends, sometimes destroying them can cause issues with references so just moving them and resetting the relevant BT is enough. This could save having to re-initializing them from scratch and getting all the relevant refs again.

If the enemies are fairly basic and don't really have much going to initialize, just destroying and respawning could be the simplest approach.

frigid summit
#

the first one dont fire at all the second one fire but 2 or max 4 and actually destroy the actor but not all of them there is some not destroyed and overlapping with the coins

silent drift
#

Yeah. I had issues with references which is why I was wondering about it.

#

I will then try and hide them instead and unhide with the component approach.

#

Might maybe even save memory if gone in a good way.

dark drum
silent drift
#

Yeah. I'll give it a go. My levels are more in the style of super meat boy in size (not gameplay) so they aren't thst big. And if this solves my references issue so I don't need to recast each time that would already be quite nice.

dark drum
# frigid summit the first one dont fire at all the second one fire but 2 or max 4 and actually d...

For the first one, it could be that nothing is set to overlap what you're wanting it's collision settings. Additionally the 'Generate Overlap Events' might be disabled.

As for the second one, whilst you get the overlapping actor (train) you proceed to tell it to destroy itself instead of the overlapping actors. Destroying the actor will result in the loop stopping. (not that it would do anything else other then just print)

silent drift
#

Actually this would also be quite nice. Then I could spawn all when the level loads, but make them be in the "off" mode by start and only turn on the ones that are within the current checkpoint.

Then not all enemies will be on at all times but just the ones where the player currently is. How do you turn them off? Just off with the BT, and all?

If you don't mind me asking. @dark drum

dark drum
silent drift
#

Mm. I'm currently spawning all enemies on start and save them in an enemy manager that kills and respawns all within a proximity on respawn. So first time I have loads of enemies. Second time less.

#

And I haven't had issues with spawning all so far since the levels are small. But will need anothrr system if this changes.

frigid summit
frigid summit
lofty rapids
#

is this blueprinttttt a train ?

frigid summit
frigid summit
dark drum
lofty rapids
lofty rapids
#

if your destroying self if it has overlapping stuff don't use a foreach

#

just check if > 0 and destroy self if true

frigid summit
#

this is basically what i tried to do and the actor of class is being the train

frigid summit
lofty rapids
#

just if lenght > 0, then out of true destroy self

lofty rapids
#

and make sure your class filter is correct, your names are wild

#

try to use more descriptive names

#

it's much easier to follow that way

frigid summit
#

oh wait it print 5000 hellos now i dont know why😂

lofty rapids
#

without the foreach ?

frigid summit
lofty rapids
#

well it's obviosly running too many times, when do you fire this thing off ?

frigid summit
lofty rapids
#

but if it's going out of false, then you got no overlaps as well

frigid summit
frigid summit
lofty rapids
#

sounds like it's running at the wrong time or too many times

#

it shouldn't print that many times just out of a branch like that

#

unless it's running that many times

#

show the code that prints hello

frigid summit
#

maybe this will help the forward train being the true and the false thing being the hello so its running multiple times

lofty rapids
#

well you only want to run this once correct ? because your spawning these things in and trying to get rid of overlap

lofty rapids
#

still slapping nodes all around i c lol

lofty rapids
#

but your main problem is that code is running too many times

#

so where do you call it ?

frigid goblet
#

What object should I use If I want to trigger the event from widget to a blueprint that has the specific widget component in it?

frigid summit
lofty rapids
#

i'm guessing newblueprintttttttttttt ?

frigid summit
frigid summit
lofty rapids
#

ok so thats why it's running multiple

#

every time it spawns it runs, so thats fine

frigid summit
lofty rapids
#

well everytime you spawn a coin it will run beginplay on that coin

#

which is what you want, you want to check if it's overlapping anything right ?

#

or you put a filter so your checking if it overlap a train ?

frigid summit
#

here is how i spawn it

lofty rapids
#

just for now, on the custom event, don't destroy or anything, just print string out length > 0, true

lofty rapids
lofty rapids
#

and in there you should be able to detect if anything overlapping

#

i would just do length > 0 , true , destroy self

frigid summit
#

ok so nothing is printed on screen now i see the proplem

#

it was printing because i did it before in spawn coins the get overlapping actors thing

frigid summit
lofty rapids
frigid summit
lofty rapids
#

show what it looks like

frigid summit
lofty rapids
#

ok so it's not detecting the overlapping actors

#

so as a test change the filter to default

#

see if it picks anything up

frigid summit
#

basically just this

frigid summit
lofty rapids
#

so you know if you got the overlaps

frigid summit
frigid summit
#

ok so only two are destroyed now thank god but not all of them some are still overlapping with the coin

lofty rapids
frigid summit
lofty rapids
# frigid summit on

maybe set it to default, but another you can do is when you spawnactor theres a setting

dark drum
lofty rapids
#

that is a way to get a coin thats for sure

frigid summit
lofty rapids
#

so your checking for everything

dark drum
lofty rapids
#

i think you can tell it not to spawn on collision as well

#

that might be a better solution

dark drum
#

If you're not wanting them to spawn inside the train from the beginning then there's this. (just replace the third person character stuff for the train)

lofty rapids
#

or that, is not empty lol

#

same as length > 0

#

thats pretty much what i suggested

#

but with a filter of none

#

but also i think the setting in the spawn actor might solve the issue in a better way

dark drum
#

I'm currently trying to think of the best way to define which of the task descriptions should be shown as active or completed without having to pass in another array. Lol. I'm trying to pretend I've not been procrastinating on it for the last 20 mins haha.

lofty rapids
#

pick do not spawn

#

idk why i didn't think of that earlier

frigid summit
dark drum
lofty rapids
#

which i suggested to do the opposite

frigid summit
frigid summit
dark drum
frigid summit
frigid summit
lofty rapids
#

name your stuff better, blueprinnnntttt is a horrible name for a coin

dark drum
frigid summit
dark drum
frigid summit
lofty rapids
frigid summit
dark drum
frigid summit
lofty rapids
#

because your using parens not curly brackets

#

you want { }

frigid summit
dark drum
# frigid summit ok

I'm still waiting for you to explain what you're wanting.

1: Are you wanting the coins to be destroyed if colliding with a train?
Or
2: Are you wanting the train to be destroyed when it collides with a coin?

lofty rapids
#

also one thing you can look into is a rotating material instead of rotating the actual actor

frigid summit
dark drum
frigid summit
dark drum
frigid summit
# frigid summit ok

and as you can see here its also colliding with the barrier so basically this ruins the game

dark drum
lofty rapids
frigid summit
dark drum
#

To be honest, with you wanting to destroy the train, it sounds like the train should be checking if it's overlapping a coin and then destroying itself as opposed to the coin trying to destroy what it's overlapping.

#

Seriously though, you need to start naming stuff accordingly. It makes providing help difficult.

frigid summit
lofty rapids
#

so then on the coin don't destroy self, loop through and destroy all the overlaping actors

#

but i would cache the value of get overlapping actors beforehand

maiden wadi
#

You don't pick up coin! Coin pick up you!

frigid summit
lofty rapids
#

foreach on thats overlapping

#

instead of just destroying self

dark drum
#

This would be on the coin to have it destroy anything it overlaps. (literally anything (including the player haha))

lofty rapids
#

you should cache overlapping actors

maiden wadi
#

You can also just do the level streaming checkbox. It should cause overlap to run early so you don't have to do the Beginplay stuff.

lofty rapids
frigid summit
lofty rapids
#

it probably didn't come up, your using a filter ?

#

set it to none

frigid summit
lofty rapids
#

hmm

dark drum
#

Revised with cache and player check lol.

lofty rapids
#

a train, or something else ?

#

when you set the filter it just gets overlapping actors of that class i believe

#

so if your overlapping something else it won't matter

#

thats why i suggested a parent class for you spawnables

frigid summit
#

these are the coins and they still overlapping in the left most side

dark drum
steady night
#

hey guys question

frigid summit
steady night
#

im trying to add collision to this static mesh but how can i exclude the window ?

#

so it dosent apply collion at the window

lofty rapids
frigid summit
#

oh wait i just checked its block all

steady night
#

how do i draw ?

near rapids
#

quick question, is there a function that returns -1 if the value is negative, and +1 if the value is positive?

steady night
#

or u mean just adding box collisons and place them around ?

near rapids
lofty rapids
#

i just learned that the other day

near rapids
maiden wadi
# steady night

There are auto generate collision things. But normally you do this when you export it from the 3D software.

steady night
#

yeah the auto ggenerate collison is the on i use to use, but it cant sense the window

lofty rapids
#

UCX would probably be best

frigid summit
lofty rapids
#

you should be able to say to do not spawn in the spawn actor

frigid summit
lofty rapids
frigid summit
lofty rapids
#

without it it doesn't work ?

lofty rapids
valid solstice
lofty rapids
#

maybe try turning collision off and back on again ?

remote meteor
#

if you use pawn collision on the, you could temporary disable reaction to pawn on the player

valid solstice
frigid summit
lofty rapids
#

try some other setups, see if you can replicate the problem
if your using delay i'm going to guess thats the problem

valid solstice
lofty rapids
frigid summit
lofty rapids
#

you could rather have a flow of execution, spawn the trains, then spawn the coins

#

or in the first place don't spawn them overlapped with some maths

remote meteor
#

why not just spawn them higher tho

frigid summit
lofty rapids
#

idk why you would need the delay but if it works by all means program however you want

#

one reason i enjoy it so much is the freedom to be able to do whatever you want

frigid summit
frigid summit
lofty rapids
#

they shouldn't run at the same time

#

if your spawning the trains, then spawning the coins

#

the trains should be spawned by the time you spawn the coins ?

#

maybe they are taking time to load idk

frigid summit
lofty rapids
#

ig it's possible they might take time to spawn, i assume it spawns by the time the execution comes out of spawn actor

#

but if you put the coins in the same spawn system

#

you could just do waves of trains

#

waves of coins

#

stuff like that so you wouldn't even have to worry about it

frigid summit
#

still this is really sad : (

lofty rapids
#

for one thing you probably want the branch before the foreach

lethal pollen
#

Hi! Why I get the warning "'WBP Planetarium Menu' does not inherit from 'Widget Component' ( Cast To WBP_PlanetariumMenu would always fail)."? I know why, the problem is that I don't how to do it. I have used WBP_PlanetariumMenu as User Interface -> Widget Class.

#

Thanks!

dawn gazelle
maiden wadi
#

Also, ew. Widget components. 😦 I wish they would make a more generic implementation of the indicator system.

lethal pollen
#

Thank you.

lofty rapids
gentle urchin
#

What does it do/use for indicators anyways?

maiden wadi
#

The indicator system is just basically a component that manages registered components, a canvas that maintains a child for each of the registered components, and a descriptor object that houses the indicator's intended state.

You create an IndicatorDesciptor. When creating the descriptor you set a bunch of state like associated draw data like how you want it to project, offsets, the widget type as a softclassptr, etc. Then you push that descriptor to the manager component on the player controller.

The canvas ticks to move each of them around by pulling registered descriptors from the playercontroller component. If they're in valid screen position or collapses them otherwise.

The actor that created and pushed the descriptor can use the desciptor to change projection or hide the indicator if needed, etc.

The last bit is just the userwidget, which can have the descriptor pushed to it similar to a ListViewEntry widget. So when it gets it's descriptor, it can do whatever it needs to set itself up visually.

maiden wadi
gentle urchin
#

Marketplace

rugged aurora
#

I am using the acceleration feature of the floating pawn, however I would like to learn how to create acceleration and deceleration so I understand how it works in blueprint. However I am having difficulty understanding how to create an effect where the speed of an object is changing each frame

maiden wadi
#

Maybe. 😄 I already put it in a plugin for internal use. It's fairly easy to pull out of Lyra since if I recall it was all in one area.

gentle urchin
#

Sounds like a better version of what im currently doing 😆

#

Im doing some funky screen space widget projections

#

With simple culling 😆

maiden wadi
#

It's fairly easy. And with a couple of library functions you can also make it so that you just have to do this in BP

gentle urchin
#

Guess i should give that a look

#

Didnt think much about extra offsets and projection mode but should be fairly easy to add

brazen pulsar
#

BP seems to think this is an infinite loop. Is this a bug? I haven't used loop nodes before

desert juniper
#

unless you're doing DS / algs, you probably want to skip using while loops

lofty rapids
desert juniper
#

here you should probably use a switch instead

lofty rapids
#

you need to set it at some point in the while loop to stop it, while loops are a pain

desert juniper
#

stop it in the same frame

brazen pulsar
#

If I use a switch tho, the talking animation will only play once, right?

desert juniper
#

if you want to run that function multiple times use a timer by event

lofty rapids
#

a timer with the event playing at a certain rate, and then you clear and invalidate to stop it

#

most likely with another timer

desert juniper
#

Soemthing liket his

#

save the handle, and then invalidate it when your condition isn't met, so that it'll stop playing the anim

lofty rapids
#

hmm that will never goto false

desert juniper
#

...

#

put the variable you want in there obviously lol

#

there 🙂

desert juniper
#

you really don't think mine would stop? they're already checking with a boolean in their initinal question

maiden wadi
# gentle urchin Guess i should give that a look

If you want to export it. Pretty much everything is in this one folder in Lyra if memory serves. You can put that in a new Plugin and mostly just change the API markings and then add the right modules to the build.cs

brazen pulsar
#

Is the animateandrun supposed to be linked to the set timer with just the event wire?

desert juniper
#

it'll auto loop as long as you have Talking set to true, and stop when Talking is set to false

brazen pulsar
#

mkay. So, this'll probably work? Not missing anything?

maiden wadi
#

This looks insanely complicated for what could probably be moved to a simple timeline

lofty rapids
#

at the end there ?

#

odd that it would just pick out a coin and not work

desert juniper
#

yeah, there is a bigger picture here. that should work. but it's more of a band aide

frigid summit
lofty rapids
lofty rapids
#

so that should of got rid of all the trains overlapping coins in theory

brazen pulsar
maiden wadi
#

Is this for like an anime talking toggle?

lofty rapids
#

idk about all those delays

brazen pulsar
#

P much

maiden wadi
#

Would be curious about just using a sine in the material instead of this toggling. Then you simply set the talking state to true or not.

frigid summit
brazen pulsar
maiden wadi
#

If I read this right, you want to toggle the state every 0.2 seconds?