#blueprint

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rugged aurora
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the character should have a controller

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"Blueprint Runtime Error: "Accessed None trying to read property Player Character Pawn". Node: Print String Graph: EventGraph Function: Execute Ubergraph BP Camera Pawn Controller Blueprint: BP_CameraPawnController"

dawn gazelle
mortal pulsar
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i used isvalid to control this mechanism and now its working thanks for your recommendation sir

rugged aurora
dawn gazelle
versed sun
rugged aurora
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I could move the entire code into the camera pawn to avoid this, however is there a logic for when something initializes? I assumed it was ok because I checked if the camerapawn cast worked

dawn gazelle
# rugged aurora I could move the entire code into the camera pawn to avoid this, however is ther...

You'd build that logic yourself.
Begin Play for everything doesn't start at the same time for everything. So that means you need to check if the value is valid, and if it isn't, then you'd need to know when it is, which would mean using something like an event dispatcher that signals when the value is set so the other actor can bind to that dispatcher and then do what it needs to with that new value.

main lake
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What's the best approach to make a book that the player can draw symbols in a grid pattern and give a meaning to that symbol they wrote ?

gentle urchin
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sounds like you've made half a solution already

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some grid

main lake
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huh ?

rugged aurora
gentle urchin
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The twitter account is the owner of that delegate
You are the other blueprint(s)

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So they can set themself up to be notified whenever that delegate broadcasts .

rugged aurora
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Could I also use interfaces for that?

gentle urchin
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Not really

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You'd then need some method to track a list of who's interested

dawn gazelle
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Interfaces require you have a reference to everything that needs to know about it. So they'd be more like a mailing list ๐Ÿ˜›

rugged aurora
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I started a new project with the top down template and I created a camera pawn so the player can move his camera anywhere while the character that is controlled is a detached pawn to whom orders to move are sent.

rugged aurora
dawn gazelle
rugged aurora
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here is what I dont get:

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  1. I spawn the player character inside the camerapawn.
  2. Then in the controller of the player character it fails to get a reference to its own pawn in the camera pawn variables.

Why? camerapawn exists before player character, and player character controller should only exist if its pawn exists

dawn gazelle
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Begin Play doesn't fire at the same time for everything.
Begin Play of the controller could be firing before the Begin Play of your CameraPawn, therefore, your CameraPawn hasn't had a chance to spawn the Player Character yet.

dawn gazelle
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How is it not?

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I can spawn things later on and their begin play fires at that point.

rugged aurora
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How can the controller of the player character exist before the player character is spawned in the camera pawn blueprint?

dawn gazelle
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Because you are assigned a Player Controller before anything else.

rugged aurora
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am I seeing this right: A controller would only start existing when its pawn exists?

dawn gazelle
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You're confusing different controllers and characters.
When you start the game, you are assigned a Player Controller. You are normally also assigned the Default Pawn. (In your case it would be your Camera Pawn)

Your Camera Pawn is spawning your Player Character that you want AI Controlled. This happens after your Player Controller and Camera Pawn has already begun play, but you're attempting to access the Player Character that you've spawned on Begin Play in your Camera Pawn on Begin Play of the Player Controller. Player Controller always exists before the default pawn.

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Player Controller > Default Pawn > Attempting to spawn AI Controlled Player Character

rugged aurora
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oh now I get it, I made a mistake of assuming the error is happening in the player character controller, not in the camera pawn controller

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Thanks for explaining that

dawn gazelle
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So, if you must spawn that AI character in your camera pawn, and you want your player controller to know about it, ideally you would do something like this to prevent errors:

rugged aurora
dawn gazelle
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It's a get node converted to validated get

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You can right click on get nodes and convert them.

brittle wind
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this someone know how i can make my own character like this? so the meshes are not connected to each other?

rugged aurora
frosty heron
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Read again and try to apply it

dawn gazelle
rugged aurora
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oh now I get it, thanks

dawn gazelle
queen dagger
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its been a minute

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but i got most of my characters made im struggling on two things

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the command throw and character transformation

maiden wadi
queen dagger
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anyone have any ideas on how to approach a command throw

remote shard
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I've been following a blueprint to help me set up my own video game, and I'm stumped on how the people who made this got theses. I had hoped to get it quickly, so that I can get rid of the compiling errors, but it hasn't showed up yet. Anyone got any tips for this?

maiden wadi
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They're control values from the old input system. Not sure if you can still get them in Enhanced Input. But I'd really be careful following whatever that is if the person is willing to != a float. They live a dangerous life.

remote shard
versed sun
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you can get the value

rugged aurora
dawn gazelle
maiden wadi
# remote shard If it's depreciated, is there a workaround to this then? I want to be able to te...

Not equal won't cause a crash. But it will return differently depending on the person's machine and the cycle of the moon. If the value is somehow set at 0.00000001, and your != 0.0 takes that value as 0.0000000, the not equal can return true even though they equal enough for most cases and it should return false. When dealing with floats, there is basically never a reason to use == or !=. You should always prefer NearlyEqual that has a comparison amount.

trim matrix
remote shard
# versed sun

How does the system decide which is an Enhanced Action Values as opposed to a regular function? It doesn't seem to pick up the values I need for it.

versed sun
remote shard
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I have not, no

trim matrix
versed sun
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thats the part you need , once you set one up, you will see it in Context Menu

remote shard
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How do I set it up? I want to be able to replicate it so that I don't run into this issue again

versed sun
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Hello guys, in this quick and simple tutorial we are going to learn how to use the new Enhanced Input system in Unreal Engine 5.1
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Subscribe to the channel: https:/...

โ–ถ Play video
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this one seems decent tut

flat coral
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Dumb question maybe but how do I point this BP variable at an actual float curve?

remote shard
trim matrix
maiden wadi
flat coral
# versed sun

No that I know, I mean like, how do I make that value reference a float curve

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I was sort of expecting "Default Value" to be editable, but it isnt

maiden wadi
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There's a different type.

versed sun
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ohh, you have to make it

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once you select it , it will ask what type

flat coral
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Did that but like how do I connect those two things

maiden wadi
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Did you compile the BP?

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Cause you should see something similar to this. This is 4.27, but mostly the same on 5.+

flat coral
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Oh you're referencing the CLASS

maiden wadi
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Hmm? No that's an instance.

flat coral
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Weird, now it's working

maiden wadi
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It's an asset, so you reference the instance.

versed sun
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Once you make it and compile/save , you should see it as an option

flat coral
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Yeah that's how I expected it to work. For some reason even though I'd compiled it wasn't giving me the option. Or maybe I hadn't compiled but it wasn't giving me the warning? odd.

smoky solstice
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I have a set of lots of lights in my level and i want them to flicker so i made this actor blueprint to make them flicker at random times but i was wondering if i could make all the different lights flicker separately since right now they all flicker simultaneously

main lake
# maiden wadi This isn't an easy question without more specific context. What do you mean by g...

Here is what I mean. So the player will have a book where there are squares to draw symbols he saw in the map, and on the right of it he can write the meaning of it he thinks is the correct one. I'm still in doubt if I should do a check if it's the right symbol first and if it's the correct meaning confirm it by a sound and change the color of the symbol so he can understand that this symbol has been correctly guessed or not.

Of course there will be multiple pages.

remote shard
versed sun
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and , i think random float is 0 to 1
try Random Float in Range

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and and, making the Material flicker might be better

smoky solstice
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so something like this maybe?

versed sun
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change tick to Begin Play

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and off of Event , type Create Event

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and looping Checked

smoky solstice
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like this?

versed sun
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now ,put your Visibility code in the Light Fire

dawn gazelle
# main lake Here is what I mean. So the player will have a book where there are squares to d...

Figure out how large of a grid you want to use. If the example you give here is 8x8, so that would be 64 total pixels, which could be represented by a boolean array.
A fully false array would = empty image. A fully true array would = a black image.
You could use an editor widget to generate the required "image" data using checkboxes and specifying any other details you want about the image and store it in a data table or some data assets.

smoky solstice
versed sun
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you can simplify the lighting part like this

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so , %70 of the time the fire is on

chilly jacinth
versed sun
chilly jacinth
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There's a way to spawn actors in a separate world using viewport widget, I think this might just be a character mesh and another mesh for the ground

versed sun
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yup, you just locate it far away from view

chilly jacinth
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I was hoping to load a second level and display it in that viewport. I've seen it done before but it's not clear how to set it up

versed sun
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I would set up everything in 1 actor , then position it in your level out of the way

chilly jacinth
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I'll see if I can get the right result that way, ty

versed sun
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I spawn mine 100k x,y,z and i never see it

chilly jacinth
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yeah that may work fine

dawn gazelle
# main lake Here is what I mean. So the player will have a book where there are squares to d...

Here's an example of what you could get your editor widget to look like... You'd probably want to make it a bit more fancy, like being able to load runes from the data table or assets, and display them which would be using something like Get Data Table Rows, putting them in a drop down box, and having a load button that then populates the values of the checkboxes.

From there, when you present a player with their own UI, it would act somewhat similarly - you could have buttons that change an image from light to dark in the UI based on their clicks and change a boolean value in those buttons. You gather all the buttons and check whether they were clicked or not into an array, and you can now compare that boolean array to the one in your data table or assets.

maiden wadi
dawn gazelle
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Oh, can you instantiate the user widget within the editor widget?

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Oh neato, you can ๐Ÿ˜„

gusty shuttle
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Hey folks, any of you get this message and if so, how did you fix it?
Assertion failed: IsValidCoord(InRenderCoord) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Public\LandscapeRender.h] [Line: 510]

summer bolt
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anyone got an idea for a method to implement collision on a cable component in ue4?

quasi frost
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Guys I am losing my mind. What is the node called that is like string append but for text?

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Where you can type like blah blah {APPEND1} blah blah {APPEND2}

spark steppe
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format text

summer bolt
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Bennn

quasi frost
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Thank you! lol

summer bolt
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my guy

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you steal here lmao

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i spoke to you 2 yeaars ago about something

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i think it was also cables lmfao

spark steppe
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you're stuck on cables for 2 years?

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Announce post: https://forums.unrealengine.com/showthread.php?129989

Alan Willard is back in action with instructions on how to use the new 4.14 cable component and some of the new rendering features. A ton of new features have arrived with the release of 4.14, so Alan is going to dive right in and explain how to use them in-game. With his usua...

โ–ถ Play video
summer bolt
summer bolt
spark steppe
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it's old but good (and still relevant for newer versions)

summer bolt
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well i need to use 4.13 for this haha

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so it should be good

spark steppe
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wait, why?

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if they really improved it in 4.14 you may lack features in 4.13 (which i would avoid at all costs...)

summer bolt
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becuz my pc b4 was a bit bad

wise ravine
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so helpful

spark steppe
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sometimes yea...

dawn gazelle
# gusty shuttle Hey folks, any of you get this message and if so, how did you fix it? Assertion ...

The only hints in there is "Assertion Failed" "InRenderCoord" and "LandscapeRender" which basically means the engine is checking to ensure something is valid with a render coordinate likely to do with a landscape, but it's not valid, so it ends up crashing. None of which is really blueprint related.

A google search on these terms gives a thread that mentions Nanite having problems.
https://forums.unrealengine.com/t/assertion-failed-isvalidcoord-inrendercoord-landscape-public-landscaperender-h-line-510/1310537/6

wise ravine
trim matrix
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old = might have changed

gusty shuttle
wise ravine
maiden wadi
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Ugh. Landscape code. ๐Ÿ˜ฆ

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Got sick of that class pretty quick. The amount of walls you run into trying to use it are atrocious. DynamicMesh component landscape is literally better if you have a vague sense of materials to manage it.

soft pewter
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Attempting to add movement to a kayak using the enhanced input system. I was getting Blueprint Runtime Error: "Accessed None trying to read property Kayak".

The kayak itself is a pawn that auto posses on level load. I created a variable that is an object reference of the kayak pawn that is used throughout my movement nodes, which is the cause of my errors. I don't understand the proper way to reference the pawn the player is possessing. I've tried adding Is Valid calls before my input actions but it's always reading that the input is not valid so it looks like the kayak that does spawn on level load and is auto possessed by the player is not being properly referenced?

The screenshot are the nodes I use to set the mapping context for the kayak. Thank you.

dawn gazelle
# soft pewter Attempting to add movement to a kayak using the enhanced input system. I was get...

Accessed None errors mean you have a variable that you may have set to the appropriate type, but you haven't actually set the value of. It would be like defining the variable type as "Integer" but not giving it actual value to work with. However, if you're possessing the Kayak, then you should be able to put your input nodes for your movement into the Kayak itself and not need to keep a reference to the kayak anywhere.

It's also not great to add the input mapping context on begin play as the controller may not yet be possessing it by the time begin play fires. Instead, use the "On Possess" event which gives you a reference to the controller that is possessing it when it actually gets possessed, which you can then cast to player controller and add your IMC like you're doing in your screenshot.

soft pewter
frosty heron
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U r doing single player right?

soft pewter
frosty heron
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Where exactly do you get accessed none for the kayak variable? Because Ur screen shoot is not showing that

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An object reference is a pointer to a type. It points at an instance of kayak in this case.

Accesses none means u never set the variable to point at the kayak in the world. Therefore you are trying to access "none"

soft pewter
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Sorry, here's an example of movement

frosty heron
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What is kayak floating

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Don't use the drop down

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Drag the variable and connect it to the is valid input

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If the kayak is never set then you will have access none, it's Ur responsibility to set the variable before trying to access it

soft pewter
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In the variable list I set the kayak as the object reference to the self possessing pawn. Then this is the log error. Kayak floating is the name of the pawn.

dawn gazelle
soft pewter
soft pewter
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Whereas if I add the kayak variable to it it casts it to a static mesh then inputs it add force.

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The component hierarchy:

dawn gazelle
soft pewter
hazy jewel
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Is there a checkbox to make it so I can utilize my main menu from a controller instead of keyboard or do I have to do some remapping? I'm using enhanced input mapping if that helps

soft pewter
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Thank you for explaining it so well @dawn gazelle and @frosty heron .

lunar sleet
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Alternatively, if you use CommonUI, it has platform dependent input routing

hazy jewel
junior quest
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I want the ray to be cast from the camera

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and I think i need to update the cameras position after the game starts but I dont know how

wide spruce
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I usually get a direction by minusing off one vector from the direction I don't want

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So camera position, minus behind camera position, it makes a vector that points directly forward

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If you put an object behind the camera that's stuck to the camera you could just use that object as the coord

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Also using line trace by channel uses both positions for the line trace I think

junior quest
wide spruce
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So start pos being camera pos and end pos being in the direction its facing somewhere

frosty heron
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The start is the camera position, not 0,0,0.
End is camera position plus camera forward vector multiplied by distance

wide spruce
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^sounds about right to me

junior quest
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sorry im slow but ty, that fixed it

dim halo
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Does anyone see why this cast would be failing? Specifically the one to chase parent

frosty heron
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The object being checked is not derived from bp chaseparent

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Print string to see the value of the pawn you are passing

dim halo
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its printing the flying enemy one

frosty heron
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Right then if flying enemy is not derived from bp chase parent, the cast would fail

dim halo
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gotcha

frosty heron
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Something is inheritetly wrong there, the sequence doesn't look it belong there

dim halo
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what do you mean?

frosty heron
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I would make characters share the same base class and just have an attack function so any class derived from the base can call attack function without nested cast

dim halo
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ok. The only reason i havent done that so far is because i origanllay created a default pawn for the enemy and then pivoted to a character bp bc i needed the rotation. I wanted to keep the flying enemy bp as a referal of sort tho

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I will do what you are saying instead

frosty heron
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Imo it's worth it to utilise inheritance if the pawns, enemy or friend like share common functions (eg attack)

dim halo
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Im kinda new so im sorry if this is a stupid question but could i make a charcter a child of a pawn class

dawn gazelle
dim halo
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yeah sorry i meant so that it would the character movement component but idk if thats possible or if it even makes sense to do that

frosty heron
dim halo
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yeah

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thanks

limpid heron
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I'm trying to create a possession system. I have this for now. So when the parent class character is in the level it works fine but as soon as I put the child of the parent character, it doesn't possess the parent character at all and most of the time throws me this error. Only workaround I found for this is to set the spirt reference private and then uncheck and compile and it sometimes work. And also it only possess just one child character and doesn't possess the parent character at all

deep void
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Does anyone know why my sun (directional light) always gets stuck at 90*.
The only way to stop it from stopping is to drastically speed up the rotation.
I've spent days on this and cant find a solution online, wondering if anyone has overcome a similar issue?

dawn gazelle
# limpid heron I'm trying to create a possession system. I have this for now. So when the paren...

Accessed None errors mean you have a variable that you may have set to the appropriate type, but you haven't actually set the value of. It would be like defining the variable type as "Integer" but not giving it actual value to work with. In your case, the error being thrown names "As BP Spirit" as being the empty variable, so you haven't set a reference to the particular spirit you want to use when you're trying to use it.

limpid heron
dawn gazelle
limpid heron
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And this error is very random. Sometimes it doesn't throw any error and runs and sometimes it does

dawn gazelle
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Regardless, that's what that error means. Your variable is empty when you're trying to access. You can try doing an IsValid check before accessing it which should prevent the error from appearing, but that doesn't necessarily mean the logic will still work how you're hoping.

limpid heron
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It's working now out of nowhere. I can't seem to find the issue. I changed nothing and it randomly started working again

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And this is my second issue, the possession is only working for the child character and only one child character. It doesn't work on the parent class or the other child present

dawn gazelle
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Based on your code you provided, that's because you're not actually determining which actor to possess. You are using Get All Actors of Class and looping through and effectively trying to possess all of them , which you'll always end up possessing the last one in the array.

This is also likely the cause of your accessed none error, as you're eventually calling the "To Possess" interface on an actor you may not have overlapped yet, so they wouldn't have the reference set.

deep void
limpid heron
dawn gazelle
# limpid heron Oh I see! Thank you for pointing it out! Can you let me know how do I scan for c...

As you seem to be using overlaps to begin with, you can utilize that overlap on your spirit as well. When you press your input, you should be able to use "Get Overlapping Actors". This still gives you an array, but it would be a much smaller list and would only contain actors you're near to. You'd need to loop through the list, and determine if it's a proper possessable actor, by checking if it implements the posessable interface you appear to be using, and if so, start your possessing code on that particular actor, and break your loop.

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This will mean it always possesses at least an actor you are overlapping with, and that it's a possessable actor, but if you have two possessable actors near to eachother that have intersecting overlap boxes, it'll be basically a coin flip that the engine decides which one you're possessing.

limpid heron
graceful forum
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I'm getting my hands dirty on common UI but I can't seem to make it work. The common action widget is disappearing when I hit play, I set my accept button to a different one instead of face down but face down still works to click the buttons while I want it to be face top and I don't know if navigation work as intended, I do see blue rectangle border around my common button base widget when I navigate with my gamepad. How can I debug what are the problem?

limpid heron
tiny sigil
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hello i done the keyboard inputs in vr but it only goes side to side now i don't know how to fix it here are my blueprint

tribal gazelle
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I've updated some blueprints with meshes in them via the blueprint, but the ones in my world do not show changes in the details, do I need to reload or replace them?

feral ice
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i have a sphere trace but if i collisde somewhere the impact point is always on (0, 0, 0) Why is that. The sphere has collision profile sphere in project settings i set the sphere profile that i created to overlap. Can someone tell me why this happens?

Never mind i actually found the problem! It seems it returns 0,0,0 when start and end is the same location so just add a little offset to end like 0.001 in z and that will fix it :D

inland walrus
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Is there a simple way to check if the player is falling, disable their movement controls?

versed sun
feral ice
dark drum
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Is there a way to have the editor unload something? With me working with soft references, if I've already opened it in the editor then it's already loaded in the game. (PIE) I'm not fancying having to restart the editor each time lol.

gentle urchin
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Test outside editor ;o

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Dont thinknyou can just force GC there

versed sun
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does it unload when you change level ?

dark drum
dark drum
versed sun
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Does Standalone start with everything unloaded ?

frosty heron
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Ends up testing in packages

frosty heron
dark drum
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Does anyone know of a work around for not being able to async load classes in uobjects? I would imagine I would need to have it's outer (assuming it has world context) do it for it.

And yes I know I could create the base class in C++ and give it world context. (BP Only project)

scarlet rose
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If I have 2 arrays of Enums, can I sort them and compare them with an equality operation?
Is there some edge case this might not cover?

dark drum
scarlet rose
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i just want to sort because my two arrays might not be ordered, and I dont care about the order

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I want 1, 2, 3 to return true when compared with 1, 3, 2

dark drum
# scarlet rose uuuh

I don't think that's a built in function. (I can't find it) Also, if you don't care about the order, why sort it?

scarlet rose
dark drum
scarlet rose
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im on 5.4 fwiw

dark drum
scarlet rose
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so I can do a == comparison

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i want to know if, for every item in array A, there's exactly one like it in array B

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code can get unnecessarily convoluted if I dont order the arrays

dark drum
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Alternatively l, if it doesn't need to be an array, you could use a set. (Assuming you don't want duplicates) They have functions for doing these types of checks which are very quick.

scarlet rose
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I'll look into that, thanks

versed sun
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Identical

versed sun
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i think order still matters

scarlet rose
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ah. so it's just the equality operator

tight pollen
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in the widget I have WidgetSwitcher which has 3 other widgets underneath it, after changing the version from 5.0 to 5.1, or even from 5.1 to 5.2 etc., it gives me such errors. If WidgetSwitcher doesn't have any widget, and I change versions and then add these widgets back, everything is fine, but when changing versions it happens, can anyone help?

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am I doing something wrong?

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I don't want to delete the content in widget switcher every time when changing the version

sacred minnow
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i have a question; i created a slider but im trying to connect that slider to my ultra dynamics sky, i try to cast to ultra dynamic sky but i cant grab the time of day float from UDS, what the issue?

dark drum
sacred minnow
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the slider is the following: and the float is this oneand i think this is the float i need to change to get the number desired

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sorry the UDS is super complex

dark drum
versed sun
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changing a value wont do anything unless the value is being used in Construction script, or Begin Play with Simulate or something similar

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If you want it in a widget , use PreConstruct

scarlet rose
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but with enum values

scarlet rose
#

ingredients.
I have a kitchen/cooking game.

I wanna make sure that what I'm delivering has been ordered.

for example
bread, burger, lettuce == burger, breat, lettuce

dry sleet
#

Either via a soft ref, get actor by class, etc.

dark drum
dark drum
dark drum
scarlet rose
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oh wow

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thank you for taking the time to do all this ๐Ÿ™‚

steady night
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can u add a struct with 2 other structs ?

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of same type ?

maiden wadi
frigid summit
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hi guys why is the magnets count reach 16 even if i set the number of waves to 2 and why are they in the same position in the three lanes even if i multiplied y by 10000

cursive path
#

my game postprocess and nav mesh and landscape all these always get unloaded with me after i delete them and put them again they get unloaded again the rest of stuff is working great please help

lofty rapids
undone sequoia
#

Guys I need tip, I am using RInterp to in my project to move with actor, but the closer it is to target the slower it is I would like to have always same speed problem is when I used lerp my actor was moving very weird, only good result I get with rinterp to when I use rinterp to constant movement is very laggy :/ any tips?

frigid summit
lofty rapids
frigid summit
lofty rapids
#

what is sizex set to ?

frigid summit
lofty rapids
#

and also what is the number of waves set to ?

frigid summit
frigid summit
gentle urchin
undone sequoia
gentle urchin
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Thats a start

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Or Rinterpconst ofcourse

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On tick-like exec

zealous moth
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I have never seen this before but "disable input" is not working for some reason

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but it works in another instance

#

ok... it works if all later logic is removed

#

odd

#

ok......................

#

SetActorTransform gives you back input

#

wow

#

never seen that

gentle urchin
#

What? No way

zealous moth
#

ahhh

#

i have an overlap event that enables it

gentle urchin
#

There we go ๐Ÿ˜‚

frigid summit
lofty rapids
toxic copper
#

This used to work as expected, but for some reason today it's acting differently. on begin overlap, this BP adds 1 to a variable and sets it. on end overlap, it subtracts 1 from the variable and sets it.
For whatever reason, it seems to run it 5 times each way.. so when I begin overlap, it prints the message 5 times (1,2,3,4,5), and on end overlap again (4,3,2,1,0).. Any idea why?

lofty rapids
lofty rapids
toxic copper
#

I have another copy of the BP nearby on the level, but they dont overlap at all

#

same behaviour from that one too though

lofty rapids
#

are all your overlaps 5 times ? or just that bp ?

toxic copper
#

all of them. i just placed another one and same thing, but this time i inched closer and i noticed that if i go slow enough, it actually does 1 at a time

#

so its almost like 5 components are overlapping

lofty rapids
#

is that a parent bp ?

#

thats weird if it happens on all i'm guessing it's your character

#

you only have one character ?

toxic copper
#

sorry im new to this. it says the parent is static mesh actor, so there shouldnt be any other logic thats duplicating it if thats what oyu mean

#

I only have one character, but im thinking its my character as well.. im thinking each component of my character is triggering it and counting as my char

lofty rapids
#

odd

lofty rapids
#

see if it triggers 5 times

latent venture
#

Does anyone know how can I make this work?

toxic copper
#

sorry about that, and thank you! Im going to try re-enabling overlap events and your suggestion

lofty rapids
#

i'm surprised the cast succeeded

lofty rapids
toxic copper
#

hmm, this is supposed to be a door.. how would actor overlap work in this case? I added a collision box to set the radius for interacting and displaying the interact message... if its overlap actor, would that be for any component of the door (frame, door, collision)?

frigid summit
lofty rapids
latent venture
#

so wait

lofty rapids
toxic copper
latent venture
#

first pictuure is from my enemy blueprint I want to use that event dispatcher when he dies, to open the doors, but it gives me an error from BP_Enemy_C I don`t know where iis it getting that BP_Enemy_C

odd kiln
#

Hi all ! I have a problem with my "Lock-On Target" system.

#

When my Character and my "Target" Actor are too close, both of them are not centered in the camera (TPS) anymore

#

Both are in the left of the screen

#

Does anyone know how can I "clamp" this rotation so they can't exceed the middle of the camera ?

#

I use a simple "Set Control Rotation" for the Lock

frigid summit
lofty rapids
#

carefully using outside variables you may get accessed none for index out of bounds

frigid summit
lofty rapids
#

i just wonder about the sizex number and accessing the indexes

#

if your numbers are correct it shouldn't be an issue

frigid summit
magic gorge
#

I need to clamp the cursor position in UI inside of the screen but the GetViewportSize is different than the actual size, anyone know how to do it? I see people get the resolution in c++ but I cant find a way in blueprint

frigid summit
lofty rapids
#

your getting from new var 2

#

just in the beginning loop not the rest

#

the original one that you get the index from

frigid summit
lofty rapids
#

you really need to name your variables better

#

new var 2 means nothing

#

but you can just use what you have if your numbers are correct it will be fine

#

the same code with a different bp ?

lofty rapids
latent venture
#

so when I kill an enemy, it says this : Blueprint Runtime Error: "Attempted to access BP_Enemy_C_0 via property none, but BP_Enemy_C_0 is not valid (pending kill or garbage)". Node: Call Enemy Dead Graph: EventGraph Function: Execute Ubergraph BP Enemy Blueprint: BP_Enemy

lofty rapids
#

click on the first link it gives you, where does it take you ?

latent venture
#

but is strange, basically when I spawn An enemy, I add it to an array in orde to after to add them to a custom event

frigid summit
frigid summit
latent venture
#

ah there is no link, no where

lofty rapids
#

hmm

latent venture
#

oh you mean on the scope thing

lofty rapids
frigid summit
latent venture
lofty rapids
lofty rapids
#

your using self, but you just destroyed it

frigid summit
latent venture
#

oh you are right, thank you

lofty rapids
lofty rapids
#

ya, what are your errors ?

frigid summit
#

and on selected viewport no errors

lofty rapids
frigid summit
frigid summit
lofty rapids
#

are you setting the position anywhere in that logic ?

#

or anywhere else ?

#

set your collision handle override to default

#

see if there are not spawning because they got a collision

frigid summit
lofty rapids
#

it was just a suggestin while you test

lofty rapids
frigid summit
lofty rapids
# frigid summit like this right

you may want to put the for loop back if you want to control the size, or you can use the size of the array just be careful with that with variable you don't go out of bounds of the array

lofty rapids
#

just disconnect the pin at the end, try a couple y position

#

see if it moves

#

if it's your maths, or if it's not setting correctly for whatever reason

#

debugging ftw

frigid summit
lofty rapids
#

its actually not too hard to add an input to an event

#

and in this case all you would need to do is plug the input class into the spawn class

#

and you can spawn anything

#

so you could resuse your other logic that works

tight pollen
#

how can i show assets in tile view, in Editor Utility Widget?

frigid summit
tight pollen
#

someone can help?

frigid summit
lofty rapids
#

you want them the same as your coins spawn ?

#

or this is custom different ?

frigid summit
lofty rapids
lofty rapids
frigid summit
#

they are just too close

#

and if i made the y bigger its fixed but its in the same 3 lanes as you can see

lofty rapids
#

idk which way is x, y i'm assuming x is forward ?

frigid summit
lofty rapids
frigid summit
plain condor
#

Hello, I am creating a blueprint with option to pick different shapes and have specific settings for the one that is picked

I used an Enum to create a dropdown to pick the shape, but the problem is that all the variables are public and not specific for an actor that i picked on the enum list.

How can I change this so that every actor picked from dropdown has different variables exposed?

frigid summit
#

its hard to know what the proplem is

lofty rapids
#

how do you want them to spawn ?

frigid summit
frigid summit
lofty rapids
#

you want them in waves ?

frigid summit
lofty rapids
#

so it looks like you have that

#

it looks like you have one in each lane

#

but you want them in a random lane ?

frigid summit
frigid summit
plain condor
plain condor
#

This might help for the position

frigid summit
frigid summit
lofty rapids
#

it's much easier way to what your wanting

#

you may want to add some padding at the ends, or make sure your spawn when collision is off

#

so you don't get overlaps

frigid summit
lofty rapids
#

so the x location is the same for each one, but the y is a random

#

the section length is the distance on the y that each set of 3 are spawned

#

so shorter would make them all together

#

longer would seperate them a bit more

placid cove
#

hi guys, i have my arms with a bone which in blender is attached to the camera, so i can make camera movements, but here how can i parent the camera to a bone in my arms if my arms are already parented to the camera?

lofty rapids
lofty rapids
tight pollen
#

hi, in Editor Utility Widget I want get assets in selected folder

#

how can i do it?

frigid summit
dawn gazelle
lofty rapids
lofty rapids
#

but also use multiplication instead of division because it's faster

frigid summit
lofty rapids
#

setting the start random will give you a spacer

#

instead of 0, just put a number ig but i would make it depend on sectionlength

#

so you can just change that and it works with it

#

play around with some combinations

#

when it gets the random value it's relative to current section

frigid summit
#

yea i changed it but still the first two too close the others are not too close

lofty rapids
#

maybe 0.3 is what you wanted

frigid summit
#

still too close

lofty rapids
frigid summit
lofty rapids
#

are you saying they are in seperate lanes but too close to each other considering forward and back ?

#

thats going to take some more maths

#

you'll need to check if the difference in the y from the others

frigid summit
lofty rapids
#

i c, because i made it completely random for each section, some may do that

lofty rapids
odd kiln
#

Does anyone have an idea about how to make an "Auto-Zoom" of my TPS Camera so I can see my 2 Actors on the camera all the time ?

#

I guess I have to play with the "Spring Arm Length"

lofty rapids
lofty rapids
#

what your looking for is "target arm length" most likely

#

from the spring arm

odd kiln
lofty rapids
odd kiln
lofty rapids
#

on tick

frigid summit
odd kiln
lofty rapids
lofty rapids
lofty rapids
woeful pilot
#

Using editor scripting is there a way to cyle a mesh by mouse scroll?

lofty rapids
frigid summit
undone sequoia
#

guys is it normal that when I play my game on pc where is FPS 60 , speed and timer in game are same like when I play game on laptop with 20 fps everything is equal but , video sequence from laptop with 20 FPS which is recording player to get from A to B is longer like from 60 fps, even their speed is same and timer in game is same , game on laptop which has 20 FPS is way slower maybe 3x How I can solve this?

random pulsar
#

hey,when i enable the vSync checkbox it raises the scalability setttings to medium

#

its so strange

lofty rapids
random pulsar
frigid summit
lofty rapids
#

or just increase the loop count, and keep the sectionlength low they will be more grouped together

#

and you can you can lower the sectionlength

#

because your looping more times

#

basically the first loop is how many sections

frigid summit
woeful pilot
#

Sorry for the repost Using editor scripting is there a way to cyle a mesh by mouse scroll?

dawn gazelle
# odd kiln Yes but how can I know what is the value of this float ?

Sadly, this is something you'll need to figure out. It would be highly dependent on what angles you're using for your camera, how your world is designed and the positions of the 2 actors.

An example:
If you had an overhead camera and your level was just a flat plane (basically nothing that can obstruct the view of the camera to one of your actors) then it would just be a matter of figuring out how "high" you need the camera in order to have both the actors in view. It would be a matter of calculating a triangle....
You want to know "a" as that would be your distance your camera needs to be.
You can calculate angle Beta, which would probably be the FoV of your camera divided by 2.
"b" would be the distance between the two actors divided by 2.
and because you know there is a 90* angle heading from the base to your camera, it can be solved by some trigonometry.

odd kiln
#

So if I jump my Camera is rotating to point the "Target" Actor so the angle changes

dawn gazelle
#

And I imagine you're not using a flat plane either so there can be things obstructing the view between the two actors.

odd kiln
dawn gazelle
#

But you don't really care where the two actors are in relation to the camera. The camera needs to know where to be in relation to the two actors.

odd kiln
#

You're right

dawn gazelle
#

And in a non-flat map, with varying camera angles, that gets into math that I wouldn't be good at ๐Ÿ˜›

odd kiln
#

I see.. ^^

undone sequoia
#

guys is it normal that when I play my game on pc where is FPS 60 , speed and timer in game are same like when I play game on laptop with 20 fps everything is equal but , video sequence from laptop with 20 FPS which is recording player to get from A to B is longer like from 60 fps, even their speed is same and timer in game is same , game on laptop which has 20 FPS is way slower maybe 3x How I can solve this? I am normally using delta time to multiply speed to have it not connected to FPS ,

lofty rapids
lofty rapids
#

what does that look like ?

odd kiln
lofty rapids
dawn gazelle
#

That would basically be a visibility trace from camera position to actor position, and if something is blocking the trace that isn't the actor, then for sure you don't have a view of them.

#

But then how do you know how to zoom in?

#

Just constantly adjust forward and backward? o_o

odd kiln
undone sequoia
# lofty rapids so your running something on tick and it's slower on 20fps than 60fps ?

I had feeling that on laptop is game slower so I took 2 same versions and tried on Computer with 60fps and on laptop

I did scenario where I Flew from point A to point B at same speed
at 60 FPS it took 9seconds from in-game timer and , video record from OBS was +- 10sec long

then I did same scenario at laptop on 15-20 FPS plane flew from A to B in 9 seconds in-game timer but OBS video record of this was like 27sec long, which was weird if it was longer even in-game timer should show more time

#

I have no idea if this is clear explanation

lofty rapids
drowsy kestrel
#

Hi im following this tutorial but when im at the last step of building the zone graphs and clicking play i get this error
https://www.youtube.com/watch?v=aEny4oCdGP8

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\ArrayView.h] [Line: 313] Array index out of bounds: -1 from an array of size 0

Hello guys, in this quick and simple tutorial we are going to begin with my UE5 GTA 6 Tutorial Series in Unreal Engine 5! In today's episode we will setup the mass ai entity configuration.
โ†ช๏ธProject Files: https://bit.ly/GorkaGames_Patreon
๐Ÿ†My New Unreal Course: https://bit.ly/UE5_StealthCourse_GameDevTv_GorkaGames
๐Ÿ”ฅDiscord: https://bit.ly/Gorka...

โ–ถ Play video
lofty rapids
#

i dono't think any timer is perfect

undone sequoia
undone sequoia
dawn gazelle
lofty rapids
undone sequoia
drowsy kestrel
tranquil barn
#

Hello, I'm trying to make a 2.5D sidescroller in Unreal. One issue that I'm facing is the 'one-tap rotation.' Simply put, I can't find any tutorials on this subject. I want, when I press A or D, for my character to change sides which it is looking towards. I don't want to increase rotation speed, as it will mess with the animation, and there is always a chance in which the character can look towards or away from the camera. If someone had experience with this i would be gratefull to dm. Thank you in advance.

lofty rapids
random pulsar
#

how to check if the player is in game ,what is the node?

lofty rapids
# tranquil barn Yes.

so when you move back and forth you rotate and you just want to quick go back and forth right ?

undone sequoia
#

in GameState

tranquil barn
lofty rapids
undone sequoia
lofty rapids
#

ya it's weird the seconds are off but maybe the calculations at 20fps makes it skip a bunch is a guess

undone sequoia
#

if video on laptop is longer means game runs slower and in multiplayer i would see player slower

#

even he had same speed

#

which is baad

tranquil barn
# lofty rapids

Amazing, so simple. I can see now it's rotating correctly. Now I just need to fix the movement a little bit. Thank you!

craggy flicker
#

Should I use a while loop or should I use an artifical while loop by having an if node? Then at the end of the body point back to the if node

lofty rapids
#

a while loop makes sense in some cases

#

what are you looping untill something is true or something ?

#

or false

craggy flicker
#

so until both of those are true

lofty rapids
#

just watch out for infinite loop but i don't know which one is more performant

#

either way it's the same really

craggy flicker
#

yea i have an infinite loop somehow atm

#

cause it appears to be freezing

lofty rapids
#

show the loop ?

craggy flicker
#

i think my increment level chance is messed up

#

oh wait

#

im not setting the min in my clamp

dawn gazelle
undone sequoia
#

๐Ÿ˜„ idk I m hella confused

#

now thinking how I can upgrade my timer countdown with delta seconds

#

maybe its wrong

lofty rapids
craggy flicker
undone sequoia
#

but idk how implement delta time here to make it frame rate independent

dawn gazelle
#

So on the 20FPS version, it'd be adding 0.05 per tick.
On the 60FPS it'd be adding 0.016 per tick.

undone sequoia
undone sequoia
spark steppe
#

they will probably fire on the next tick which happens when their timer delay ran out

#

if you have to do something every tick a timer is often the wrong approach imho

dawn gazelle
#

The SetTimerByEvent node uses the World TimerManager which updates its timers on tick using DeltaTime.

faint pasture
#

you won't get the timer firing between ticks

lofty rapids
#

but it could be off with slower ticks by a small amount

faint pasture
#

It'll all add up at the end once the aliasing catches up

dawn gazelle
#

It wouldn't matter - 20 FPS = Ticks firing every 0.05 seconds. 60 FPS = ticks firing every 0.016 seconds. That means it would take 60 ticks to reach 1 at 60FPS and it woudl take 20 ticks to reach 1 at 20FPS.

undone sequoia
#

like this time when I want make "count down" which is same on every FPS , at every client I want make sure that set timer by event will be everywhere same ๐Ÿ˜„

faint pasture
#

say your framerate is 1 and your timer is set to 0.9, you'll get"
1 1 1 1 1 1 1 1 1 2

undone sequoia
#

but seems you telling me it is

undone sequoia
#

okay then is mistake in my speed

#

i will find it

faint pasture
#

If you find yourself reaching for a timer anywhere near the tick time then don't

undone sequoia
#

its in GameState

faint pasture
#

I mean how long is the delay on this timer?

undone sequoia
#

i am counting 30 minutes down

#

29:59 --

faint pasture
#

but you want the displayed time to be valid every frame right? What precision are you going for here?

undone sequoia
#

1 sec +-

faint pasture
#

thats fine

#

a 1s timer updating the display of the current time remaining is fine

undone sequoia
#

okay

#

gonna look in to speed then there must be something wrong

#

one more maybe dumb question can I somehow measure speed in UE ? when I am not sure if my equation is fine and if I am getting good km/h

spark steppe
#

why tf do you use a timer for a countdown?

#

make a DateTime variable of when the "timer" expires

undone sequoia
spark steppe
#

so Now + 30 minutes

#

then calculate the difference in the widget or wherever you display it

#

so it's just firing once after 30 minutes?

undone sequoia
#

imagine you fly in game you hit invisible gate and countdown is executed at that point, then it runs just once when its done game over

mild ibex
#

How would I go about getting a variable that I can enter multi line text into? When hitting shift enter it just completes the variable

dawn gazelle
#

Looks like Name could too

mild ibex
#

are you pressing shift+enter to do that?

dawn gazelle
#

Yep

mild ibex
#

what version of UE?

dawn gazelle
#

This one is 5.3.2

mild ibex
#

so weird, I cant seem to be able to?

#

shift+enter for me does the same as enter

#

its not my keyboard since I can do shift+enter here or capitalize LOL

#

I can do it just fine on a 3D text component but not on a variable I create

versed sun
#

Copy Paste the space between

< these for a Shift+Enter

mild ibex
#

wth, it works

#

either that fixed it or restarting my editor fixed the issue, either way thankyou!!

undone sequoia
maiden wadi
mild ibex
maiden wadi
#

๐Ÿ˜„ Yeah, I wish I'd have known about it quite a while before I found out and was abusing the copy paste trick.

mild ibex
#

Never knew about the copy paste trick but it's rare that I have to do a lot with multi line

versed sun
#

you just had a keyboard glitch that wasnt letting you do it ?

frail onyx
#

Anyone know the best way to make collectables that are very optimized and dont have a big impact on performance?

lofty rapids
#

one way to make collectables is an array of struct

#

idk how that would save

dawn gazelle
frail onyx
#

just some static mesh that i can have floating and rotating in place in different points around levels and when the player walks into it, itll get collected

versed sun
#

Instanced Static Mesh are nice, you can make them float and spin in the material

dawn gazelle
frail onyx
#

thanks!

dawn gazelle
trim matrix
#

Hello, can anyone help me why my inventory item filter doesn't work on certain category/type? I have already set the category/type of the item correctly in the data table since I add the item data there.

dawn gazelle
trim matrix
hardy merlin
#

In function parameters for Blueprint, what does it mean to pass an Actor Pointer by reference?

#

I get it for structs but not for pointers.

#

I guess it's if you want to re-assign the value of the entire pointer so something upstream changes?

desert juniper
#

also, for your own sake, your visual spaghetti is really hard to read. consider neatly organizing your BP nodes, instead of trying to reuse cables, and vertically stacking

versed sun
maiden wadi
trim matrix
maiden wadi
#

It let me keep a pointer to it and use it, but I could pass it through that to test it's validity or create it if it wasn't already created. Can pretty much do the same with any pointer type.

These days I just push widgets to stacks. ๐Ÿคทโ€โ™‚๏ธ Lost it's usefulness.

desert juniper
#

iterate through this, and remove from parent on each child.

#

Clearing just clears the array, but doesn't destroy the children

maiden wadi
#

??? Clear Children removes them from the parent. That's a widget, not an array.

desert juniper
#

Ah whoops.

#

Brain fog

trim matrix
#

Um, so... should I iterate that or what I should remove?

maiden wadi
#

๐Ÿ˜„ One of those days

desert juniper
#

Authaers right. No need. My mistake

maiden wadi
#

Struct based inventories always hurt. :/ Requires so much more work to work with them.

desert juniper
#

The rest of the logic looks correct to me ๐Ÿคทโ€โ™‚๏ธ

#

Yeah I prefer data assets.

#

And a tiny item stack struct to wrap but I do that in c++.

trim matrix
#

Well, for my item info I did use data table... I was told it easier to organize?

maiden wadi
#

UObjects with mutable data, in a component related to the actor the inventory belongs to, with a pointer to the data asset with all of the static data that never changes. ๐Ÿ˜„

desert juniper
#

Iโ€™ve done that before too, and honestly itโ€™s a solid choice. Along with jambals replicated uobject article

maiden wadi
#

UObjects for items are very superior to structs in many ways. For starts you wouldn't be creating and destroying so many widgets, you could make a simple TileView/ListView and just throw the pointers to your UObjects into it after filtering them.

#

Insanely less amounts of data copied too as you're just passing around a pointer.

desert juniper
trim matrix
maiden wadi
#

You get the same benefits in data assets as you do with a datatable. You can do the same thing as a datatable with the property matrix.

desert juniper
#

And if you write your own plugins to interpret the data, you can do it off engine too. But that tradeoff is obvious

desert juniper
maiden wadi
#

Do you require multiplayer and are you using strictly BP Only?

desert juniper
#

(Please say c++ is an option)

maiden wadi
#

Or that multiplayer is not. ๐Ÿ˜‚

#

Either way is fine.

trim matrix
desert juniper
#

Single player is good enough a reason ๐Ÿ™‚ no need to get into the nitty gritty of replicating uobjects

maiden wadi
#

Start with these two blueprint classes.

trim matrix
desert juniper
trim matrix
maiden wadi
#

Make the Data Asset class. Make a UObject class. Make a new data asset like DA_Apple, or DA_Pear

#

Open the class blueprint and make some properties.

#

Whoops. I put those in the item. Those were supposed to be in the DA

desert juniper
# trim matrix Thanks so much

If you go with PDAs just know unreal gets really mad if you try to modify them. You have to modify copies. Or you can treat them as just data objects. Honestly with BP only Uobjects may be easier.

maiden wadi
#

Now the data assets have these fields.

maiden wadi
trim matrix
desert juniper
maiden wadi
#

Oh. ๐Ÿ˜„ Haven't done that personally. I used the objects for the runtime data.

trim matrix
#

Hm... tough decision.

desert juniper
maiden wadi
#

No, but you shouldn't need to. You use the UObject as the runtime data that would change and serialize. EG Current Stack size, active tags, durability, etc. The UObject also houses a pointer to a data asset that has all of the static and non changing data.

#

I threw together a quick example. Start with the ItemData with very basic data. Item Name, Description, Icon, MaxStackSize, etc.

#

Then make a Uobject for the item itself that has a pointer to the data type.

#

Make an actor component that houses an array of the inventory item. This goes on your character, or on chests, or crafting tables, etc. You instantiate objects within this inventory to maintain your gameplay data on them, similar to having an array of structs.

#

Once you have the component housing the items. You can make an inventory widget with a TileView or Listview. Can literally show your items this easy in it.

#

The Tileview or listview needs to have a specific second widget override the UserObjectListEntry interface. And then do this code.

#

And kaboom. You have a fully working, expandable inventory system that can be easily displayed.

#

The filter for instance turns into this.

#

Apple here is a Item.Type.Food.Fruit. Which is a subtype of Item.Type.Food. So it'll show in this filter.

autumn pulsar
#

Is there a way to access an anim_notify event on the pawn blueprint?

#

trying to make some footstep sounds, but have specific points in the animation they get triggered

desert juniper
maiden wadi
#

@autumn pulsarNot sure if there's an easier way but I think usually you can just throw delegates in the AnimBP, and bind them in the character, or whatever references the character.

dawn gazelle
trim matrix
autumn pulsar
maiden wadi
trim matrix
autumn pulsar
#

I'd like to keep the actual logic in the pawn class

#

err

#

fire an event in the pawn class

dawn gazelle
#

You create the event in your pawn class, after casting, you can use your casted reference to then call the event.

autumn pulsar
#

well, I'll figured it out at some point lol

dusty dew
#

Does anyone know of a way I can change the shape of the landscape during runtime?

maiden wadi
#

Yeah. Don't use the Landscape class.

dusty dew
#

Sorry I am quite new to Unreal Engine what do you mean?

maiden wadi
#

TLDR Landscape cannot be edited at runtime. Most of it's code is locked behind the editor. So when you ship the game you lose a lot of generation functionality like importing heightmaps and such.

The closest you'll ever get to runtime generated landscape is doing a WPO in the landscape material. Which doesn't work for gameplay, because WPO is purely visual. So your characters and line traces won't hit what you see, but the flat landscape you started with before the WPO.

There are only two generally decent ways to get a runtime landscape. Use the DynamicMesh or ProceduralMesh components and generate the geometry and UVs etc yourself. Or invest in something like Voxel Plugin.

dusty dew
#

Alright thanks a lot I'll probably just buy the voxel plugin then

maiden wadi
dusty dew
#

Oh ok I'll check it out

maiden wadi
#

They prodecurally generate islands with the dynamic mesh component. There are also some examples running around for "infinite world" landscapes using it too.

dusty dew
#

Once again thanks a lot

winter tiger
#

Does anyone know a way to take a snapshot of the pixels and their world location on screen? I'd like to take a photo and apply an outline to only the stuff that is visible in the image and then have that outline in the 3d space so that you have a sort of memory of the photo. So far I've only been able to cut a cube at the view angle, remove the hidden part and then apply an outline to the remaining cube. But it would be better if I could just do the points that were visible in the photo.

lunar sleet
#

Look into runtime virtual textures

lunar sleet
maiden wadi
#

Not sure what you mean?

lunar sleet
#

The nodes theyโ€™re using to generate the landscape in Cropout sample

maiden wadi
#

Those are. That's the Dynamic Mesh component.

lunar sleet
#

So Voxel plug-in just gives you more bells and whistles?

#

Or is it that it lets you actually affect the landscape rather than a mesh

maiden wadi
#

Two separate things. I was making multiple recommendations. The Voxel Plugin is a lot more powerful. Probably better for huge worlds. Definitely a lot easier to get into. But the dynamic mesh has the benefit of being free.

lunar sleet
#

Yeah, ik, I was just curious as to the diff, since those nodes they use have the word Voxel in them

maiden wadi
#

Voxels are largely just the idea of point data with a runtime mesh generated over them. So I wouldn't be surprised if the dynamic mesh could manage that to some degree. Semi surprised no one's started building a system on top of it in a plugin yet. I would if I knew how to use it better. Normal Landscape is absolutely terrible.

slate hound
frosty heron
#

๐Ÿ‘€๐Ÿ‘€

slate hound
#

why adriel sweeney_activate

silent drift
#

Sorry, what do you mean with moving forward a little when standing?

marble tusk
# slate hound

I didn't even know threads were enabled. That's how great Discord's interface for threads is alex

slate hound
gentle urchin
#

i was under the impression cropout used PCG

#

Nah it was Dynamic Mesh all along ๐Ÿ˜„

frosty heron
#

๐Ÿ‘€ Island genetator

#

Wish I have some space in my pc to dl it

gentle urchin
#

pretty simple , really

#

seems i need to look more into Dynamic Mesh, seem pretty flexible

#

some tweaking and it's suddenly far more dynamic

silent drift
#

Ah, I think you need to change the deacceleration setting in the charactermovement component, if I understood the question correctly

silent drift
#

You will need to implement your own logic for it. It is quite simple. Then you need to inside of the jump logic say that either is grounded or coyote time is active.

#

This is just for activating the "ability" to jump after walking off a ledge

#

Since I have done custom jump logic and not using the built in jump, I don't have that inside of my function.,

#

Which function? Like I wrote you have to implement the logic your self. There is an event (you see it in the screenshot) "Walking of Ledge" that is there, the rest you need to add yourself.

silent drift
#

After you added this logic (the walking of ledge), you also need to change the jump function that is built in, in Unreal:

tight cobalt
#

Hi everyone. I was wondering can anyone point me in the right direction.

How to do shooting off components simillar to Horizon Zero Dawn?

Any help appreciated.

silent drift
#

Glad to hear you got it working! ๐Ÿ™‚

dark drum
tight cobalt
#

Which node to use when destroying/detaching components from the asset?

Any idea how they are implemented into skeleton? Sockets? Or each part is extension of the sketon?

#

Thanks

dark drum
tight cobalt
#

Aight, thank you brother.

steady night
#

hey im trying to create event "AnnounceKill"

#

but its unavailabel :/ ?

#

nm

frigid summit
#

hi guys why is my magnet coins be in back and not like endless runner games where it comes just to the charcter

frigid summit
faint pasture
#

Make a float track that goes from 0 to 1

#

Have that drive a lerp between coin location on begin play (save that) and current character location

hard sinew
pallid cedar
#

I'm trying to find a way to make the async load stream level work in Multiplayer. I have a large "closed area" map where two players can play online co-op and go through the story. However, almost every room is separated into sub-levels for optimization.
When a player enters another room, we have a BP trigger to unload the previous one. The problem occurs when there are two players (host and client). It also unloads it for the client.
How do we approach this issue when one player is on one side of the map in a sublevel and the other player is in another sublevel?
We need both server and client to be able to load/unload levels each for themselves (since they won't always be together).

maiden wadi
#

Generally speaking, you need to leave the level loaded on the server if the client is there. Or at least anything that would be related to networking. Like the floor, any networked actors, etc. This is a common reason why a few UE4 coop game styles force clients to remain within a range of the host player, it's a hacky way to avoid this issue.

pallid cedar
lofty rapids
frosty heron
#

can't help shitty listen server

maiden wadi
#

๐Ÿคทโ€โ™‚๏ธ Not much you can do about that on PC. On a different platform you would just try to target it and make sure it runs. You can't really stop people from playing on a 10 year old laptop even if the minimum specs say otherwise.

hard sinew
#

Okay well, it still doesn't set the variable... If I print a string after it, it does go through

lofty rapids
hard sinew
#

Yeah

maiden wadi
# pallid cedar Yeah thought of the same thing. My worries are since this is host & client, what...

I'd maybe start by seeing where your bottlenecks are with some profiles on a listenserver.

If it's GPU chances are that it'll be visibility culling code, you can maybe split your levels and hide away a lot of the "visual" stuff. Specially if it's like occlusion checking code trying to determine if it can see static meshes. Just hide that stuff away on the host. Thankfully it's a host only issue. Client gets the free pass of not having to care about the host's stuff since at most it'll just cause the client to see the host's pawn stuttering around in midair which they shouldn't see if they're not close anyhow.

If it's CPU, and the load is that there's just too much going on on the host, you likely have to start looking into simplifying your gameplay systems, actor ticks, less physics stuff etc etc.

If you can reliably have a client in a bad area and a host in a bad area, but still maintain okay framerates on the host and it maintains it on your minimum target hardware then ๐Ÿคทโ€โ™‚๏ธ

hard sinew
#

I do have other variables of course, so I set the bool after them

lofty rapids
#

what does the update look like ?

pallid cedar
maiden wadi
pallid cedar
hard sinew
# hard sinew Like this:

How would you get the Boolean from the animbp though? Would you create a new Boolean in the character bp?

#

Okay it does link because I tried to delete it and it said it's in use, I'm so confused

lofty rapids
#

normally i set a boolean somewhere, i used the character since i cast to it on update anyway, just get the variable from the character and set it in the anim bp

#

that's how i do it and it seems to work

#

it looks like you may have set it correctly and it's printing true/false

#

so it must be updating

#

when do you turn the boolean true ?

#

not in the anim bp, but the original boolean that you are using for can sniff

#

are you turning that to true anywhere ?

north charm
#

hey im trying to create a telekenitic effect in top down - i want to cast a line tract from mouse location so i can hover over a physics object and be able to pick it up; can you guys see something wrong with the code?

hard sinew
#

if i set in to true by default in the charbp it doesn't do anything

#

so it must be my charbp, right?

lofty rapids
hard sinew
#

in the animation blueprint, yes

lofty rapids
#

so your transitions actually work

#

but for some reason it's not picking up what the character boolean is set to

hard sinew
#

yeah

lofty rapids
#

which is weird because it logs true and you set it

hard sinew
#

exactly

#

and i've clicked the eye too

lofty rapids
#

are you sure your in idle ? atleast it should be your just sitting there

hard sinew
#

im not sure

#

i simulated the from the state machine and it didn't update the state to show that it's active when i walked around

lofty rapids
#

i've heard that can be unrealiable, watching the flow of the anim bp

hard sinew
#

yeah

lofty rapids
#

if your animations are changing, then it's going into it

hard sinew
#

i do want to see it though, lol

lofty rapids
#

makes sense, i do the same sort of thing with a boolean and it seems to work fine

#

idk what couuld be the problem if you set it on the character, and update you update the animbp boolean to the character boolean, it should switch to true

#

as long as your in idle, it should transition

hard sinew
#

i guess ill show my whole animbp

#

maybe im doing something different

lofty rapids
lofty rapids
hard sinew
#

i removed the print strings

#

it updates from a state machine that i have

lofty rapids
#

you also removed the part where you set the boolean

#

you still want to set the anim bps boolean on update to what you have on the character

#

so that when you switch it, it updates

#

you don't need the print string, but you for sure need to set it

#

notice how like you did is falling

hard sinew
#

oh wait

#

i removed it for some reason

#

oh i fixed it

frigid summit
lofty rapids
full wind
#

has anyone used the mover plugin,i want to make a projectile using it,but i can't get the actor to move,when i make it a pawn it seems to move,but moves to 0,0,0

steady night
#

hi doing a basic zoom with blurrr around crosshair

#

how can i exclude the bliurr from center ?

thin panther
#

You don't with the background blur.

You'll have to make a blur material that you can then apply to a masked image or something

maiden wadi
#

You can make custom background blurs. There was also some mentions that post processing data might be included in UI materials soon too. That'll be really nice.

quartz field
#

Hey, I'm trying to fire the 'on mouse button down' and 'on clicked' events with a gamepad button, I thought adding the gamepad buttons here in the player controller would do the trick, but it doesn't work, any idea why?

#

(in a widget)

maiden wadi
ivory osprey
#

Hello, i have a small problem regarding a loading screen i pretty much ported over from lyra. When starting to play in standalone or a packaged game there is a black screen with 3 white dots in the bottom right corner for just about a second that covers up my own loading screen. Does any one know where this loading screen has it's origin and how i could remove it?

flat coral
#

Weird question, is there a way to edit the DEFAULT properties for StaticMeshActor? So that all new instances have the edits

supple dome
flat coral
#

Oh hell yeah

#

(Deriving from my own class doesn't have the functionality of being able to create these objects by drag and dropping static meshes into level)

supple dome
supple dome
#

nvm its in the ini only, not in the project settings,
open your DefaultEditor.ini

#
NewActorClassName=YourGame.YourGameStaticMeshActor```
flat coral
#

Aaaaah I see

maiden wadi
ivory osprey
#

@maiden wadisomewhat, why? i think it's probably just some sort of default loading screen when using the open level node in bp?

maiden wadi
#

If you do have a larger project I'm 99% sure it isn't covering your screen. CommonLoadingScreen has two phases. The first of which exists before many assets have been loaded and the game can correctly display the better screen. If I had to guess, you're loading way too many assets on your main level. Main menus are normally designed to be extremely lightweight and faster to load by not allowing them to be linked to heavier data assets and such.

ivory osprey
#

okay, but according to the log it does not show twice. And apart from a landscape there is not much in the levels yet ^^

maiden wadi
#

The normal loading screen probably does only show once. Sec

ivory osprey
#

for some reason the first load from the menu into the map does not shop that loading widget

maiden wadi
#

It won't, sec I have an older engine version open atm.

#

Common Loading screen has two phases. Startup and it's normal stuff.

ivory osprey
#

ah yeah but i think startup is only for the initial start of the game ... i tinted it green to make sure that is not the problem

maiden wadi
#

Startup is a very basic screen applied at the engine startup. Because it's super early. It's mostly to avoid a blank black screen while waiting for initial assets to load.

frail onyx
#

anyone know are more efficient way to do interaction with individual components on an actor and then have them do separate actions when interacted with? This is the current system i have at the moment but it doesn't seem very scalable if i want to have a bunch of interactable components on one single actor

ivory osprey
#

but thanks anyway

maiden wadi
#

Not sure what you mean by you tinted it green? Did you alter the actual slate code in the plugin?

ivory osprey
#

yes

maiden wadi
#

You could maybe check FPreLoadScreenManager::RegisterPreLoadScreen to see if anything else tries to put them up.

maiden wadi
ivory osprey
#

this is what appears for a split second when traversing maps

frail onyx
ivory osprey
#

else it is working perfectly

#

and it nerver shows in editor

maiden wadi
#

Like this interface event. You can put this on the component itself. The component can have delegates if you still need the actor to manage some of their code but you would be avoiding large branching sets of code like this.

frail onyx
maiden wadi
#

Your components would need a subclass with that interface on them. And instead of calling the Interact event on the hit actor, you call it on the hit component.

grim sand
#

Is the 'Remove From Parent' node for widgets equal to the destroy actor node for actors? The hover over description in UE is a little bit ambiguous about it

frail onyx
#

I'm still not sure I'm understanding correctly, would a tutorial on making a keypad help cover this topic?

maiden wadi
grim sand
maiden wadi
#

Correct. Same as most any UObject. Actor and ActorComponents just have special handling around that.

grim sand
maiden wadi
#

Interacting with components instead of actors

last bolt
#

Hi guys and gals. This will be my very first game so this may be a really dumb question or wrong section. Im making a 2.5d downwell clone and I need a way to procedurally generate levels. For testing Im just using default unreal primative cubes. The levels are pretty simple just a vertical shaft with some blocks for the player to land on and some enemies but I have no idea where to start. Has anyone here done something similar that can point me the right direction? Screenshot for an example

last bolt
#

Yeah basically. get combos by bouncing off enemies, lost it by taking damage

#

im going with a post void/mullet madjack style life timer though rather than health

lofty rapids
#

you want to procedurally generate so that it's not all loaded at once ?
or you also want the levels to be designed procedurally ig ?

next kite
#

Hey there

#

i have a really wonky situation with palying audio

#

the audio plays, but only when my game is pausing

lofty rapids
#

i would start from 0 z, generate all the stuff up stuck on x or y

#

then start at the top

#

but you can use your current z to figure out with some maths what section you need to have loaded

#

and load ahead one so theres no flicker

#

this is how i did it horizontally but vertical could be similar

last bolt
lofty rapids
#

if you want it endless put the kill z real low and just keep generating untill the number gets too big

#

but if you keep track of what section your on it's nice you can load the next just make a load function and you can just keep generating

#

the way i did i generated all the sections first

#

then i use the data i stored to actually spawn the actors, and destroy ones that are in a section that nots within the displayable amount, currentsection +- 1

#

but in theory you can generate on the fly np, since your not going backward there would be no problem

#

i used a parent class for my spawnables, i would definately do that, so you can have common variables and casts to parent

#

it makes it easier for doing loops on the current things to you can get all of the parent class, check a variable like section, or event a tag, and just remove ones not in the correct view

#

this the only way i know how to do it it was my first try so maybe there is a better way i didn't use a tutorial i just came up with it

#

you may want to use c++ as well to make it faster if you run into problems, but most of the code i used is blueprints to create/destroy

turbid bison
#

Hello here. I have a blueprint, and a for loop. Is it normal that I cannot watch nor the index value, nor other values that depends on it ?

lofty rapids
#

wdym "watch" ?

turbid bison
#

right click, watch value

lofty rapids
#

i mean the index will go from start to finish

#

theres really not anything else that can happen

#

that i know of atleast

turbid bison
#

I am in a breakpoint, and I would like to access the current value of the index

#

I know how a for loop works, thanks

lofty rapids
#

hmm, did you try to promote it to variable ?

#

i'm guessing your breaking in the loop ?

turbid bison
#

ah, should work, since i can print it

#

Yep

#

It works !

#

thanks

frigid summit
#

hi guys how to spawn the floors here endlessly is for loop can work here

lofty rapids
#

big loops perform like crap in bp

#

use an offset to get each one to be in the proper place offset*index

#

as long as it's a straight shot it's pretty simple just adjust the one axis

frigid summit
lofty rapids
#

the spacer will be the uniform amount each one is seperated by

#

just mess with the spacer value untill it's centered correct and also you can adjust the floor itself as well sometimes might be easier

frigid summit
dawn gazelle
#

An endless runner type game, you usually move the world rather than moving the character and the world is composed of pre-made "tiles" that may have a bit of proc-gen in them.
One part of the tiles of your level can have an overlap near the end that triggers the creation of a new tile on the end.

frigid summit
lofty rapids
frigid summit
dawn gazelle
#

It's probably lagging because you're using game logic to spin your coins.

#

Apart from that, tiles would increase performance as you only need a few loaded at a time vs. having a large map loaded all at once.

lofty rapids
#

so you set your y to index*spacer

#

because maths