#blueprint

1 messages Β· Page 141 of 1

frigid summit
#

i was checking if the coin overlap the train destroy the train

brazen pulsar
#

Kinda. I'm just looking for it to go from one expression to the next every .2 seconds to make it look like she's talking. I've got the same thing going with her eyes to make it look like she's blinking.
3 frames- open, half open, shut

lofty rapids
#

not just one

lofty rapids
#

for one thing, put the branch outside of the foreach

frigid summit
lofty rapids
bitter star
#

I have a bunch of lights (each from the same BP) and I want to turn them on and off randomly one after the other. I'm here so far but it's not working, what am I doing wrong?

frigid summit
near rapids
latent venture
#

why when i press play why doesn`t it redirect me directly here?

lofty rapids
#

probably because you have a breakpoint set on it

#

thats what that red dot means i think

latent venture
#

well it doesn`t redirect me

#

there

#

that`s my problem

bitter star
lofty rapids
#

it's probably not running

near rapids
bitter star
#

Is there a way to call the material already applied without applying a new one?

latent venture
lofty rapids
#

so if you print string right before the breakpoint does it show up ?

bitter star
latent venture
#

ah I added out of the blue the print string

lofty rapids
latent venture
#

and now it works

#

god damn

lofty rapids
#

weird

bitter star
dawn gazelle
lofty rapids
bitter star
bitter star
dawn gazelle
frigid summit
# lofty rapids and it's printing hello ?

i found what is my main proplem chat gpt says this but i dont know how to fix it ( Condition in the Branch: There's a condition that must be met before the "Destroy Actor" node is executed. If this condition is not met for all trains, then not all will be destroyed. Ensure that this condition is appropriate and being set as expected for all trains.)

lofty rapids
bitter star
maiden wadi
#

Something like this. Time to sine is -1 to 1 over and over. So remap that to 0 to as many states as you have minus one and you have. Say you have 3 states. So this rounds the number to 0, 1, or 2. The debug node is there to display the output value. But you can plug your states into the switch. And you'll have your states update through the material. Make another if or switch after all of this to toggle the talking state on or off and set that parameter from BP.

random pulsar
#

😭

dawn gazelle
bitter star
dawn gazelle
brazen pulsar
#

Something like this. Time to sine is -1

main lake
random pulsar
#

it works but its so trashy

maiden wadi
main lake
maiden wadi
#

It's a function meant to stop movement or control rotation if cinematic mode is on and those states are set to true.

main lake
faint condor
#

wtf is this bug?

#

it only happens with rotation

maiden wadi
dawn gazelle
main lake
random pulsar
woeful pelican
#

Repeatedly using Random Array Item from Stream

dawn gazelle
willow tendon
#

question about the printsting, is it possible to change colors of the text (developper only) within a single line? ie. "key: <white> value: <red>"

bitter star
willow tendon
#

should convert it

bitter star
faint condor
willow tendon
#

i think you could get away with not using a timeline and write that in a function

#

perdonal preference really, but i avoid timelines whenever i can and use finterp whenever possible

#

thats to update a fixture yeah? sorry i havent been following

bitter star
# willow tendon loeem look rq

Basically think of it like a stage with a bunch of moving heads and I want each one to turn on and off randomly while being called by OSC

willow tendon
#

yeah

#

ive done similar

#

um pass me a msg

lunar sleet
#

IRL doesn’t count πŸ™ƒ

willow tendon
bitter star
willow tendon
#

my whole show ispre-vis'd in ue :F

#

heh

lunar sleet
lunar sleet
willow tendon
#

well, thats an old prototype, but ya... UE's been great for programming and prevising before an irl setup

woeful pelican
#

@wide spruce I appreciate you acting as my rubber duck, thanks πŸ˜…

random pulsar
wide spruce
#

np xD

random pulsar
#

now its a little better)

twilit flicker
#

In this blueprint I can print the float value without problem. However I want to print something like "Health:" + the float value. Could be done easily programatically, but what about blueprints?

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?

twilit flicker
#

thanks πŸ™‚

dawn gazelle
dusk kayak
#

S.O.S.
So, I have been adding meshes to data layers and loading or unloading them in blueprints. I want to be able to unload and load the landscape that I have as well through blueprints. I have spent many hours looking for how to do this online and am coming up with nothing for UE 5.3. Adding the landscape or the proxies under it to data layers is greyed out. Adding sublevels says it is not possible with world partition enabled. What am I doing wrong? How do I load or unload the landscape at runtime during gameplay through blueprints??

lofty rapids
#

in the first video it looks like from a quick look at the beginning what you want

dusk kayak
#

I feel like what I am trying to do is actually really simple and I am just missing an obvious step somewhere

tall mantle
#

Hey all, not sure if this is a support channel but.. I am running into an assertionError (something is a nullptr) on a blueprint struct only when not running in the editor. Some fields in this struct I've considered optional, hence I leave them with default value None. Is this the reason that would cause an issue such as:

Assertion failed: this->PropertyClass [File:D:\UEVersions\UnrealEngine-5.3.2-release\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 2821]

I haven't managed to get the field name but maybe I will have to edit the C++ file to log it if I can't find the reason for this soon πŸ€” .

Essentially, I don't need to solve my particular error. I really just need help to understand if I'm barking up to right tree and what are the big Dont's with blueprint structs (especially when not running in the editor). Tell me if I should remove/move this post if it's in the wrong place. Any help appreciated!

dense thicket
#

can someone tell me what im doing wrong here? The video is showing, but not playing.

dusk kayak
dense thicket
#

im using the standalone option to test

dusk kayak
#

in any case, I know that you have to add the mp4 file to the project settings to include the file outside of the content folders when you go to package it. Not sure what else it could be though. I'm not an expert on the movie stuff for sure.

dense thicket
#

the movie is added in the "Movies" folder aswell

lofty rapids
tall mantle
#

Hey all, not sure if this is a support

dense thicket
lofty rapids
dusk kayak
dense thicket
lofty rapids
dense thicket
dusk kayak
pseudo vigil
#

as you can see my cursor is behind the player character meaning it should be rotating backward but it's tilting slightly to the left and it feels like somethings trying to fight it.

hasty shard
#

I am curious, did this kind of blueprint is good? I mean, is not better to make it directly into the scene?

broken wadi
# hasty shard I am curious, did this kind of blueprint is good? I mean, is not better to make ...

Do you plan on adding any sort of logic, behavior, or interaction? The benefit of using a blueprint is that you can easily add dynamic elements into the scene while also reusing it elsewhere on the same level or other levels.

If you just have a bunch of static meshes arranged in a certain way then theres no need to make a blueprint for it. You can just place them in the level directly. You can also select them all and merge into a single mesh or group them too.

broken wadi
#

If you just want to make a door that characters can interact with then make just the door a blueprint and add the scripting in there.

#

While the rest of the house can be level placed static meshes.

hasty shard
#

Ok cool, thank you πŸ™‚

clear ether
#

Can you provide guidance on how to join a lobby with a room code?

broken wadi
dreamy wadi
#

Hey, I'm following a tutorial that has a pretty simple set up for "boosting" while flying a spaceship and holding shift (as set up in the Input Action). Although I'm new to BP/coding, I know that booleans are just true/false statements. So is there a way that I can basically add to this and adjust values to make my spaceship, when boosted, go even faster?

lofty rapids
dreamy wadi
lofty rapids
#

is that what your asking, how to put those variables to use ?

#

basically where your flying the ship or boosting it forward, if the boolean is true boost faster

#

using a branch

#

i would also use start instead of triggered but it shouldn't really matter

#

theres just no point in resetting it over and over

dreamy wadi
lofty rapids
#

you may want another variable for custom stuff like boost amount as a float or something

dreamy wadi
lofty rapids
#

so then you say if the booleans true i'm in boost mode

#

then adjust by whatever that variables amount is

#

or some type of formula

lofty rapids
#

are you setting the variable anywhere else ?

#

idk why that wouldn't work, theres no harm in have it on triggered i just figured why keep setting it

lofty rapids
#

maybe your resetting it on tick or something

dusk kayak
#

ok I got the landscape and foliage hiding and reappearing properly through blueprint. Now, I just need to figure out how to disable and reenable the landscapes collision through blueprints. The node I wanted to use isnt working with my landscape ref so its throwing me for a loop

#

This was my hope but this ref doesnt work for the target

#

also does not work

lofty rapids
#

do you just want it for the character ?

#

or just anything can fall through ?

civic terrace
#

Hello, I am working on making a prophunt game and wondering if anyone here knows how to make the prop characters have a physics like movement?

maiden wadi
maiden wadi
#

Gonna need a bit more to go on than that. What doesn't work? What does it do as opposed to the intended thing?

dusk kayak
# lofty rapids do you just want it for the character ?

What I am doing is hiding the landscape entirely. But when you set an actor to hidden, the collision remains. I want to be able to toggle the collision on and off in blueprint like I can with the landscape's visibility

civic terrace
dusk kayak
#

I can toggle the collision off of other actors easily but the landscape -- I cant figure out what nodes to use

#

This is how I handle the other actors in the scene

#

or I use data layers and toggle them off. But I cant add the landscape to a data layer for some reason. So, I am having to do this another way

maiden wadi
civic terrace
#

I'll show you a vid what I'm looking for

maiden wadi
#

Ah. Sounds like you need maybe a possession call? And for control you'd want to add force each tick based on user input

civic terrace
#

something like this, when you move around the physics is simulated.

maiden wadi
#

Yeah, looks mostly like needing to set the view target or possess it and add force. Either directional or angular.

civic terrace
#

using a character and all it does by trace is change the static mesh

#

is that something I can do with this?

crude dew
#

Hi if you use "Add Static Mesh Component" is it automatically added as a child mesh to the blueprint SceneRoot?

maiden wadi
crude dew
#

ah ok thanks

random pulsar
#

Hey,i have a football gate and a ball, i have event dispatch onGoal called in my ball.In gate i assign it and everything looks fine,it works.i will make also one actor spawn when Goal will be.I know how inheritance works.But i cant understand how there can be several types of costumization,with different implementation,like,of player overlaps with a sphere of a certain colour,he becomes that colour,but if he overlaps a hat lets say,i want the hat to attach to his head.So how do i do that

#

Sry for my English

lofty rapids
#

probably interface @random pulsar

#

with an interface you can just create a function, implement the interface on the actor, then you can override the function so it will do different things depending on which actor you use it on. you just override the function for each one. Then when you overlap, get other actor and call the function

#

if it's one thing the function does that, if it's another thing the function does something else

random pulsar
#

Ok sounds good.But do i make one actor ,and inherit others from that one?Or i make 2 different types colour and asset?

lofty rapids
#

i mean you could have a variable for color on the actor

#

and when you run the function get the color

#

set it to expose on spawn, instance editable

#

when you spawn the thing or place it in the world, you can just set the variable

#

and when he pick it up, run the function

#

just cast other actor to player, and set the stuff you need

#

or you could do it the other way and do overlap of player, cast to hat and stuff but that can get messy a bunch of casts

lofty rapids
#

you don't need to go to deep it can also get messy but it helps sometimes you can stick variables on the parent, and you can cast to the parent which is less expensive

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?

trim matrix
#

wut

#

just use some kind of grid system

lofty rapids
#

i would guess you would need some sort of storage of the shape

#

or if you can do what the thing overlaps with an alpha that would be nice

#

i just thought maybe there was some maths to figure out what shape can go where

trim matrix
#

just use a 2 dimensional array of a custom class that you created

#

the class represents 1 slot

lofty rapids
#

not in blueprint

#

there is no 2d array

queen sphinx
#

when building a actor component, You lose the Timeline function.

What would be the correct way if I want a Regen function only to run for 30 sec inside an actor component?

trim matrix
#

are you sure

lofty rapids
#

i'm pretty sure there is only 1d arrays

trim matrix
lofty rapids
#

"You can use an array of structs containing another array of another variable."

#

not exactly a 2d array

visual crest
#

I don't see how that would work. I have watched a few vids on diablo style inventory's but they all end up only able to handle 4 side shapes nothing more. I want to be able to make T's L's and even donut shapes but I have not been able to figure it out at all...

lunar sleet
#

what am I missing here?

#

I thought you could only have one GI

#

ah stupid

#

never set the default GI class πŸ˜…

#

nvm me, nothing to see here πŸ˜„

visual crest
#

lol I have done that when doing my save game system lol

maiden wadi
visual crest
maiden wadi
#

What are you using to store your items?

visual crest
maiden wadi
#

Ah. Can work, but makes it a bit harder. IMO I've never been a fan of struct based inventories. The handling is more complicated.

The idea is kind of the same though. You put an array of FIntPoint on the item struct. When you place it in the inventory you populate it with all of the grid spaces it takes up.

visual crest
#

The thought is to keep the player wanting and using new items is that every time will level up and you can pull and add enchantments from or on them in the shape of tetruis style items

visual crest
#

And it seems like it be hard to make the Icon work as well.

maiden wadi
#

Not really. You just place it in the grid space at the most MinX, MinY grid location.

#

On the widget I mean.

visual crest
#

and use alph on it where it over laps with othere grid panles .. Iguess

maiden wadi
#

Or just use masked images that don't take up other grids.

visual crest
#

I don't wana say I am dumb but to pull this off I can tell I need a tut or atleast and example I can pick through..

maiden wadi
#

Start with the basics though. This is an IntPoint. It's a 2D grid representation.

visual crest
#

Okay I have seen that node used in diablo style inventory's but they all end up only able to handle 4 side shapes

trim matrix
#

IntPoint --> Location

maiden wadi
#

Right. But think about a grid.

1,1 1,2 1,3
2,1 2,2 2,3
3,1 3,2 3,3

#

This is a 3x3 grid.

#

Each intpoint is a location on the grid.

#

So lets say you have a cross looking item

visual crest
#

okay so I have a struc that records all the points it takes on a grid.

#

so 1,2 2,1 2,2 2,3 and 3,2

maiden wadi
#

Exactly.

visual crest
#

ok I can see how that works but no clue how I would add the aplication to the inventory yet.

jaunty solstice
#

Are there any 3rd party editor Utility widgets or Asset Action Utlities that are useful for artists in environment creation?

visual crest
visual crest
#

but with PG now you can make hole maps in minutes you just have to learn it

maiden wadi
#

Now you have an item that takes up a 2x2 and you try to put it in 1,1.

And you have a list of inventory items with a list of their grid spaces.

So you want to know if you can put the item in 1x1. So you need to check if any other item takes up 1,1 or 1,2 or 2,1 or 2,2

So for each grid that the item takes up you check every other item to see if they exist on that item.

#

Or you can cache a list of open spaces too. Either way works.

visual crest
#

So is grid 1,1 empty so one and so forth.

visual crest
maiden wadi
#

Start writing one function to do a thing, find another thing you need a function for and write another one. πŸ˜„

visual crest
#

loop through for the slots indexes but my index's now can't be a single int they need to be a dual int right?

maiden wadi
#

ATM I'm learning how to do minimum spanning trees. And they're really hard to genericize. So that's about all I'm doing, writing more and more functions using them.

visual crest
#

whats minimum spanning trees?

maiden wadi
#

Depends. Intpoint makes easier sense in my head, but you can use single ints and math out the columns and rows.

visual crest
#

naw that be a pain because the slot and rows will change according to the size and quality of the weapon/armor.

maiden wadi
maiden wadi
visual crest
#

ah

paper smelt
#

Is there a vid on a spline based building system? i want to be able to make the player be able to place this actor on a spline so they can make custom walls and stuff

maiden wadi
#

There's a few dozen hundred of them at least. At least of placing meshes or actors along a spline.

jaunty solstice
paper smelt
raw orbit
#

is this cpp and h part of some plugin? it has some functions id like to use but i cant seem to access them when working with blueprints

thin panther
#

well you'll have to look at the functions and see if they're exposed

#

Do bear in mind, they appear to be editor only, so won't be available in the context of a regular actor or anything

maiden wadi
hardy mango
#

is there anything special with LevelStreaming + NavMesh data? This node is returning false - but at the time the world is streamed in & loaded, navmesh i'll assume is available/valid... its part of this level. But this is always returning false on the ReturnValue

trim matrix
#

Is a HUD a normal widget that just manage kinda like other widget?

final widget
#

I added a Static Mesh Array Variable but I can't add any Static Meshes to it.

#

there is this red incompatible highlight if I try to drag and drop

valid solstice
dawn gazelle
maiden wadi
final widget
#

that's another thing. I tried to have a Static Mesh Component before. But can you even have them in the content browser?

maiden wadi
#

SetCollisionEnabled to false. Play a timeline that lerps the position via sweeps. Track an array of hit targets over this timeline's course so that you don't apply damage twice, on finished SetCollisionEnabled to true.

valid solstice
dawn gazelle
# final widget that's another thing. I tried to have a Static Mesh Component before. But can yo...

No. If you're trying to reference "Static Mesh" you can't plug in a "Static Mesh Component" into it. If you're wanting the "Static Mesh" that a "Static Mesh Component" is using, you need to get the Static Mesh from the component before adding it to a "Static Mesh" array, otherwise, you'd need to change the array to "Static Mesh Component" if you want to contain references to the components that contain the meshes.

maiden wadi
final widget
#

no component anywhere. That's a SM Array and I try to drag drop SM from my content drawer

#

I know it says Component at current, but that's from experimenting. The dropdown is clearly a simple SM

dawn gazelle
#

Static Mesh Components aren't an asset, they are spawned at runtime, so you can't really select one in the editor.

final widget
#

either I'm stupid or mine is broken

#

I just created a new test BP and it works there. But not in the BP_FirstPersonCharacter

#

Engine V 5.2.1

pearl burrow
#

I've got a bit of a headscratching bug that I would greatly appreciate any help on. I'm trying to make an interaction system by shooting out a line trace on a pausable tick to find interactable objects. The line trace activates a few functions, but the most pressing one is enabling a render custom depth that adds a highlight material around the object you're hovering over (if it's interactable). It looks like the trace sometimes hits two objects at once, and due to the way the code works, it leaves a "ghosted" object highlighted that I'm unable to reset until I move my crosshair off of, then back onto the object. I can't think of any way to ensure it only hits one object, or come up with a failsafe to reset the custom depth parameter. If anyone has any ideas please let me know!

#

Maybe I could set the "look at component" into an array so that the reference is still accessible?

maiden wadi
pearl burrow
#

@maiden wadi worked like a charm, thank you so much!

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?

vivid notch
#

Do I have to connect the circled setter to the execution line for the setter to use the Face variable?:

#

Or can I just leave it as is?

worthy jasper
vivid notch
worthy jasper
#

Yes. In that setup not sure why you doing that unless you using that new local var elsewhere

vivid notch
#

So the face is a skeletal mesh component and it turns out that when I replace it with a new updated face skeletal mesh which I've edited it breaks the Face variable causing every Face node to dissappear.

#

That means I have to manually hook up a new Face variable to every target slot each time I make changes to the Face skeletal mesh which is very tedious.

#

By hooking hooking the face variable to a setter I only have to replace one Face variable instead of multiple

bitter otter
#

hey, i have a simple ai that just runs to the player, yet i'd like it to be able to climb to the player when they are out of reach/on a higher platform, any way to do this?

maiden wadi
bitter otter
smoky solstice
#

I have two nodes that activate when I click load or save in a widget blueprint and I want them to activate code which is in BP_FirstPersonCharacter. Can someone please explain in simple terms how I can make that happen?

dawn gazelle
bitter otter
smoky solstice
lusty shard
#

hello, on a .001 timer i have a directional light being told to rotate, but it is getting stuck at 90, 180, and 180.

#

I am rotating on the Y

frosty heron
#

if u have to use .001 timer, might as well use tick

lusty shard
#

not what I am asking about right now

frosty heron
#

quiet combative, well gl on your issue I guess

lusty shard
#

if youre using event tick, might as well use a timer :p

frosty heron
#

make sure it's set to mvoeable

lusty shard
#

it is set to movable

frosty heron
#

actually more expensive

#

but u don't care so nvm

lusty shard
#

well its .001 just for testing

#

dont need it to go that fast

#

Ive just had the debate here about timers vs tick before and neither side wins. Comes down to specific cases and preference.

#

This early and with how simple the project is atm this does not need to be discussed lol

#

is not important to anyone helping solve the rotation issue

#

So anyone ever solve rotations getting locked? or capped at a certain point? how to solve that?

#

Ive highlighted the different rotations ive tried to use

#

What is P Y and R?

frosty heron
#

Pitch, yaw and roll

lusty shard
#

ok so P is received from the Y. Makes sense.

#

and P/Y updates fine. Starts at -45 (afternoon) and goes to sunset (0) then continues to midnight and gets stuck there (90).

#

The Y(Z) and R(X) stay at 0 until P hits that 90 mark, at which time the Y and R suddenly go from 0 to 180 and I can no longer add local or global rotation to P.

remote meteor
#

welcome to gimbal lock

gentle urchin
#

CombineRotators

#

easy win

remote meteor
#

yeh use those

#

to avoid manual float calculation

gentle urchin
#

Strange that they didnt opt to use those on AddRotation ...

#

they -> Epic

lusty shard
#

Attempting. seems like itll work.. because now Im getting possibly hundreds of day night cycles per sec lol

gentle urchin
#

They are actually...

random pulsar
#

how to make an actor that saves through levels,link the actor with game instance?

frosty heron
#

actor that saves through level?

gentle urchin
#

survives level travel

random pulsar
#

yeah

gentle urchin
#

persists

frosty heron
#

only in seamless travel isn't it?

gentle urchin
#

Just go with regular save/load

random pulsar
lusty shard
#

jeez. Seems like adding the rotating movement component was the only way to make this work

#

I wonder if gimbal lock here (even with the CombineRotator) is tied to handling rotation within the actor itself.

#

Most videos online for day night cycle reference the directional light from the level blueprint and tell the light to rotate from the levels bp event graph.

#

I made the directional light into a blueprint and told it to rotate within its own event graph because that seemed more reasonable.

#

adding the RotatingMovement component into directional light seems to be the only way to get around gimbal lock

mild bloom
#

Hello,
I'm kind of new to UE but have been playing with it for the last few months and my project is very (very!) slowly evolving into something.
As i learn new things i clean up and re-organize stuff to better keep track of where things are and hopefully follow some best practices and naming conventions.

If i understand it correctly i should have 1 main blueprint with all the player controls and then have child blueprints with specific looks, features and functionality for the player and then tie the controls together with interfaces.

At first i had everything in one blueprint with a fully working vehicle. Full of variables and controls for turning on lights and whatnot.
I now have a child blueprint with the light components and can turn them on/off through an interface (a yey! moment for me).

Now my vehicle can also shoot (which i also have working) but all the variables are still in the main blueprint. Should i move all those to the child blueprint and give them specific defaults (through the construction script perhaps?) or leave them in the main blueprint and then override them with vehicle specific values on the child blueprint? Or is there some other or better way to handle such specifics ?

untold fossil
#

Hello. Is there something like an enum but with endless entries?

#

Like a very simple list of words that are tied to and index that I can turn into an array variable?

#

I'm trying to find a clean solution for procedural islands generation. I sorted all of my generation layers into datatables. But I don't want to use row handles, because they are very tedious to work with and require you to expand several layers which makes it extremely hard to get a nice overview of all the layers that form a specific island type.

#

Therefor my idea is to use a formated list like an enum that I tie to the proper layers through code. So that any designer can easily design islands by adding layers and selecting a layer type from a dropdown.

#

Instead of having to collapse and expand multiple layers of an array, which is not only tedious but for artist this is just bugs waiting to happen.

#

I want my artists to be able to easily design islands

lunar sleet
mild bloom
#

I haven't fully wrapped my head around the difference yet. As i understand it the construction script is only called once when the actor spawns, correct ?

lunar sleet
#

That is begin play

#

Construction script can keep firing if you’re changing something that’s placed inside the level. It runs at editor time not just during runtime

mild bloom
#

ok i need to do some more reading on that then...

#

thanks πŸ™‚

main flume
#

Does anyone know how I can make this work in standalone?

lunar sleet
#

Which part

main flume
#

So I am trying to add the static meshes from that path to my model, it works in new editor window, but not standalone

lunar sleet
#

Have you tried DataAssets? I feel like those would be useful here

main flume
#

havent looked into them

white thicket
#

The problem is hard to explainsadblob but the problem is
When I click enter and then exit on boat when it is stationary then the enter button disappears

#

First Person BP

gentle urchin
white thicket
#

The User Interfaces

light garnet
#

Hello guyse

#

I am shooting an enemy but the death animation doesn't play. When I stop shooting or projectile doesn't collide it's working

marsh violet
#

Hi guys, does anyone know if there's a way to get the user keyboard language in unreal, working for both MacOS and Windows ?

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? ?????

untold fossil
#

Why does the return from the random array item from stream return none, when the array clearly has something at index 0?

#

Bug?

dark drum
untold fossil
#

Oh ok yup, that was it, weird

#

Oh geesh I found out why. I had another connection going into the node I placed a breakpoint on, a connection that did not run the get datatable row!

#

My bad

manic vessel
#

Hi I have these Scene components called game hands That Im sending to the AnimBP so the control rig can use them for Hand IK targets, Doing this directly works fine But as I wanted to replicate this for multplayer I set some transfroms and just sent them instead But Im getting hand position laggg. Bear in mind these gamehand components are attatched to a collision box thats attached to my motioncontrollers via a constraint, collision box is post physics Tl, and hands are pre physics, constraint is during. anyone have any insight.

#

End result would be to have the gamehands not lag from the transfrom

dark drum
gentle urchin
untold fossil
#

Yeah I try to do both. Sometimes the live debugger can be really handy though

gentle urchin
#

Its for sure faster

#

But if i cant trust it...

exotic obsidian
white thicket
#

I also want to add functionality when the line trace is on a static mesh plane how can I that?

steady night
#

hey anyone have a good tutorial on how to posses a vehicle or something ? (Like its a 3rd person game but u enters a car and able to drive etc)

dark drum
white thicket
#

Is there any problem using string to equate?

thin panther
odd veldt
#

I know there is a "Was Recently Rendered" node, but is there a simple to use this on a invisible actor?
a FPS friendly way to check if a actor is in visible space.

tropic peak
#

i'm working on a spline power pole system and I have a problem with mesh rotation. Can't get it to rotate properly (90' more)

exotic obsidian
#

that sounds so outlandish

#

i am sure, without any evidence at all, that there is some way to navigate menus better

#

surely

#

surly, there is some way to allow inputs to do things

#

neither you nor i might not know what it is, but surly it exists. It would so ridiculous for such a major engine to have no way of doing this.

dark drum
harsh coral
exotic obsidian
#

i guess i just keep repeating myself.
I think, somehow, the arrow keys can be used as an advanced input, despite something being in focus.
I might not know how, or why, but surely it's possible.

sand yacht
#

hey, im having an issue where the preview mesh which is set in a datatable is a different scale than the actual mesh in the blueprint actor in my build system if I change the scale in the blueprint version of the mesh. One fix for this would be to change the scale etc. in blender of the preview mesh so i dont have to scale it in the blueprint anymore but this would be quite a task when i get more buildings in. is there a way to like get the static mesh component from the class reference?

#

any other solution would do as well

#

as long as i dont have to drag each separate mesh into blender

sand yacht
#

Next to the scale the pivot points of some meshes are quite far off

maiden wadi
frigid summit
#

hi do you have other logic other than get overlapping actors and on begin overlap the trains after 4 days of hard trying using these two logics they still dont wanna be destroyed

#

i mean some do destroy using get overlapping actors but some dont

gray lantern
#

Sorry might seem like a silly question but this rotation here is euler right?

dusk kayak
# dusk kayak I feel like what I am trying to do is actually really simple and I am just missi...

[RESOLVED]! (There is an engine bug though).

Solution to add landscape to a data layer in world partition: Select the landscape proxies under the landscape asset. Then open data layers tab. INSTEAD of right-clicking on the layer, select the layer and click the plus sign box next to the search bar above the data layers. It should add the landscape proxies to the data layer just fine. It has to be the proxies or you will get log errors.

remote meteor
# exotic obsidian I have been away from unreal to long. I have a problem between the new enhanced...

navigation direction and actions on a button consumes the input if the focus are on them, this is intentional. you could make your buttons non-focusable so they dont eat any inputs, but still clickable with cursor.

if you wish to disable/change the default UI Nav Config, you can set them though FSlateApplication::SetNavigationConfig() and FSlateApplication::GetNavigationConfig()

look at \Engine\Source\Runtime\Slate\Public\Framework\Application\NavigationConfig.h

exotic obsidian
#

@remote meteor I see, so it's because a default input happens, then consumes the input. So that later when the blueprint is checked, the advanced input never recieved the action to begin with.

I had already considered unfocusable buttons, but unreal engine spits out errors when i do that (...so why is it an option >_>;)
i will later look into those optios you provided, thanks!

remote meteor
#

its probably not an error, and also its also probably because you are setting focus on a non-focusable button, hence the warning.

#

depending on what you need to do with the ui, im sure there are ways other than disabling nav config (e.g. does the widget focus need to be there in the first place?)

mortal pulsar
#

my checkbox is checked at the last time then after i enter the game again the states are saved for checkbox my audiobar is okay but checkbox has a problem : i am changing the culture of game, culture can not saved anytime how can i save the culture which is depedning on checkbox

lofty rapids
#

huh ?

lofty rapids
#

if you can save booleans save the value as a boolean, or use an integer 0 and 1

mortal pulsar
#

yes i was getting checking checbox, but i think that i need to create another variable to control culture with an boolean

lofty rapids
#

are you have a problem saving or loading ?

#

what is "culture" ?

#

i just save in an ini like file and parse it

#

but you should be able to get if it's checked, save the boolean somehow

#

load it up, and then set the boolean to the saved value, and then use the boolean wherever

maiden wadi
#

O.o Culture isn't saved as a boolean. It's a string.

#

Not even sure if you need to save it either. If I recall it was a config setting.

mint egret
#

Hello all, I was wondering if anyone has heard of this as an issue, I am using 5.1.1, Visual Studio 2022, I create a new project in unreal (c++), I add in a ufunction to expose the function to the blueprint, I then create the blueprint derived from that specific class. I do this in 5.3 and it works, I do it in 5.1.1 and it does not. I set them both up identically. The list of blueprint actions populates in 5.3 , but does not appear to update in 5.1.1

rugged aurora
#

is it a bad idea to put player input into the pawn class instead of the controller?

frigid summit
untold fossil
#

I'm having a strange issue that causes instances added to a hierarchical instanced static mesh component to disappear at certain view angles / distances. I'm guessin this is a bounds issue. But i've tried increasing the bounds of the hism component to insane scales and it still happens. 😦

#

The instances that disappear are tree meshes and they fade out with dithering just like they would be when part of a foliage instance component

#

Not sure, if that is useful information though

dawn gazelle
# rugged aurora is it a bad idea to put player input into the pawn class instead of the controll...

Most often you'll find this to be a good rule of thumb:
Pawn: Any inputs that are directly related to control that specific pawn or its children while they are possessed. (usually good for things like movement or interactions of that pawn with the world)
PlayerController: Any inputs that are agnostic to the Pawn that is currently possessed (usually good for things like opening menus or windows).

glad mesa
#

Hi, I am trying to add a function of transfering inventory items from an array to a hotbar inventory which is also an array and vice-versa. I was able to make transfers from inventory to inventory and hotbar to hotbar but I am unable to come up with a way to do the first case. I'd be most grateful for any advice πŸ™
That would be quite a lot of code to paste here so If anyone would have some time and patience to meet up on voice chat.

raw orbit
#

can i not get an actual reference to a struct from a map instead of a copy

#

look what it made me do, i needed to output the edited 'copy'

dawn gazelle
raw orbit
steady night
#

hey

#

what would be the best way to do a list ?

#

e.g im looting from 10 diffrent weapons

#

how would i best make a list of those 10 weapons with their stats etc ?

sand yacht
#

is it possible to save and load an RVT?

distant osprey
#

So I'm creating an inventory for my game. I know I want my Items to be Data Assets. Just trying to figure out how I can separate Inventory Slots and Equipment Slots. I want to pickup Items and all Items go into Inventory slots. Then moving Equipment Items to their specific slots depending on what kind Equipment type it is. Within my Inventory Component, do I have 2 separate slot arrays? or do I make 2 different components all together? One for Inventory and one for Equipment? What are the benefits of each way? Anyone have any insight? How are you guys designing your inventories?

lofty rapids
jaunty solstice
#

Starting to create my own Function Library but 99% sure I'll just be repeating what many others have already done, probably much better!
A search in the Marketplace yields 100s of options, but how does anyone possibly figure out which ones are the best value?

lofty rapids
#

i like making my own stuff personally if i can

#

but if your on a time constraint you may want to use others

maiden wadi
# glad mesa Hi, I am trying to add a function of transfering inventory items from an array t...

Unsure of your specific issue but a hotbar should be made in one of two ways. Either the hotbar simply uses items from an existing inventory. Alternatively your hotbar is simply a second inventory.

The first of those means that the hotbar only stores info about which item to try to use and on activation tries to use it but it still exists in like the player's main inventory. Thus there is no transfer logic and the "transfer" is simply the hotbar writing a value to what it should be trying to activate

The second means that the player would have two actual inventories. One for the main inventory, and one that is specifically 10 slots big. At this point your transfer logic is now the same as any inventory slot to another inventory slot.

rugged aurora
#

if I want to spawn objects and AI in a map in a gamemode, where would be a good place to do it? At beginplay?

maiden wadi
rugged aurora
#

I run a beginplay node in my gamemode, does that start before or after a pawns beginplay?

glad mesa
rare moss
maiden wadi
# jaunty solstice Starting to create my own Function Library but 99% sure I'll just be repeating w...

I would be inclined to say make them yourself anyhow. Even more so if your focus is being a programmer or tech artist. One of the main issues with using other's code is that it's their ideology. This is normally fine, but it leads to design patterns and you have to align with those patterns or you end up fighting them. There are tons of free examples out there for pretty much anything you need to do in Unreal, even more so if you're willing to dip into C++.

tropic peak
hidden flume
#

Thanks to anyone for reading, and especially thanks to those for replying, I've just been confused by this point.

I’m using the default top down character and top down controller from the template.

Because I’m possibly controlling multiple characters and swapping between them, the top down controller doesn’t possess the top down character and is passing in the input via interface. I saw on the forums that what you're supposed to do is have the Player Controller as a God controller and the AI Controller possess the pawn. Currently in the scene I have BP_TopDownCharacter in there, which is being passed in as a soft reference. Below is BP_ToggleOwnership which is a child of BP_TopDownController and the function.
https://blueprintue.com/blueprint/_colz4u9/

In BP_TopDownCharacter below is the movement function.
https://blueprintue.com/blueprint/4clt8r-8/
Velocity is always 0, I looked up some stuff and apparently by setting Run Physics with No Controller to true, velocity should work but it doesn’t. So I checked and I actually do have a controller attached, it is an AI Controller so I might be misunderstanding it, but even then, shouldn’t velocity work because there's a controller. I guess I'm just confused that if it's not using the Character Movement Component to move it, then what exactly is it using to translate its location and how can I make it use Character Movement Component correctly? Or am I supposed to scrap that and use a different Movement Component?

What I'm doing is that I'm grabbing a soft reference to an already placed BP_TopDownCharacter in the scene. I don't have anything set as the player character inside of the game mode.

maiden wadi
latent venture
#

So basically what I am doing from my struct array in which one element represents a room, i took from the room element the array of triggers, and tried there to add to my triggers a functionality ( for now a print) but I dont understand why the print aint appearing when I am crossing with my player through the trigger box, any idea?

#

oh aparently I had put from Cast Failed to show me a message, but why does iit show me a message from Cast Failed and not from the one on top ? 😦

lofty rapids
#

cast is failing

latent venture
#

but then why is it printing me what I want

civic terrace
#

Carp looks like that's a custom event and not whatever actor you want to overlap with

latent venture
#

I don`t really get what do you mean by whatever actor I want to overlap with

pastel skiff
#

how do you delete a file using this, do you have to like put the entire file path or jsut the name of the file?

signal plover
#

I tried the HTTP beta version plugin and It works fine in editor and mobile preview, but it crashes on android device

these are the logs.

Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x20 in tid 32203 (GameThread), pid 32166 (main)
2024-04-16 01:52:17.495 32249-32249 DEBUG pid-32249 A pid: 32166, tid: 32203, name: GameThread >>> com.beyond.login <<<

can anyone help what could be the probable cause?

lyric pumice
#

Hey, guys! Why tf are my Texture Render 2D doing this?? I have a inventory that uses it and i toggle the visibility with my Character BP. Always when i open my InventoryBP or something then this happens and i dont know why

lofty rapids
lofty rapids
faint pasture
#

That is, if you want your movement to the bar to be an actual move

#

if you're going for the WoW style approach, it wouldn't move the thing, just make a link from the button to the item or slot

#

The button is a VIEW of the slot, not a slot itself

lyric pumice
barren relic
#

what can I do to limit the max velocity of my pawn? It's going so fast that it's going through walls

zenith moss
#

Does anyone ever have a problem with default values in a map variable not updating with new entries? I've noticed this a number of times now, I'll add new default values to a map (not duplicate entries) but when debugging at runtime the map displays old entries that no longer exist

#

Not changing map values through code, only setting defaults

lofty rapids
barren relic
vast canyon
#

How to add actor form other bluprint to level bluprint? If it is possible?

lunar sleet
lofty rapids
vast canyon
lunar sleet
#

Eh, you can use the get actors of class crutch

#

And select the light bp

vast canyon
#

ok

#

thx

barren relic
lofty rapids
#

pawns don't have velocity ?

#

thats only CMC hmm

lofty rapids
visual plinth
#

What the hell is undeclared???

#

please helppp

dawn gazelle
#

Looks like a broken structure.

barren relic
#

oh I found this function I had before and made it work, so now it does limit velocity

visual plinth
#

i didnt do anything

#

it should work

#

ok i found it

lunar sleet
#

Bp structs break on their own

visual plinth
#

mesh has more than one material and its caused this problem

visual plinth
#

so how can i use custom primitive values for meshes with more material than 1

#

ok i did it

warped juniper
#

Hey there!
I'm trying to use event dispatchers to create a coin pickup, but can't figure how to bind the event.

#

I wanna bind the event dispatcher to the entire class, and make it send a score to the Game Mode bp

#

This is what I have so far in pick up side

dawn gazelle
# warped juniper Hey there! I'm trying to use event dispatchers to create a coin pickup, but can'...

This isn't really what event dispatchers were meant for. If you do it this way, your game mode would need to bind to the event dispatcher in every coin that exists in your level or that gets created.
Instead, you can have your coins call to your game mode to indicate that they've been picked up and pass along their value. The game mode can then do what you want with that value, like increment your total value, and then the game mode itself can broadcast an event dispatcher to indicate that a coin was picked up, which then allows other things to react to what happens when a coin is picked up.

warped juniper
#

That looks better! Thanks!

ancient heath
#

Hi, why this doesnt work?

frigid goblet
#

Hi, I have an issue, since I've changed the game state, one of my 2 players can't move it's camera or even the character but It works fine on another player, how can I fix it?

#

okay It works now, I just copy pasted the default thirdpersoncharacter gamemode bp and changed the game state in it

solid needle
#

is there an "Expose on spawn" variable for Spawn AIFrom Class?

#

there is one on spawn actor

uncut elk
#

im trying to check if my array of structs contains a certain text, will this return true for just the text? or do both have to match for Contains to be true

next hollow
#

Does anyone know of a secret setting, or some like C++ to add the replicates UI dropdown to functions, just like custom events?
I've figured out a scuffed, and working way, but its not very intuitive, or easy to do quickly.

dawn gazelle
#

Alternatively, if you can define your structure in C++, you can override the comparison functions so that when you do a contains like this it only checks whatever fields you want.

dawn gazelle
next hollow
#

I know theres a way to make functions replicate in blueprint, and said functions be made in blueprint freely, no strings attached.
I wasn't sure if someone know the way or not.
Since, a full company did it, and idk if its some weird like TOS that they can't explain how to do it

maiden wadi
#

Not really much point to do it though. You can't return values in an RPC.

#

If it bugs you that much that it's in the main graph, make a new RPC Graph.

next hollow
#

It just feels clean
I hate having all my stuff split into 2 events/ functions.
or 2 different sections

#

I have to make the refill ammo, and run on server refill ammo

buoyant turret
#

anyone know how to detect a engine shutdown?

maiden wadi
buoyant turret
#

I cant find the shutdown event

#

its for an editor utility widget

fierce crypt
#

So I'm making a system for creating movesets for characters in a 3d fighting game. Can I use animation blueprint in some combination with functions exposed to blueprint? Or Do I need to code my own edgraph+nodes. I'd also like to control/trigger GAS abilities with this.

smoky solstice
#

I'm having an issue where my player isn't spawning at PlayerStart and is instead spawning at 0,0,0 but I have it set in my playtest option to spawn at playerstart instead of camera position

gentle urchin
#

Does logs tell you anything?

smoky solstice
#

no

weak iris
#

Hey guys, im curious.. lets say i have multiple BP object that i can turn on/off.. and i have this puzzle where the player need to turn on 3 of the correct object.. is there a way i can check it without duplicating the BP object over and over?

#

this is what i have right now.. but i feel like its not the optimal way to do it.. what if i want to add 9 more of that object that can be turn on/off.. do i really have to duplicate that BP 9x ?

languid swallow
gentle urchin
#

Imstamce editable bools,

#

Add all to an array when they get tuened on innsome puzzle manager

#

If array length = desired, and no bool in the array is false, puzzle complete?

weak iris
heavy plinth
#

Hey guys. I'm trying to use a procedural generation level layout system for my game (dungeon architect) and I'm unable to get my enemy AI to chase my character throughout the levels. I've changed the navigation mesh runtime generation to dynamic and I've added the navigation invoker component to my enemy AI. This is what my gameplay is looking like right now

weak iris
gentle urchin
#

Youd probably want some manager aswell, tracking that single piece of pizzle

heavy plinth
gentle urchin
gentle urchin
#

Youd want to identify the correct puzzle manager for the give puzzle piece

#

So some Name (GameplayTag) for identificatiom aswell

weak iris
#

oh wow.. guess there is lots to learn just for this 🫣

#

ok thanks i will check all of that things mentioned

languid swallow
gentle urchin
#

And some simple function to get the correct one

#

GetPuzzleManager(GameplayTag)
-> litteraly just "Find" in the Map

weak iris
#

ok since tigy and squize says gameplay tag i will make that a priority to learn

gentle urchin
#

Its just a listed name with a hieriarchy

#

Puzzle.Stage1.Loop

#

Idk, some logical naming method πŸ˜„

languid swallow
# weak iris ok since tigy and squize says gameplay tag i will make that a priority to learn

If you are beginner then I am not sure about Gameplay Tags. Maybe just regular tags. What you think @gentle urchin ?
Gameplay Tags are better to learn I guess. Newer and more flexible but more complicated I think.

Also for your task.
So you have X same lamps that you want to turn on and off right?
You just want to place multiple of them, and then you want to turn them on and off in an order. And when X lamps is turned off in specific order, you win or whatever.
Can you turn lamps off after you turn them on?

Also, just to make sure, you need to turn on lamps in a specific order you design? I cant just go and turn on any 3 lamps in any order. I need to turn 3 lamps in a specific order?

gentle urchin
#

Id say gameplaytags regardless. Avoids typos (or atleast consistently typoed)

surreal peak
#

Always GameplayTags, never manually written Tags

#

At least almost never

gentle urchin
#

If only epic swapped actor Tags for actor Gameplaytags πŸ˜„

surreal peak
#

I never have to use Actor/Component Tags

#

So it's easy enough to avoid it I'd say

gentle urchin
#

Yes but im avoiding them because they are regular typed tags

languid swallow
# surreal peak Always GameplayTags, never manually written Tags

I actually use manual tags for my prototype. Gameplay Tags are a bit of a hassle to implement.
For Tags I make Enum. And I can just add tags to that list, reorder them. And then I have BP Library where I can just add or remove tag from any actor, or check if any actor has tag from dropdown list from list of all tags listed/added to Enum. Found this to be very fast way to prototype stuff.

Because manually writing regular tags is pointless.

But if others say learn Gameplay tags, for them.

gentle urchin
#

Othetwise id use them

surreal peak
#

GameplayTags aren't a hassle to implement

#

If they are for you, then not sure why

gentle urchin
#

Not at all

#

They're super easy

surreal peak
#

You just make a new one and use GameplayTag, GameplayTagContainer and GameplayTagQuery to work with them

gentle urchin
#

For sure

surreal peak
#

It takes the same amount of time, if not less to code something with GTags vs normal Tags imo

gentle urchin
#

I just like native things when they're usefull

surreal peak
#

The only times I would argue to use the manually typed Tags, if it's about the Component/Actor Tags and there is really no other way to identify them.

#

And given I haven't had the need to use those in the past idk how many years, I would say there is possibly always a (better) way to identify a Component/Actor

#

Even if not via GTags

#

You can register them to Managers, you can have Interfaces to return them, etc.

#

However, ultimately, it's up to you what you want to do in a prototype

#

Cause that is more or less throwaway code

weak iris
languid swallow
#

But I agree with you guys. Gameplay Tags for proper work.

languid swallow
# weak iris yes i can still turn them on and off.. and no i dont need to do it in specific o...

AH, ok, then it should be simple. No, you do not need to copy.
You can have bool on lamp to or use gameplay tags instead of bool.
To know when 3 lamps are turned, you can use array, or simple integer variable to add or sub whenever lamp is turned on or off, and check every time, and once 3 lamps are turned, then you can do whatever you have to do. You would do thi code on player character who is turning lamps on/off.
If you have some stuff on UI to update, then Blueprint Interfaces might be good to know as well.
Event Dispatcher as well - https://www.youtube.com/watch?v=YFtLd-bKl-U
That would be my suggestions for now. I assume you are new and still learning.

The Observer Pattern:
Software Design Patterns are like a manual on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

I hope this first video in the series gives you a good intro on what design patterns are and how the observer design pattern can be used.

This will be done through the u...

β–Ά Play video
surreal peak
#

It's not so much about thinking about just one puzzle, but ultimately considering a setup that can support multiple.

#

And for that you might want to take pen and paper and plan this out first before writing code, especially if you are a beginner.

#

And if you have trouble with a step, you can ask about it.

gentle urchin
#
  • puzzle manager (Blueprint)
  • puzzle piece (blueprint)
  • puzzle managers manager (Gamestate)

Is how id set it up

surreal peak
#

I would probably have a way to identify a given Puzzle, possibly via a GameplayTag. So I can tie any kind of Actor to a given Puzzle. And my Puzzle would probably be either some Actor in the Scene or some UObject that I track somewhere in my GameState, that has the GameplayTag so I can find it. And that Puzzle Actor/Object would have generic functions to initialize a puzzle, to finish a puzzle, to check the current progress, etc.

From that Puzzle I would make Child Actors/Objects to make custom Puzzles (those would then actually have the specific Tag). And Actors that are relevant to this would possibly also have the PuzzleTag and can call some RegisterFunctions on the Puzzle Actor/Object.
And given the data surrounding the Puzzle might be unique, I would also consider just accepting that I cast the Actor/Object to the given Subclass, when using it, cause in the Actors that belong to the Puzzle I logcally know that it must be THAT puzzle object.

#

There is a lot to digest in this and it's not as straight forward

#

But if you learn how to do this properly, you will have an easier time in the future to make new puzzles, or even new systems, cause at some point when doing Programming, you just use a Toolbox of Knowledge you have, and create your stuff with it.

gentle urchin
#

Might make sense for a puzzlepiece compoment tbh

surreal peak
#

Yeah that is totally an option

gentle urchin
#

So any actor can become a puzzlepiece

#

And simply update the state when needed through the componemt

weak iris
surreal peak
#

The problem is that more or less nothing in programming is actually easy if you want to make something proper and lasting

gentle urchin
#

Scalable ^

#

Is key

surreal peak
#

"Easy" really heavily depends on your knowledge and skill

gentle urchin
#

Whenever i hear puzzle i think about those games with 120 puzzles with that 3d modeled house

surreal peak
#

For me, a Puzzle System is a walk in the park, but only cause I have the tools/knowledge to make it.

#

For you, it's probably a hard first task, but I've been there too

#

Just takes time

#

It#s probably good to do a bit more theorizing too at the start. But that depends on how you learn best

tame pecan
#

Knowledge and skill also means that everything does not have to be scalable. Most juniors get into that trap, everything has to be dynamic to do anything with it

surreal peak
#

Others learn best by just doing stuff and running into walls.

surreal peak
#

If you do have a puzzle game and you want to make lots of puzzles that are vastly different, then scaling is fwiw a good goal

gentle urchin
weak iris
#

well the dumb way of duplicating the objects is easy enough.. i just think that its weird and not optimize (not scalable?) hahaha

surreal peak
#

Doesn't count for every system. Some stuff is so finite that it's enough to just make it work for that.

tame pecan
gentle urchin
#

Post trauma after making something uber scalable, only to realize it will never ever change

surreal peak
#

If you mean duplicating the Actor in the Scene, then that seems reasonable

#

If they are all the same "Piece" and you just need to count how many were touched, then having the same Actor x Times in the Scene is logical

#

But duplicating BP Asset is basically a crime

#

Unless you have a very valid reason for it

#

Which this is probably not it

weak iris
#

okay back to learning.. thanks for all the help guys

surreal peak
#

Yeah no, if you have some kind of BP and you need "the same" but "slightly different", you use inheritance

#

So you make a Child BP of it and alter the Values, or override the functions in there.

#

That's a core concept of OOP Languages, which BPs follow due to being C++ down the line.
OOP being Object Oriented Programming

#

There is also Composition, which you kinda do by plugging Components onto stuff, but ultimately there will be a lot of Inheritance

#

And you should usually design your code in that way.

hoary junco
surreal peak
#

Why do you copy Weapon_1 though

#

Is Weapon_2 so similar?

#

Why not inherit from a common Base that Weapon_1 and Weapon_2 share?

gentle urchin
#

Thats what they do ^

surreal peak
#

Copying a BP means you copy all then new Variables and all the Function Implementations

gentle urchin
#

Uzi vs MP-5

#

Both are automatic et etc (i dont know anything about guns : disclaimer)

surreal peak
#

If you end up having to alter the Variables or the Functions, you gotta do that in Weapon_1, Weapon_2, Weapon_3

hoary junco
#

If I want all the settings the weapon has for example and then start modifying from there

surreal peak
#

But you will ultimately duplicate the code too

#

Which is the bigger problem

gentle urchin
#

The code would reside in the parent

hoary junco
#

That is the goal here i mean.

surreal peak
#

That's crap though

#

Now you have duplicated code

#

You gotta fix it in multiple places

#

If 2 Actors share the same code, put the code into the parent

hoary junco
#

I would do all the inherit code in the BaseWeapon and BP_BaseWeapon

#

And then copy the weapon_1 to make Weapon2

#

Is that wrong?

surreal peak
#

Again, there is usually no reason to do that.
If Weapon_1 and Weapon_2 use duplicated code, then that code shouldn't be in either of them to begin with. And if they are basically the same, +- some changes, Weapon_2 might as well be a child of Weapon_1

#

The act of duplicating a BP is not the crime. The problem is if that actually is your way of making sure both BPs have the same code

hoary junco
#

Ok so the crime is in the code management and not in any BP memory location or anything like that, got it

surreal peak
#

Yeah, to clarify, if you duplicate an Asset, that's totally up to you.
But duplicating a BP should not be the way to ensure having an almost similar BP.

#

That's what Inheritance and fwiw Composition is for

hoary junco
#

Yea but if weapon_1 and weapon_2 are the same, why would you make the weapon_2 inherit from weapon_1 when you can just dublicate the weapon_1 so it inherits from the BaseWeapon

surreal peak
#

If you have BP_Weapon_1 with 10 new functions, 5 overridden from BP_Weapon_Base, and BP_Weapon_2 should do the same, minus some variables and one other function, as well as one of the overridden from _1 being different, then duplicating it is wrong

#

If Weapon_1 has no new code and no new variables, so all Weapon_2 and _1 differ in are the Default Values of the Variables they inherit from BaseWeapon, then you can duplicate it if you want

#

If we ignore the fact that duplicated asset pre UE5 have caused issues, but idk if that's still the case

#

Ultimately, you might also be interested in the setup where you don't even put the Data into the Weapon

#

But you use DataAssets and only put code into the BP

#

That way you can have a BP_Weapon_Sword and instead of making 13 different ones that all just have different damage values and a new mesh, you have one with the Sword code in it and have 13 DataAssets that just have the Data in it

#

And when spawning a BP_Weapon_Sword you just pass the DataAsset along for the values.

#

Bit tricky to set that up after already having a workign system though

high iris
#

Question for the gang: what's the closest I can get to "reviewing changes" that my teammates made to our blueprint codebase with each p4 changelist? Is there any way for me to get close to the experience of reviewing text diffs of git commits in UE's blueprints out of the box? Or is that not possible, and part of the push for folks to move to C++ once projects get more complex?

surreal peak
#

And then getting the CL on your end and diffing the BP in the Editor

#

But that's a pretty shitty workflow

#

So sticking to c++ and somewhat accepting the BP might have shitty code is probably the easier thing to do

#

You can also ask them to screen share you the changes or have them add screenshots of the changes to the task

high iris
#

@surreal peak great, that makes sense, thank you. Sounds like reviewing blueprint changeslists after they've been merged into trunk is a no go, if I understand correctly?

surreal peak
#

Reviewing post commit with P4 is not really what one does though or

#

We usually run the reviews through swarm pre commit

#

The code ones only of course

high iris
#

Understood πŸ‘

tight pollen
#

how can i set Blueprint reference in Editor Widget Utility (Runtime)

#

Is it even possible?

limpid heron
#

I'm new to unreal engine and I'm trying to create a logic where I can possess other characters and then get back to my original character.
I've created a very basic possession blueprint but I'm not able to figure out how do I possess other characters and then unpossess back to my main character.
Possession to the first character works but after that I'm not able to understand what to do.
Any help would be appreciated!

tight pollen
#

is possible to get childs in canvas panel from selected asset?

#

cast to widget is always faild

#

and widget blueprint is not available

#

always Cast Faild

#

someone can help?

#

fixed

#

how can I get all widgets of class, but only those located in a given widget

#

is this possible using a similar node?

#

without directly obtaining references

wintry river
#

Hi All, I have an actor which is following VR movments.
However, i want a bone in my skeletal mesh to be the same transforms as the actor.
Ive tried to feed the actors transforms into the anim graph (modify bone transforms), ive tried in the control rig and ik rig.
Yet these have never aligned up with the actor.
The skeletal mesh is in the VRPawn blueprint.

I can see you can move an actor by bone but i want to do it the other way.

wet marsh
#

Is there a way to auto-generate fields in a DataTable blueprint?

#

I just want an auto-increment int field

gentle urchin
#

You can make your own logic fornit but requires some c++

wet marsh
#

Alright.

gentle urchin
#

If theres any logic to the increment id prob just make an editor utility blueprint/widget for it

#

So its manually controlled process

lusty quarry
#

hi all, i need some help regarding a mesh customisation, can we make 3 different mesh exist in 1 blueprint and can we change it's properties like location,rotation,scale value using UI? if this is possible just let me know -thank you

wet marsh
#

This way I could treat a datatable like a database and make it less error prone

#

But honestly I'll just do it through JSON or something later anyway, so might not really matter.

#

Is there a Level Blueprint type class?
I want to have a blueprint system that doesn't need a transform. It just exists in the level.

#

I know there is literally a level blueprint

#

But I want a blueprint that I can use in all my levels

gentle urchin
#

AInfo or Uobject

wet marsh
#

Is it still possible to edit variables on such a bp through the inspector?

#

(instance variables basically)

gentle urchin
#

You can make uobject instance editable

#

In something like an array

#

Like this. Then each entry is its own instance with its instance variables..

grave jetty
wet marsh
lusty quarry
crude dew
#

I,m not 100% sure but I sometimes get that error when trying to run the project inside rider when its already open in UE, So try closing the engine and relaunching the project in your IDE and let that launch UE.

wet marsh
#

How does one iterate over a DataTable in blueprint?

#

I understand that it is a map, not an array, but I can't seem to find the type of loop the context-sensitive menu expects.

gentle urchin
#

Get row names -> for each -> get row

wet marsh
#

oof

#

Alright, thanks

#

So in my blueprint I have two Data Table references as variables, but it doesn't seem like I can restrict what type of data is in the data table that you assign to that variable. Okay, I suppose, but then can I check the type of data the data table should hold in my blueprint to validate data types?

#

When you create data tables you select a data struct as the row type.
Can I somehow check if the Data Table I have is based on that type of struct?

gentle urchin
#

In cpp yes

wet marsh
#

ah

#

So that's a no, then.

#

Data Tables turn out to be much harder to work with in Blueprint than I anticipated πŸ˜…

#

I have all the keys....but I can't seem to map them to values this way.

gentle urchin
#

I think thats wrong

#

The out wildcard is the struct type

wet marsh
#

To Unreal Engine the data table is just a generic data table

#

I can't specify what struct the row is based on

gentle urchin
#

For that node ye

#

You do when you b
Break your struct from that

wet marsh
gentle urchin
#

Drag -> break <MyStruct>

wet marsh
#

Ah

#

That is quite a way to do that.

gentle urchin
#

They changed the node a while ago

#

Earlier it was precast

#

But not anymore... now its wildcard

grave jetty
wet marsh
#

Is it not possible to add data to a data table?

#

When I use "add" I get this node

wintry river
#

How can i access a control rig from an anim graph in VRPawn blueprint?

frigid summit
#

hi guys why is line trace here dont work

harsh tiger
#

Hi, is there a way I can prevent the flickering when reordering widgets inside a PanelWidget at runtime?

#

I currently ClearAllChildren if I need to change the order and add them again in the correct oder.

maiden wadi
#

Animations, mostly.

harsh tiger
#

Could you elaborate please? So, just dont remove the widgets rather manually change their transforms?

wet marsh
#

Nothing happens when I pick my Data Table to fill in my actor's variable for a Data Table.

#

It stays as "None"

lusty quarry
grave jetty
lusty quarry
#

Ok, let me try

wet marsh
#

I'm very confused. I can add any other existing DataTable to my Actor's instance value.
But no matter what, I can't add any other data tables I create now.

#

It just stays at "None"

scarlet rose
#

deleted my parent: tick in a blueprint. how do I get it back?

#

copy + paste works well enough, just wondering if there's a "real" solution

wet marsh
#

And it's specifically only new tables I create that don't work

serene kindle
serene kindle
# frigid summit hi guys why is line trace here dont work

One problem may be in using "Get Actor of Class". This will return the first found actor of that class, which may be different to your hit actor if there are multiple actors. If you want to delete an actor of a class type, pass this Hit Actor into the node "Cast to XXX_Class" and on success, then the destroy logic can be used.

main flume
#

Does sb know how I can achieve to get all strings in an array that contain a certain substring and give that back as an array?

#

Should be fairly simply, I just cant seem to wrap my head around it

thin panther
#

iterate the array of strings.
If the string contains the substring, add it to a different array. At the end of the loop return the array

main flume
#

Thanks πŸ™‚

quiet tinsel
#

hiya folks, does anyone know if I should try to use a different method for Custom Player Input Mappings, or is this "Experimental" struct the only way to go for now? Any advice on how to prepare for its innevitable removal?

old frigate
#

I encountered a problem about the mismatch between the rate of fire and the shooting animation. My weapon is a pistol. I want to follow the realistic logic. The pistol cannot fire continuously, but can only shoot one by one. But the problem is that when I fire it quickly and continuously When shooting logic, the animation will continue to trigger. You can see that the shooting animation is interrupted before it is completed. It cannot perfectly match the rate of fire. My rate of fire is set very fast at 0.3s. The evShooting event is just a very simple ray. Detection, below is my shooting logic blueprint and shooting animation blueprint

#

I know why this problem occurs, but I have been looking for it for a long time and I don’t know the solution. Many FPS tutorials don’t seem to involve the rate of fire issue.

#

I adjusted the transition time of the shooting animation, I set it to 0, but it didn't satisfy my style of overall smoothness for the game, and I'm not convinced it was the right solution.

odd kiln
#

Hi all ! Does anyone know how can I get a point between two vectors in 3D but also vertically please ?

#

For example I already did that V1 + ( (V2 - V1) * 0.5) With that I have the middle point between V1 and V2

#

But I don't know how to have the middle point vertically too

wet marsh
#

Add a height scalar to your vector

#

If both your vectors are on the same plane, then there is no "height" as such

#

If you need to compute the "height", then you need to establish where the "ground" is.

#

So you can make a vector that points from ground to your half-way point and then take the length of that

odd kiln
#

I just want the "point" to be vertically in the middle of the second vector (V2)

wet marsh
#

Right, but vectors have no concept of "verticality"

#

It's just a direction

odd kiln
#

So I first have to get the "center" (vertically) of my V2 right ?

#

And then make the same calcul but with this and not the whole actor ?

#

Because in my example V1 and V2 are two Actors

raw sleet
#

Hi πŸ˜„
I have a concept that I want to implement, but I believe I am doing this very inefficient. So I would like to hear your thoughts πŸ™‚
I am developing a tactical strategy RPG

The concept is as follows: The Units' attacks change based on equipment. Every Unit can change it's own equipment when their turn has started (except AI controlled ones). The equipment and the combination of equipment determine which attacks can be used. The equipment can only be of the 4 different elements Fire Water Wind and Earth. Only 3 things can be equipped at once. The things I need to know are:
How can I save what is currently equipped on each Unit efficiently?
How can I change the attacks based on equipped elements efficiently?
and
How can I make this easy configurable?

A small example: The things equipped on the Unit named "James" are 1x Water element, 1xFire Element and another 1x Fire Element. So his abilities are the attacks... let's say "Watergun" as the 1xWater ability, "Fireball" as the 1xFire ability and "Flamethrow" as the combination of the 2 Fire Elements, and lastly the two attacks "Steamball" and "Boiling Water" that are born from the combination 1xFire/1xWater and 2xFire/1xWater

wet marsh
#

This is how I visualize the problem

odd kiln
# wet marsh

But I don't want a vertical point from the ground, but from the actor itself

#

So maybe I have to get the middle point vertically of my Capsule Component ?

wet marsh
#

Is this what you want then?

odd kiln
#

This is what I want

wet marsh
#

What you have there does not explain anything

odd kiln
#

Actually my red line is not going to the middle point vertically of my V2

#

I think I have to get the vertically point of my V2 and then make the calcul with that instead of the Actor (V2)

wet marsh
#

But what vertical point?

#

I am still not clear on what it is you are actually trying to do

odd kiln
#

For example the middle point of a Capsule Component

wet marsh
#

If you just take the location of your capsule component

#

It takes it from the center of the capsule

thin panther
#

so you want a vector that points between the midpoints of two actors?

odd kiln
wet marsh
#

I assume it goes by pivot point

odd kiln
#

It should take the center of the "Actor Location" also

#

Hmm ok I understand

wet marsh
#

The capsules pivot point is center

odd kiln
wet marsh
#

Still the same what?

odd kiln
#

The vector is not pointing to the middle of the capsule component of the V2

wet marsh
#

Have you tried visualizing what it looks like with debug lines?

odd kiln
wet marsh
#

Show me what your visualization looks like

odd kiln
#

With screenshots or paint ?

wet marsh
#

screenshot

odd kiln
# wet marsh screenshot

The two black rectangles are the capsule components and the white cube with the cube that I spawn in between

#

I want the cube to be more up, in the middle vertically of the right black rectangle

wet marsh
#

So you want it to be above the middle of the right one?

lofty rapids
#

looks like the top is close to center

rugged wigeon
#

Is there a way to adjust the sensitivity of mouse dragging in the bp editor?

wet marsh
#

So the issue is not that it doesn't get to the middle, as originally claimed.

#

The issue is that you want to adjust after the fact

odd kiln
wet marsh
#

It's very close

odd kiln
#

But when I go closer to the right one it seems very below the center

wet marsh
#

Maybe it's a trick of the angle here, but like, it's almost exactly in the middle as expected

odd kiln
#

so I guess it's the angle the problem

#

Maybe I have to "rotate" the V3 (the red line) ?

wet marsh
#

You can do something much easier.

odd kiln
#

Like what ?

wet marsh
#

After you have your half-way vector, add a vector to it which is (0,0,1) and multiply it by the height you want to adjust.
So something like midpoint + ((0,0,1) * 5) would adjust the midpoint you found Up the Z axis by 5 units.

lofty rapids
#

as long as it's always off by that amount ig

wet marsh
#

Yea..otherwise I am at a bit of a loss

lofty rapids
odd kiln
rugged wigeon
#

V1 + ( (V2 - V1) * 0.5) + (0,0, vertical_boost)

odd kiln
#

Thank you it worked !

#

So finally all was really in the middle it was just an "angle" problem so I had to boost it manually

wet marsh
#

Well I'm not sure there was a problem at all. I think it's a use-case thing that you didn't like the exact middle you were given and wanted something off-center.

odd kiln
#

Anyone knows a little bit about the "FollowCamera" ?

#

If I rotate it on the Z axis and then I rotate it on the Y axis, the camera becomes "twisted" ? It rotates itself

#

I guess the term is "Tilting" my camera tilt

forest spade
#

Is there a way for me to change the value of the variable to empty depending on the logic in this For Each loop? Essentially I want to do what that last node is doing but have that depend on the array element if it matches? Or is this a case where I need to just do nested branching and check the value of each of the 4 variables against Item Data? I hope that makes sense!

lofty rapids
#

i feel like you should be able to just plug array element into the set if they are the same type

#

but this will repeat and give you the last one equal, do you want the first ? or last ?

odd kiln
#

Ok I have another explanation : When I rotate my Camera in the Z axis, my Camera is not parallel to the ground anymore

lofty rapids
#

but i would break if you find one

#

and at the end you will have a blank, or if you find one, it will be filled

#

you can also set it empty before the loop, and if you find one set it to that, then at the end you'll have the same output

#

if i understand what your trying to do

forest spade
#

@lofty rapids , Thanks! I think that's not exactly what I need, but I think I found the correct node to use here. Setting the value by ref should work. I bascially just need to set that value of whatever array element it matches to nothing.

mild bloom
#

Hello, i have a bit of a weird issue.
I have basic multiplayer set up and running as a listening server from the editor.
When i have the client shoot at a target, it shows the impact and it takes damage. The server prints out the targets decreasing hitpoints correctly.
When the target hitpoints reach 0, a 'spawn system at location' is called, showing an explosion and leaving a smoldering wreck.

The problem i'm having is that the explosion is only shown on the server, not the client. Everything else seems to work fine.
What could this be ?

#

My target has 1000 hp. Every shot deals 250 hp.
If i set it up like this then the target dies in 3 shots (from the client's view (and the explosion shows).
Then if i shoot it again, it blows up server side.

#

With the first shot, as far as the client is concerned, it takes double damage.

wheat citrus
#

do you use any multicast events for this?

mild bloom
#

Yes, but then the double damage thing happens. But only on the first shot.

wheat citrus
#

in the multicast event try ticking the box called "reliable" and see if that fixes it

#

if thats the case you want to replace the MC event with a rep notify

mild bloom
#

ah that fixed it

#

Where would i set the RepNotify?

#

On the projectile damage variable ?

wheat citrus
#

as far as I understand it (and im pretty new to this myself) MC events have low priority/are unreliable when replicating while a lot is going on. The reliable tick forces the server to actually make sure that its run but that also can be bad for performance.

#

Therefore you want to replace your multicast events themselves with rep notifies where possible

#

this is a pretty good video that goes into how to do that https://youtu.be/3CIgSeLkfFI?si=sp2VZHjSDj0-4z4m

Check out my Patreon: https://www.patreon.com/user?u=60713904
Become a member: https://www.youtube.com/channel/UCFjBMoGhlEum8jRgPvmWpJg/join
Join the {GDR}; Discord server and download my free project files: https://discord.gg/dUm3ZtYDuV
Follow me on Twitter: https://twitter.com/BluntZombie

This tutorial is mostly about how to setup a multipla...

β–Ά Play video
#

as I've said tho im pretty new to this so some of this might not be entirely correct, its just what I've picked up

mild bloom
#

ah thanks, i'll have a look at that

glad mesa
# faint pasture That is, if you want your movement to the bar to be an actual move

In my both inventory systems an Inventory slot is an index which contains a slot struct, I dont know how I would make such a function 😦
In my inventory system I made a function TransfetoHotbar and in my hotbar system I made a TransfertoInventory function but I dont know if it is even logical thinking or how I would start : (

wheat citrus
twilit flicker
#

Why this is not working? Nothing gets printed out.

#

works fine if I wire the event tick and call the custom event

#

but through set timer by event, it won't work

queen heron
twilit flicker
#

still doesn't work

lofty rapids
#

but is the tick event firing ?

twilit flicker
#

yes

queen heron
#

right

#

you only need to fire the Set Timer node once

twilit flicker
#

If I do this, works fine,

queen heron
#

with looping enabled, it will fire like event tick, but with a timer

twilit flicker
#

thing is, I want to call ChangeDirection every x seconds

queen heron
#

anyone know a blueprint setup for a more stable mouse axis movement?

#

if I use it on Interp To node, the result value from that node would sometimes bug out and negate for a split second

#

completely breaking the momentum of the mouse

twilit flicker
#

yeah fixed it by using BeginPlay, thank you all

queen heron
steady swan
#

anyone know why this wont work? the flag should set the bp_checkpoint to the location of the flag's trigger box. the first flag works but the second doesnt but both are setup the exact same 😦

mild bloom
wheat citrus
#

@faint pasture So turns out in our first profiling test we did a lot of misinterpretation. While GMC did take quite a bit of the CPU frame where stuff was actually being processed, it only came down to a fraction of a ms. We just saw it at the top of the list and assumed it was the main contributor. All in all our CPU frames should be around 1.5-3 ms but most time is spent on drawing the viewport and Slate processes which if im remembering correctly are Play in Editor related. The Render Thread actually spends the majority of the frame waiting for tasks but I think in standalone (which is still not working atm) would be the limiting factor. Here is a current game frame with one player. Keep in mind that since the last conversation we also added the full weapon system so thats quite a bit of the CPU frame processing part but before the GMC drone movement highlited in the second screensot wass the longest process in the WorldTick. If I increase player count to 3 players instead of one it increases GMC's contribution quite a bit to ~0.3-0.6ms per player (screenshot 3) but the majority of the frame is still Slate processes.

wet marsh
#

What a day. I had to implement a quest system in UE5 and to my dismay I couldn't for the life of me assign a Data Table to an Actor in my scene. But it was only that specific data table. All other data tables in the project was just fine. I ignored it for a bit and just went on, designing and implementing methods and whatnot I was gonna need anyway.
I came back to the issue, because I couldn't actually continue without solving it. So, new Data Tables didn't work. Only existing ones. After a while of trying various things I decided, on a random whim, to just move a data table from the folder it was in to another folder and try again. Now I could assign no problem.

It turns out...that if you try to assign a Data Table from a folder that has parenthesis as part of the folders name (), then not only will Unreal Engine not assign the Data Table to the actor in the scene, it also won't give you any errors. So it's a silent failure with no explanation. That I spent 4 hours on πŸ₯²

wheat citrus
#

Does anyone know btw if there is a node like Random Unit Vector in Cone (Deg/Rad) that has a normal distribution towards the cone direction vector instead of a uniform distribution within the cone? Or would I just be best off picking a random polar coordinate on a unit circle?

rugged wigeon
wet marsh
rugged wigeon
#

() is punctuation

wet marsh
#

It is definitely not

#

But if Epic does not want me to use parenthesis in my folder names, they should just not allow it, like they do other special characters.

main lake
wet marsh
#

No Parenthesis is present there only square brackets

placid cove
#

guys what is the easiest way to render the hands and the gun on top on the screen like most fps games do?

rugged wigeon
rugged wigeon
placid cove
wet marsh
rugged wigeon
#

but even high end titles frequently have clipping through walls while aiming in some capacity

wet marsh
# placid cove yeah i know, the problem is that the gun clips through the world

You can do it in a way that does leave you with some trade-offs.
You can render the gun in a separate view and the games camera from your first person perspective and then superimpose the gun on the play view.
The gun will no longer phase through walls, however you will also no longer have shadows cast on it and the rest of the stuff you take for granted. You'll have to fake that.

placid cove
rugged wigeon
placid cove
#

maybe i can make the collision capsule big enough to englobe the arms and the weapons

wet marsh
#

You could, but that will give players a wrong impression of their bounds

#

You would also have issues with doorways and hallways

placid cove
#

right, anyways i hope i find a solution, thanks

wet marsh
#

A lot of players expect to be able to get cramped into corners and whatnot, despite their size making that realistically impossible, because the collision capsule does not match the art exactly.

wheat citrus
#

say if it hits within 10 units switching from this to this and moving it within the colision capsule

remote shard
#

I'm trying to add more options from the Select function, but I'm not sure how to add more options to the select function. Can you guys help me out with this?

lofty rapids
#

wdym "select function" ?

remote shard
#

The select you get from the Get Surface Type thing. I'm not sure what to call it, now that I realize I used the word 'function' wrong

wheat citrus
#

you're probably referring to the select node and want to know how to add outputs to select?

wheat citrus
remote shard
#

Sound Base

#

And also Boolean. I have two

queen heron
#

this is my setup for the smooth movement, could there be something that breaks the momentum of the Mouse X value?

wheat citrus
remote shard
#

Select

wheat citrus
remote shard
wheat citrus
#

hmm thats weird, your index input is of type byte right? What values can it have?

remote shard
wheat citrus
remote shard
#

I'll delete them, then retry from there.

magic horizon
#

Been fascinated with the dmc5 camera movement as of recent so im trying to figure out how to make it so my character's lock on system focuses on the midpoint between the character and doesn't just put both in the same axis

waxen mason
#

How do you do fellow Unreal masochists?
I have an Examination system implemented, as in, when you open your inventory, you can inspect an item, Resident Evil style.
The Examination is setup in the world, basically a camera pointing towards the item. I would like to "Pause Game" whenever you open the inventory, but if I do pause it, the examination, predictably stops working.
Besides doing the examination somehow outside the current map or not pausing the game at all, is there an easy fix for this that any of you know?

remote shard
queen heron
#

I don't understand why its doing this....

wheat citrus
#

I assume for the bool you just copied that node so thats why it had the same layout. If you drag from a bool and make a select node it should work normally.

remote shard
lofty rapids
queen heron
#

negative number is left and positive is right

#

you can see how the value flips quickly between positive and negative after quickly moving the mouse from left to right

lofty rapids
#

how are you calculating those numbers ?

queen heron
#

at first I thought it was from the interp to node

lofty rapids
#

but it interps to right ?

queen heron
#

but then when I see how the spring arm stops rotating when I do that quick mouse movement, with the print string from the enhanced input, I then figured its from there