#blueprint
1 messages · Page 144 of 1
IMO I would just profile it. At the very least do Stat Game and Stat GPU. Never assume performance issues.
ok ill try tis
but i would start to think if you can generate these things on the fly
procedurally
or atleast create/destroy them based on some data
would be way more performant
even if i adjust the minumal thing which is the the scale it lags
Okay. But why?
are you running a bunch of things on tick ? do you have a bunch of timers goin on ?
no just the spline
is it constantly running even when your not on the spline ?
ok first thing is get actor location and the next one is the index right im kinda lost here
yea
thats definately something to look at you should have a boolean or something shutting it off
ok i will
why get actor location ?
you just want to spawn some floors in a row right ?
yes but it should be the first one get actor location to fit my current floor that is not spawned
yes
so idk why you need get actor locatioin, but if you split the struct for location on the spawn
and where you multiply actually put a number thats your "spacer"
and feed that into y, it should spawn them in a row
from 0
do you start from 0 ? or where do you start ?
from 0
then the first one will be center on zero
and each one on center equally spaced
you just need to tweek the number
and if you change the floor size you'll need to change that number
so you can do things like get bounds but if you just have a non changing floor size your fine
but how do i include get actor location in this
why do you need that on begin play ?
i don't see the reason for that
just spawn the stuff
and drop your player on zero
you said it spawns at zero so you'll be fine
this is a big problem if that spline thing is still running tho, probably a noticeable thing
as you can see here it is to fit my floor that is not spawned
ok ill add a bool later
i don't see anything, i'm not understanding because there is no need for actor location
if what your saying is true and it spawns at 0
the first floor will be at 0
but you can also offset the whole thing by subtracting an amount, to make up for it if he in the negatives
just to be clear here is where i spawn and here is where i want the floor to be spawned
you want them to start at that point and go straight from there? i'm not getting it
you should be somewhere around 0 when you start i would imagine
and you can just put your floors from there, but you can start from anywhere ig
Okay I know it's a n00b move to debug exclusively with print statements, but like... this is why. Is there any sort of universal configuration fix that would let me actually watch values in BP functions?
you can promote to variable and watch those i think
not in scope i'm guessing they are local to the function or macro or whatever it is
I mean they're not even variables, these are middle steps in a calculation
right but if you promote to variable they would be in scope
this might be a better idea of where is the spot that im start on and where i want to spawn
so the floors are there from 0 to whatever you put ?
but i c what your saying you want floors where you start
you definately don't start at zero, do you have a player start ?
i would place the floors at the start manually
Sure but I'd have to entirely change the code of the function. We're looking for something that's LESS work that putting in a print statement
yes i have player start but maybe it is 0 that i start from
show the player start location
it's probably not 0,0,0
because with the maths using spacer*index the first is 0
so those things would start at 0,0,0
but if you are making multiple levels with different starts you'll need some way to do that if it's not straight maybe you can use the spline and spawn some floors based on that to fix it
they also will probably be noticeable
because they will be square and your curving
i would probably go with one big one at the start that reaches up to that 0,0,0
manually placed so it is the right size for any levels start style
or just spawn a massive one at character location on begin play
ok this works thanks but there is little space between the floor and next floor
here is player start location
i wouldn't do that like i said i would spawn a big one that covers the curve and start the rest from 0
so everythings relative to zero in the level
and just have a large launch floor
this way when you scale the floor and adjust the space between them it's relative to the level
not where the character was at start
because you basically start everything at 0 and you got a "launch" area
this would be hard for me because there is spline at the start and i already made my floor one actor soo this is just hard can i just dont give any space between them
you would need to adjust your character position with the code you have
you basically used the position as the spacer size
so where your character starts is the distance
its cuurenly fine but the issue is juse the space
right that space is based on your character position so idk how you would make your code work
i wouldn't do that anyway
you would have to change the player start
it's not a big deal just make another actor spawn it in, just a big floor where you spawn in at the beginning
oh ok its based on the actor position thats why it doesnt work
right
it's the position * index
so you replaced the space between them with the location of your actor on begin play
yea
it will help you to have everything relative
and a big floor would cover the problem at start pretty well
but then you would need to change both of your floors to match
so how do i delete the space between them should i do a minus or something
i would spawn it at a good location and just bump it up agains 0
ya you can actually
y-offset
*index
you'll probably have problems with the next level
but the thing is i should give it space because it should be aligned to the floor that i didnt spawned and basically this is the space for the next spawns is there a way to somehow prevent this for next spawns like another for loop
idk but if you want to make the spaces closer subtract the y
i can only say what i would do
and it's not that for sure
ok ill try this
Hey everyone, how can I have an array of arbitrary things for a hotbar, that represent actual tools or weapons in my game?
A lot of tutorials online show how to hard code it, but I want to put weapons, construction tools, whatever, into any hotbar slot. When that slot is selected, the right thing happens. I know how to make the UI and hotbar selection, but I don't know to translate the selected array item into actual action. Can I somehow store events inside the hotbar item so when its selected the event designed to equip that tool or run that function is ran? Etc?
The only other thing I could think of is using an enum to represent each thing, hard coding a switch for each enum entry, and taking it from there... I wonder if that's the best solution
What do you mean by the right thing happens?
Are we talking something like Stardew Valley, where by selecting the slot, the character equips a weapon or something?
I'm making a game where the player can scroll through their hotbar between weapons and constructable objects, so I want the hotbar system to be flexible enough that I could effectively make any hotbar item and have any action happen when its scrolled onto
Just futureproofing myself really
And at runtime, the list of available items in their hotbar could change, so I can't hard code hotbar slot index 1 = this action
So, instead of scrolling to the item and in a dropdown choosing "Use or Equip" you want to select the hotbar in the item, and immediately have it equiping, like Gears of War?
Yeah, or minecraft, or other games that do it.
Ok, I just wanted to make sure that when you meant "any action happen" was basically equiping it, and not as soon as you choose the item, it explodes or something
Yeah - but as part of equipping it there may be a bunch of other stuff happening at the same time etc
Would Data Assets help here at all?
Unless it is an animation, that part seems more complex and i´m not really an expert.
But theorycrafting with what I do know.
You could make a standard inventory system, with say 4 slots, and fashion it as a circle with 4 sections, like a select wheel or have the hotbar slots with a button underneath.
Make a Struct to hold the Item info/data, and then make a Master Item, so you could easily make child BPs for the various items you want.
When the hotbar widget is called, you could make the button ZOrder higher so you could click it and have an on Pressed or Release event that spawns the item in your hand, you can make this via sockets.
Since weapons and tools are usually "infinite" you would not have to worry about finding more.
You would have to make some adjustments to the system tho, as in a inventory you need to stop adding items if the space is full, but in your case, you would have to replace the item in one of the indexes
AAH true. So the base class is somethat is is "equippable" and that's what the hotbar interacts with, so I can always cast it to that. From there, I can make children classes that progressively branch off functionality!!
Another option would be to use interfaces too, depending on how absolutely unique each thing is. I might do that, actually, because then I don't need to derive my weapons and construction tools and other things from a single class. I can just use an interface on many different classes and have them all behave
Couldn't find any info on discord so might be new for some people as well. I want to change an image's offset during runtime. I got to the point where I can get the Canvas Panel Slot to change the offset, although, it requires a Content Widget. It seems that Scroll Box doesn't count as a content widget so there isn't a getter for that (only for buttons and such). Is there any other trick to get the Scroll Box as Content Widget?
you could wrap the scroll box in an object that can move, and move that instead
There is an image actually that I want to move, not a scrollbox, sorry 😄
thanks now its done
sec
this is how I moved my prompt icon into a set position on my overlay
Transform is not a good method for me, I'd need to change the offset of the slot
Then you'll have to do some math
but thats how you do it
That's not a problem, I just can't set it because I don't know how to get the Content Widget for the image to be able to set it 😄
?
I'll try it but as I remembered, that didn't exactly do what I wanted
Yeah transform is not a good option for me
hi am making a sytem to throw a weapon in front of you. but when i do this it makes the weapon fly to the right for some reason.
anyone know hwo to fix maybe
What happens if you remove the addition of 1 on the Z axis?
same thing just a little lower
i added the Z so the drop goes a little higher in front of the character
Do you know how to speed up the process of connecting these nodes with many refs?
Please help me Hey guys, I need your help with a really strange problem I haven't seen anyone else complain about. I'm not exactly sure what the problem is, so I've recorded a video for you. Please help me out!
store them in an array and use a for loop
If you're trying to perform this action on all BP_Priest in the level, you're probably better off using Get All Actors of Class and selecting BP_Priest as the class.
Yeah... I'm stupid sorry
This probably has more to do with having too many keys pressed in a certain section of your keyboard. Easy way to test this is put some print strings on your movement inputs for left/right, and while holding forward & crouch, press the left/right inputs, and if you don't get those print strings, that's exactly the problem. If you don't get the print strings, then it's extremely likely a hardware limitation of your keyboard as some are designed with as a matrix of pathways tied to inputs, and not all keys can be registered as being pressed at once.
Another way to test would be to use a gamepad and set up your IMC to use it as well, and test. If it works without issue, then it's definitely the keyboard.
Thanks for the reply, but what does this have to do with the camera? Also, the problem occurs in more than one way. For example, if I create a sprint system, when I press the sprint button along with the jump button, it doesn't jump. However, if I face towards the camera, it works.
I'm trying to make a weeping angel enemy and I did a tutorial but it isn't working (it slightly moves when it's in my camera view). I'm using the Top Down template.
It has nothing to do with the camera. You are pressing different buttons for forward or backward, and the "forward" one may put you over the limit for a particular matrix within your keyboard, while the "backward" one is on a different part of the matrix. Try swappipng your forward and backward inputs.... You'll probably see it works just fine when moving forward, but then doesn't work any more when moving backward
Okay, I'll try. But wait, isn't this a new project with default settings for forward and backward movements?
What dictates the input keys that CommonUI uses to navigate?
I created a CommonUIInputActionDataTable that has accept, back, up, down, left, right. which are set to e, tab, w, s, a, d and gamepad facebutton bottom, facebutton right, left stick up, left stick down, left stick left, left stick right, respectively.
my CommonUIGenericInputData and has the click and back actions set to the data table.
I have CommonInputBaseControllerData's representing keys for gamepad in one and keyboard in the other.
I've got this setup in my project settings as shown in this screenshot. When I set the default input type to keyboard+mouse or just try to use the keyboard in-game it shows the mouse, but the keyboard inputs don't do anything.
My PlayerController sets the input mode to UI only and shows the mouse cursor.
I have all that setup, yet it feels like it's basically just using its own preset keybinds for navigation i.e. using the mouse works as expected and navigation via the controller works as expected, but it doesn't understand keyboard inputs.
If you said it is a new project, then yes. But what I'm saying is, it has nothing to do with the engine, but is a limitation of your keyboard.
I created a new project, performed the exact same steps you did, and I'm able to crouch while moving diagonally forward.
Hi! Not sure if this is the right place but I'm having a hard time understanding the parent-child connection of a spawned Blueprint.
I'm trying to do the same thing as adding a sword locked to the hand socket, but for some reasons, the socket option on attach actor to actor doesn't seems to work (or more like I don't understand it and I'm binding random stuff).
The end goal would be to attach the character to the mount and have it locked with the bone but right now, its like just 'on top of' and not related to the socket, if anyone know what I'm missing please let me know
Can anyone think of a reason why ShowMouseCursor from the PC wouldn't work without a delay before it? Only testing in editor so far, but anything under 0.5s and I don't get a cursor
it's a reasonably large map i'm loading, but I'm calling it from the PC so the PC is obvs initialized : /
You're setting it on begin play or something?
yup
Why not just set the default value to show it in the details?
trying now
Do you know what the problem is? You're absolutely right. I've searched for the issue and haven't found anyone else complaining except for me. But if the problem isn't in the engine, then what could it be? Maybe it's with my keyboard? But I use it for many other things without any issues. I also use it to play some games. It's strange to think that a malfunctioning keyboard could be causing this.
doesn't work. hrmmm
I've already told you what the problem is.... It is your keyboard. Not all keybaords are made the same. Some can only support certain key combinations being pressed.
One sec though... I think I remember talking to someone else about this before.
i gotta proper confirm i'm not hiding mouse cursor somewhere else
otherwise it's illogical : P
If you think I should buy a new one
Does it appear if you click into the play in editor window? I know sometimes the editor window doesn't always have focus so it may not display things right.
Ok, so looking back at my history I was thinking that maybe someone had some software running that may have been preventing it, but it was actually the exact same problem you're experiencing. Firstly, what brand/model of keyboard do you have? We can try looking up to see if it has anti-ghosting features or if others report similar problems.
it does work as expected re: what you're asking. this may be my bad. searching my project atm
in general is this the way to pass variable in the widget to an event dispatcher?
The brand? I don't know. I think my keyboard was made in a cave or something, just kidding. But I'm from Egypt, so any brand I mention, you probably won't recognize it. It's called "Zero."
Anyone know how to/know a good tutorial for adding color balance sliders? I know how to do graphics settings, but would also like to add things like gamma, contrast, and saturation sliders to my settings, but I don't know how to go about that and can't find a good tutorial.
in the designer you can drag a button onto the canvas
then check is variable is the details of the button
at the bottom of the details when you do that you'll get events
click the plus next the on pressed event
If you're wanting to pass a variable along with your event dispatcher call, you'd need to add an input to your event dispatcher which can be done by clicking the + symbol at the top right of the details panel when you have selected the event dispatcher.
that seems to do it, but I'm not sure how it would actually connect to the clicking button part?
like why would clicking the button get this event dispatcher to do a thing
because its the event for the button
onpressed of that button fires of that event
that's how you get the click and do actions
oh I misread this
that makes total sense now, thank you
The only way I could find was using a Post Process Volume and adjusting its settings:
hello, struggling with how to select one of these bools as true and the others as false (default)
you want to make one true and the other four false ?
there will always be 5 options ?
yes
make an array of 5 bools, T,F,F,F,F
Shuffle it when you want random
thanks dude
whats that line plugin?
simplest way i can think of
to make it straight
Electric Nodes
worth it?
altho this also has a similar wire system and a ton of keyboard shortcuts
My BP style probably drives people who need those insane. 😂
Target on the top. Arguments on the left or bottom and without reroutes. No using the same pure node into two different execution nodes.
I Arange my Input /output pins so wires dont cross on the outside
I do very similar, but i leave some pure node multi connected so they are easy to move/change
The person I've been following managed to get the Character component onto their float to set the Gravity to zero. I must ask, to ease my mind: Do I need this or not?
You can set a default value for the gravity scale on the component directly, you don't necessarily have to do it at run time.
Sorry, my wording must have been off. What I meant was 'Do I have to connect Character Movement to the Set Default Gravity in the modern version of Unity 5?'.
If you're wanting to change the property of the movement component at runtime, then yes, you'd need the reference to the component that you want to change.
How do I do that, then? I'm not sure on what to do for that
whos Character Movement do you want to change gravity scale?
The Player Character.
Yeah, I know. U words just came into my fingers at the same time, and Unity won the battle. XC
Had to make the variable myself, as 'Default Gravity' as a float.
ahh , wrong one
Currently, I don't have the ability to link to something different with the 'Set DefaultGravity', though. That's what I'm asking for help with - to set that up.
well, you would have to Cast to your special edited BP
what is the DefaultGravity var for ?
It's supposed to be the default value for Gravity - which is supposed to override the regular Gravity scale.
But hey, decided to cast out to the actual one, so I'm not sure if I really need it.
Thanks you guys!
Any understanding on why this isn't working?
- It slides down extremely slow.
- It doesn't play the slide animation.
- It doesn't rotate the player towards the fall.
When I click on it in the event graph it does not have any details to work with
You have to select it from the area where they are defined.
Then once selected you need to look for the details tab, that'll have the + button on it that lets you add inputs.
got it, and I just miracled it to work on the other end..
much thanx
removed the set, since it was passed via new parm
bump
I have this blueprint object and want to play these montages on a loop, but the montages aren't playing on the mesh. They never complete, and never show in game. anyone know what im missing here?
- Start by getting the montage to play first. Make sure you have Montage Slot in your anim blueprint
- You can bundle these in a montage and use the Section manager to loop/pick the next section
im not at my desk right now but ill take a look when i get back, ty :)
Hi everyone! First time here - I have a system that spawns an actor, assigns it a random name and speed value, then displays the name on an actor.
It's working, but I need this to happen 8 times at the start of the game - I was wondering if there might be a way to loop my current system 7 times, (but the next it did would be spawning Racer2, and giving them stats, then Racer3, and so forth), rather than copy pasting the system 8 times and changing the class ref 🙂
(Normally I bounce things off an AI until it points me in the right direction but it can not manage to explain this one x.x)
u can use for loop node to do that
Hey Blonker, thanks for your response! I thought it might involve one of the loop nodes, but have limited knowledge on them and know it could spawn the same actor 8 times as well if I just copy paste it - i'm off to watch a video on for loops then, thankyou!
i dont know your exact setup, but note that when you will go with loop you will need to store your spawned actor into array, then you can get spawned actor from array by index
hej, someone know how to say in the blueprint to place a group of element (geometry, particle, other bp) randomly in a determinate space at the beginning of the game? I'm new in puting my hands in UE5
Random point in bounding box? Trace down for surface is an option
Basically just random X'Y at some high Z (max landscape Z) and trace down to low Z (min landscape Z)
FPS ISSUES
hi guys why is the first index in this for loop always spawning not where i wanted it spawn in something like 0 0 0 where is my spawn point is so far away and how to make it spawn from the spawn point location
well youre multiplying your spawnpoint with 0 (the first index) so ofc it will spawn at 0,0,0 the first time
what you probably want is an Offset vector that you multiply by the index, and then ADD it to the spawnpoint.
0 x Spawn Location = 0,0,0
make your for loop go 1 to 7 , not 0 to 6
ok ill try this
I have a question about performance with functions vs tick events...
I have a main UI for the game which displays a bunch of constantly updating variables. When I first created the UI, I just set up a function for each bit of displayed info, with each function casting to the game instance (where the data is stored). However, I now have hundreds of those functions and I'm assuming it's better to have something like a tick in the main graph pulling a single instance of each value from the game instance, then storing that value as a local variable on the UI BP, and having each of the individual functions refer to that instead.
Or will it not make much difference unless the same value is being used in multiple functions (I wanted to double check before I start updating all of them)? Is a function casting to the game instance more expensive than a tick event casting to the game instance? How often is the function actually running the cast command (in comparison to say a tick event with a 0.5s delay added)? Most of the values being displayed don't need checking at the FPS rate, so the 0.5 or whatever delay on the tick event would be fine. But some people have advised me to avoid using ticks as much as possible. So I'm a bit confused.
•Your question doesn't make sense.
•Avoiding tick events as much as possible leads to doing hacky shit that's worse.
Functions are ran when you call them, so comparing a function call to a tick event is confusing. Would need to know when that function is called to compare as a tick event is ran once every frame.
If you're running something at 0.5s, start a timer in beginplay instead of delaying on tick.
Casting to the game instance doesn't really cost much of anything. Game Instance is cheap to get and casts are more or less free for cpu performance.
Yo guys, I'm having a Runaway Loop situation... the thing is, there's no way that it is an infinite loop as I've set up a hard cap of iterations in the only While loop. There are many forEachLoops tho inside of it, so maybe is an issue of a limit of iterations inside of iterations? 🤔
there's no limit of iteration (C++à)
Yes there is
There is in BP
And it's not very accurate either. You get about 33-60% of this before it triggers.
yeah there's no way i'm hitting 1mil
I have set an iteration cap on the while loop of 200 and I never hit it
Bump it up to a lot more like a billion. You'd be surprised what that thing detects.
It's even worse if your loops are behind other loops in the same graph. It helps if you drop the subloops into functions, because it makes many less getter calls each iteration.
everytimes it feels like an infinite loop, it triggers
a For Loop could cap before your While Loop even does one cycle
there are plenty of functions, but also plenty of loops 🤣
it's some kind of terrain generation. I'll check out changing the iteration limit, thank you 🙂
now it looks like it finishes every time nice 😄
between 8 and 80 while loop's iterations
@open sorrel Thing is, that 1mil tries to function count function calls, and it's not great at it. So you get a scaling issue where things like in the image. If you use the selected pin there in the rightmost loop then you are running that GetComponentsByClass in every single iteration of the right loop. Because macros are not compressed, they don't copy their arguments and reuse them. So not putting the second array in a function or caching the array going into it causes a ton of extra calls and cpu time.
Yeah that's what I guessed. I usually work in frontend web with Vue, which has a kind of variables that caches themselves, for some reason I'm always expecting the same wit UE pure fns. I've tried to weed out most of them but maybe I've missed some, I'll check again, thanks!
Hello!
So I am running into a problem where the "Event Blueprint Begin Play" in my Animation Blueprint doest Start... Could someone help me with finding the Problem?
I'm not super well versed with ABPs, but have you tried the even Initialize Animation?
Ok, makes sense. These functions are linked to values on the main UI that are always displayed during the game. So I assumed they were run every time the screen updates.
But if casting isn’t expensive, then I’ll leave them.
Ah, you mean property bindings?
Yep
How do you mean that?
I am using that for the other thing
Wait il send in the code
And I am using the Initialize Anim. to like set/get some stuff
cant you set the pawn in the init anyway? I have set it that way
They're about the same as tick. Though I personally tend to avoid them due to having ran into some issues with them. And to be honest I find tick a lot easier to look at a line of things being set than hunting through each widget's property list for the bindings.
For performance, tick is technically faster. One less function call. Plus you can do other optimizations like caching a property used multiple times. Though I wouldn't bother with that unless it's literally being used many dozens of times. Even then I'd personally be more inclined to just drop it into a C++ parent class with some BindWidget stuff if they're all in the same widget.
Ok, that’s useful to know. Cheers for your help! 👍
What do you mean by that?
I can try
Anyway, for me the beginPlay is also running. so I don't know why could that be. Is the Initialize Animation event runing for you?
have you checked it the pawn's BeginPlay runs? Idk what could that be
il check
Doesnt seem to be
Then it's invalid?
the owner is not derived from pawn
check the class of the blueprint the anim blueprint reside in
Also be aware that an instance always runs for the editor. So do double check your debugging.
How do I do that?
Top right corner of the blueprint
it will says what the class is derived from
Anim Instance
go to your bp firstt person character and check the base class again
it must be derived from a pawn
I'm 99% sure this is a debugging issue with mistaking the editor instance.
what do you mean by that?
When you open the AnimBP, it creates an instance of it for testing on the skeletal mesh on the left. It also runs events and such. But this instance isn't owned by your pawn so TryGetPawnOwner would be false on this specific instance.
It's a very annoying bug. IMO They should wrap a lot of that with a check to see if there's a PIE instance running and if it's for the editor instance or not.
So what sould I do?
print string on is valid, not valid, and run it ?
see which one shows up
alot of print strings can bog things down but good for testing
I did
show your print string, then show the print string in PIE, with your Anim blueprint CLOSED
its valid
did your cast succeed ?
look like it nots valid in the flow of it, but i heard this can be unreliable
print strings ftw
it says your ref is invalid is what it looks like, it's empty for some reason
you could try to cast on update see if it works
just to see if it's a timing issue with the events
do you invalidate the ref anywhere ?
i mean logically if the cast succeeds and you set the variable
it shouldn't be none
unless the update would run before initialize which shouldn't ig
i would (for testing) set it in the update and try it from there
but ue can act strange and have bugs, so it could be something like that as well
i did
Also for note the error is on the CMC, not the pawn. It can't error out on the pawn with that validity check there.
🤷♂️
It passes the Isvalid and is throwing an error accessing that pointer so I dunno.
did you drag character movement out of the ref ?
can you move the character ?
did you use a template or from scratch ?
As in the editor?
as in the project
First person template
hmm, look on your character for the character movement component
is it there ?
or is it inherited because you made a child of the bp first person ?
This?
here in your character
at the top left in the components, you should have character movement component
it is there
did you drag out from the ref to get that character movement variable ?
i would redrag out, get character movement again see if that works
idk why it would do that with a movement component it should be there
and your possessing this new character you made ?
if your movement isn't working somethings f'd
But what is f'd
if you click on character movement component, do you see details on the right ?
i do not
what version ? there is a bug in 5.3 i think
i have not had it happen to me but i have seen it on here where the details go blank
5.3...
and your character is f'd
try to recreate the character it should work
but i would also check your parent
hopefully it's not messed up as well
Im having trouble figuring out how to reset the do once function, its grabbing a door and turning it but once its released I cant call it again , I tried connecting the execution from the end of grab/release and moving the do once function around. I was originally using do once to limit the input on grabbing a door and resetting it with complete
have you tried putting the end of completed into reset ?
since your doing a do once on triggered, why not just started ?
change your trigger type in your UInputAction or use started
ok
it's a bug where your sol, not much you can do about it, backups are good for a situation like that or source control
why are you setting grabbed object, to grabbed object ?
your setting it to itself for some reason
i'm guessing you want to invalidate it after you release ?
I changed it out for a backup and it works! Thank you and everybody else who tried to help me so much.
sorry im kind of new to this and the tutorial is a bit older, controls are disabled after hitting an object, while the control is active, movement and camera rotation is disabled and the mouse input is used to control the rotation of an object
and in release object do you give back the normal controls ?
well for one thing you probably want to invalidate the ref after release, i think you maybe did that part atleast the wrong way, there is no reason to set a variable to itself that i know of
i think you both were right the first time
I was using do once to stop it from glitching out when triggered
and using started and bypassing do once worked
ty for the help
Is there any way to get actors around a position even if they don't have collision?
im making a horror game and how do i make that when the player triggers a overlap event it makes a ai move to the overlapped location
If you have a reference to them you can do a distance check
Soooo... My game doesn't have a ground means my character is technically permanently falling. Can I disable the "falling" state somehow? It makes the movement all floaty. I've already disabled gravity but that didn't do much. It's a top down game without verticality.
why not just a huge plane ? @fair magnet
or even a moving plane ig idk how that would look but worth a shot
i think there is a way to make isfalling shut off i saw it happened to someone one time it was off and they turned it back on i just don't remember
Custom movement mode ?
Pawns with floating pawn movement? IsFalling is a Boolean that gets marked true when char is in the air, you’d need to find the function that sets it
Is it normal that Get Socket Location returns relative location of socket?
When i print, It returns this values instead of world transform
Docs say it’s supposed to return world. Where is that 2nd screenshot from
Yes, docs say it but its not like that in my project
Inside of skeletal mesh, socket manager
It always returns X = 0, Y = 0, Z = 2,588...
What did you put in this Muzzle Socket var you created
"Muzzle"
Is print the next node here ?
hi guys why is the event tick not working in here the value stay at 1 and not decrease
Yes, nothing more
Weird. Test with a diff socket maybe, I’m at a loss.
You never set percent after construct
Or rather
Your binding might be bricked by the manual set, try get rid of that.
yea i set it to the magnet value to start at 1.0 and i get rid of that i made finterp to to current 1 to 0 but still
and i dont know why the set health fires when i put breakpoint on it and not in actual game
I cant really understand why does it do that
hey there fellow developers, I'm a newbie that launched UE5 just few days ago, and learning curve is blasting me so far, but I enjoy it 😄
I have a question, which, I hope, has resolution.
So my thing is following:
I am trying to make a top down sort of game with melee combat
My goal is:
when JUST running around, character faces direction it runs (like when you create a 3rd person preset)
there are some cases (they depend on input) when I want character to face mouse cursor instead of direction they go.
I’ve created the aiming thing (even tho was a struggle), and the only way to make character face direction its moving I found is to set “Orient Rotation to Movement” toggle in character class settings.
Is it possible:
a) influence the toggle from blueprint?
b) write such behavior via blueprints? (if that is the only option, would be great to get a snapshot of such blueprint)
Okay, i tried it with different skeletal mesh and worked as intended. I dont know what is happening on my skeletal mesh
something wrong with that specific socket maybe?
uh, how to find those nodes? when I type "SET" it throws a lot of stuff at me, and also, how to link the property to the blueprint?
Tried adding socket with different name and different parent bone. No matter what i did, it doesnt work on my mesh. Really weird
go to your char bp, click and drag the char movement component into your bp
I'll use another mesh
yeah, odd
bless you sir, thank you
Heyya
I have a sidescroller game and I have an issue, when I hold leftclick and move my mouse, it messes up the movement, depending on how you moved your mouse you could have the issue where a and d are inverted and the movement gets messed up, is there any way to fix it?
hey sir, if there is any chance you';re still there...
Is there a way to create sort of components (e.g. namespaces or at least just a functions) for some blueprint stuff? It gets pretty cluttered when you pile those up
you can create functions here if you want to take it out of the main graph, or use Sequence node/add custom events and call them if you want to just move them down vertically
there's also Macros for latent stuff
and collapse nodes, tho I'm not a fan of that one
from the default 3rd person character, how can you make it so that A/D makes the character strafe from side to side instead of turn their whole model around and look in that direction? I only want them to rotate with the camera (which I have set up already)
so basically this type of shit can be moved into few separate functions (just like with coding, right? parameters and stuff)
turn off orient rotation to movement iirc
oh that one I know 😄
Find and uncheck "Orient Rotation to Movement” in your Character class settings
Basically any time you feel tempted to copy some code, that is the point you want to make functions.
Also before your Event Graph is starting to grow too big, it's much nicer. They do have limitations, like f.ex. you can't use Delay nodes inside functions
hmm, will try to come up with something nice, didn't try using those yet
thanks that worked, is there some sort of animation in the default library that makes the character look like they are sidestepping instead of running sideways?
They are super handy, and remember you can define input and output nodes at will. And if you are just Getting stuff, always make them Pure
idk, might have to make your own
oof.. ok, well thanks for the help anyway this should work fine for prototyping at least
hmm, trying to extract some stuff into a func, is there a way to set parameters to that function?
got'em
Yeah, you can add ins and outs in there yep
also one more stupid question.
I have control states on which I'd like to instantiate booleans
E.g. on Triggered state there is true, on Cancelled/Completed - false
Is that possible?
Another nice thing to know is that you can make like Function Libraries of useful stuff, which can be accessed anywhere, as they don't need to be owned by an actor or such. ( static )
Hey guys! Is it possible to update vertex color on a static or skeletal mesh in runtime? I know its possible for a procedural mesh but i have no idea how to do it for these ones
~~add inputs in the panel ~~ oops I see you got it already
hey all - is it possible to check if any 'Spin Box' object has had a value committed (basically checking On Value Committed for any of the objects). Right now I am iterating through all of them to pull their values, but was wondering if i could trigger events this way as well
I have them set up individually like this (Currently) but i'd like to see if i can accomplish this check iteratively as there is potential to have a lot more boxes in the future and hooking them all up like this seems like...not the optimal solution(?)
you could have a 'manager' actor
where they register themselves to the actor on begin play.
a better route might be subsystems, but that's only c++ atm i believe
ah ok, i will look into the manager solution, ty
Which event are you running this code on?
You don't need a manger. You should be able to bind the same event.
Pretty much. 😄
Most any of the events you can override into a graph can be overridden this way.
So I can bind all of the spinboxes to that 'onvaluecommitted' event?
Yep.
I mean sure. But for my game the thought of ground doesn't exist. So. I don't need gravity or anything related to falling, flying, swimming or anything. Also if i manage to have no ground I also don't have to worry about the player falling through the ground
Perhaps. I'll need to read up on that first.
I tried that but for some reason i can't get the pawn to actually move. I used the floating pawn component with regular add movement input.
Sounds like Flying movement mode with some constraints if necessary.
I did that to, but that was way too "floaty". Changing the braking value didn't change anything somehow.
Yea i set the default movement mode to flying and then changed the values in the flying category :o
I'll look at it again later c: Thanks to everyone's suggestions i have quite the route to explore
It doesnt matter, i tried it in my own event and event tick
It is same
with the enhanced input system, how can I change a specific input within the character blueprint? Like, I have a segment where the character is always moving forward, I discovered if you use the default inputs you can make it so W speeds you up and S slows you down, I want to create a limit on the S one specifically to where you can only use it for so long then you run out and can't use S anymore to slow yourself down, how would I go about doing this?
On Started you could set timer by event, take an integer and reduce said int by 1 at your desired interval if the int is >= 0. When false, clear and invalidate the timer.
On Completed you can reset it or w/e
I know how to set up a timer, I just don't know how to get access to the movement input for S specifically and disable it while the timer is at 0
So you control both in the same input action? Probably have to seperate them
no....
listen..
what I want is to be able to press S for a set amount of time, then when the timer is up, disable the input
what I don't know here is how to get that input in the blueprint so I can have it enabled or disabled....
like how do I reference an input in blueprint so I can control if it's enabled or disabled
You'd probably need to create a seperate input action and then remove the current S input from the input mapping context and then add your new one and bind it to S.
Then you can add your input action to your character, and do custom logic with it.
ok... when you press S character goes backwards yeah? and that's all handled by enhanced input stuff
how, in the character blueprint, do I get access to the enhanced input action specifically tied to the S button, the one that makes it go backwards?
Yes
What they said
.... why did they have to make this so damn complicated? seriously all I want is to say when timer = 0 S button does nothing but nah.. gotta rewrite all this crap.
it's not complex..
for someone so new to this engine who has 0 background in software outside of programming CNC machines.. yes.. yes it is.
ofc, when you are learning something for the first time, it's hard...
You don't need to rewrite the entire thing
like what I don't get is, there's a node specifically for disabling all input... why can't you just create a similar reference to that to disable specific inputs? it would be so much easier
IMO, messing with controls to get this isn't ideal. S should just always work. Gameplay code affected by the input should be modified to scale the S input accordingly.
well then how would I do that? How do I set it so that you can't move backwards and set that scale to 0 depending on circumstances?
I have an idea @hoary junco mind showing us a screenshot of your current S key logic? As is now?
S axis event has a value on it. Determine your circumstances and scale or zero it based on them.
it's literally just the default input using the third person template
Yes show us please
You're working off of a template that had some preconfigured inputs. If you want to deviate from that template you need to configure it to what you want.
W and S happen to be bound to the same input, move on an axis backwards and forward, or 1 and -1. To change that you need to remove the S input from that.
That means setting up a new S input and a separate action as you no longer want it as part of the same action of moving on that axis.
I can't remember every single template blueprint
this is the logic that handles the movement input
Wait. Did this logic come with the template, or did you add this? O.o
it came with the template
In there you can see the second block is your forward backward.
That red thing at the start is the action you will need to remove the S Key from.
Then you just create a new Inpu Action. Assign it out the mapping context with the s key and you pretty much there
FFS Epic. :/ Construction Helpers, now wasted extra calls. Who programs these templates?
like if you start up a 3rd person default map and open up the character blueprint for it, that's what's in there
I'm able to help you more in depth later. For now i need to go shower.
Prly the community managers 😂
so, I managed to separate it out, I tested it and, it seems to be working
when "Can Slow?" is false you can no longer slow yourself down
This should work fine. Might be better this way for something that is as specific as this, because you'll need to show this input action in the options and rather than some generic "movement", you can have that as a specific thing.
If you want to keep the 2D movement axis though for any reason, this is what I meant before. Just scaling the negative axis to zero if it's not allowed.
Hey everyone, I’m sorta new to unreal but I have some experience. I have been recently working on creating a stamina bar but when I connect the sequence node to the create widget node it doesn’t display “status component” at the bottom left of the node like I need it to! Can anyone tell me what I’m doing wrong?! Im following “souls-like melee combat tutorial - stamina/run/walk tutorial on YouTube. Any help would be greatly appreciated as I am stuck❗️😩
AddToParent or AddToViewport on the created widget.
status component reference is missing the expose on spawn flag
in details panel of the variable
Make sure to right click the node and refresh it too.
Thank you, im sort of a noob tho. How would I go about accessing it? I don’t see “expose on spawn” in details of status component
status component reference in the widget
the point of this is to pass a reference to it
so you need to make a variable to hold it first
then expose it on spawn so it can be set
I believe I have created a variable for it if I’m not mistaken. When you say expose on spawn I am lost a little. Im sorry, I’m still learning
@undone bluff
that is not your widget, I can see a camera component
When you say addtoparent or addtoveiwport what does that mean and what does it do?
How do I give it a reference?
Im so lost rn
aren't you watching a tutorial or something
Open the Widget blueprint. It should have a StatusComponent property. You need to set it to ExposeOnSpawn and InstanceEditable.
Yes and I did everything it said up until now because I can’t complete it without this
The details panel is empty
Where do I find that?
I opened blueprint and I don’t see anything that says that
You need to put it there. Same as the tutorial you're using should have.
I did this and it still doesn’t show
Click on the property in the widget, and look at it's details panel. Check true for Instance Editable and Expose On Spawn
Then go back to the pawn and right click the node and refresh it.
Im sorry I know I’m not very knowledgeable but when you say pawn you mean what exactly?
hi im having issues trying to get a widget to connect to another plugin? is there anywhere available to help me understand this kindy bp knowledge? please and thanks in advance
i see, im still very confused sorry im a noob what comes to BPs
thank you so much! I got it
Hi guys I'm new in unreal engine and I'm making a 2.5D side scrolling game with a drivable boat but it just doesn't want to move, can someone help me figure out why this is not working at all?
any idea? why ue5 doing this when I use my animation?
its likes that with my friend's animation
Im following a tutorial on how to create stamina regen and keep getting this message “blueprint runtime error : accessed momentryijg to read propert statuscompoment”. Node: set percent graph: refresh stamina bar function: refreshstaminabar : ui_staminabar
It’s Accessed None. Use Win shift S to take a screenshot
Can someone please helP! One of my characters has become bug infested but I fixed it in another character butthe bug infested character is tied to 1/3 of the game, whats the correct way to make unreal engine make the new character take over everything from the old character
Take a screenshot of the error message?
yes
Take a screenshot of the code where the error msg points (magnifying glass)
Everything is working besides the stamina isn’t depleting it isn’t even there. The stamina bar is but it’s empty
Based on this, Staminabar is prly not being set properly
Accessed None means nullptr (invalid ref)
I’ve followed tutorial to the tee. What should I do to trouble shoot?
Either 1. Follow it again, you prly missed something. 2. The dude skipped a step or didn’t show it.
Either way, you need to set staminabar properly if you want it to work
If it’s a widget, make sure it’s being set at the point CreateWidget is run
When you say set properly what exactly do you mean? I have a widget running (the yo for stamina bar) it is showing up but no stamina in bar
this is where it takes you when you click on the error ?
is stamina bar a variable ? it should be set to a progress bar, or did you drag in from the side ?
Sounds like something deleted the staminabar widget, or this is being ran on like Initialize.
Yes stamina bar is a variable. I have been following souls like melee combat tutorial - stamina/run/walk
Im not quite sure what that means. I have to recreate widget?
Go to the widget designer. Do you actually have a ProgressBar there named StaminaBar?
whats the safest way to replace all blueprint references?
By hand, one at a time.
Yes I do
Maybe a few hours
I cant be the only to expirence a bug in a character that needs to be replaced
I feel like I'm stupid now... I would love to get my pawn flying... but they are not. What else is there that could be wrong?
Like shouldn't it just fly off as is now?
Variables look different. In your widget's blueprint area, do you have a Staminabar and a staminabar or just a Staminabar?
also... is there a specific reason you don't make screenshots? :o
Probably a university student.
Yes because I’m on discord on my phone and not my computer. I apologize for the inconvenience
You think it’s the case sensitivity?
I'm more trying to see if you have two different variables and are using the wrong one.
Hello ! This is probably a really simple problem but I'm very new to programming. I want a respawn button for my character, through a menu widget. I have it all set up, but really stumped on how to go from the button click in my widget blueprint to my character blueprint ! Would love some help :)
In your widget you have a node. it's called something like "get owner" I belive
with that you're able to do something with your character
I don’t see a different staminabar
the widget is its own blueprint, it's not tied to the character unfortunately, is there a workaround ?
I call it in game with tab
The widget is always tied to the character.
Widgets always have a player controller as an owner. You can actually "Get Owning Player Pawn" which would be a reference to their currently posssed pawn.
oh fantastic !
Perhaps my unreal knowledge is a bit rusted
this one ?
What event is this ran on?
You're close. There is owning player too which gets the player controller.
I believe on the ui widget. Im sorry I’m fairly new to programming.
The stamina bar is there and animations are working but no stamina in bar
sorry to be a bother, but would this work ? would there be a way to set the location to Player Start ?
This might be a stupid take... but are you calling the function?
This is the status component
where do you set the statuscomponent variable
because it's saying its empty
I called it upon event begin play I believe
You can't just replace a reference to another object as they may have similar function calls and variables but ultimately the engine recognizes them as different functions and variables. You'd have to go through and find all references to your original character class and manually replace all references, casts, function calls and variable changes that are present in other classes. You can at least use the "Reference Viewer" to see what is calling to the original character by right clicking on the character asset and selecting "Referenece Viewer".
I have fixed it in a sense that all the functions are the same
Is this the method ?
No.
That may replace references, but it won't necessarily properly connect things to correct variables and functions.
and status component1 here how did you get that on the graph ?
meaning did you drag from the components or is it another variable ?
I dragged from components I believe
halp? °-°
I deleted that status component 1 and replaced it with “status component now I’m not getting an error but I’m also not getting stamina 😩
I'd say you could try this.... But make a backup first and expect that you may need to fix things still.
try to hard code the percent to 1.0
see if it sets it maybe your variables are still default 0
@dawn gazelle it wont delete the files just replace them? I will back it up
Read it
I dont want to delete, I want to sort of replace the reference
What they said
when i use convert mouse location to world space it always returns false
try with get owning controller :o
Im so sorry I keep bugging you but your very helpful please excuse me, but when you say hard code what do you mean? Where would that be located?
they mean set your stamina variable to anything other than 0
Hardcode = real number
is there any way to replace this node quickly or do I need to remove it and do it one by one?
Where do I put that?
yes:
create the new node
hold ctrl on the blue knob and drag the connections to the new node
you will have to remake it and reconnect pins
like this?
yea
C++ editor utility or by hand.
you might be able to Ctrl-Click-Drag the As Marine Fixed pin and drag it to new node
but that might be a plugin ....
Not a plugin
well you want to make sure the function is running and the variable you just fixed is working. so where you set percent , just set it to 1.0, and if it runs it will set it to the max value. so then it will be full but atleast you will know some more stuff is working or not
ctrl drag worked
@regal iron You still haven't shown where you're calling DepleteStamina from.
Also can I bother anyone with my issue? I'm getting frustrated here .-.
My issue is that the pawn I have won't move if being used with a floating pawn movement component.
I've tried this:
- Verify the correct pawn is being used in the gamemode
- Verify the pawn has a controller
- Verified that the input node reiceves the execute
- Tried with Add movement input and add input vector
- Tried with large numbers
- Tried directly executing the move (both functions from before) on tick
- Verfied the tick is actually ticking
...
I don't even know what to check anymore... This is like the most basic setup I can get
its not moving in any direction ?
not moving at all
are you possessing it ?
I have a player start and the pawn is spawning correctly
I’m trying to find it I’m a noob bro smh
I see a weird animation. And also no call to the DepleteStamina function.
the tick is firing ?
yes
Last thing on their list.
@regal iron But where is the DepleteStamina function being called from?
That is the function. You have to call it from somewhere.
Where would it be called from?
Where ever you called it from. Otherwise no where.
in the function list. Right click the function and select "show references"
then you know where it's being called
completly still
do you have auto activate ticked ?
in the floating pawn movement component
For the movement component - yes
This is in runtick
we'd like to see
do you have anything in the level ?
or is that your character ?
The dot is the character. I placed another dot (static mesh) next to it so I can verify that it's moving
I think that's better off asked in #materials :)
oop fair enough ty
I am completely spent. Been working on this for hours and I’m stuck😩I appreciate everyone who gave me information. Im going to take a break and get back at it tomorrow. Good night everyone hope you guys have a good weekend!
The capsule is movable? Not set to Static or Stationary? As well as all of the other things attached to it? Can you try printing the actor's location on tick to be 100% that it isn't moving?
Have a nice sleep
the capsule is actually set to static
💣
and now it does move
That's nice :o Authaer once again saving the day... or night at this point
also thanks @lofty rapids for your efforts too c:
Okay now that I know that I gotta restore order from all the testing I did.
can confirm this code works as intended
the problem i am having actually (finally figured that out haha) is that when i am in my inventory i cant receive the mouse position as i am in the ui. i made a video to show.
I have to excuse myself but I'm just way too tired to further help anyone. I most likely will just tell you some nonsense by now
thats fine
What is the issue?
im trying to get the mouse position in the world using convert mouse location to world space node but i cant get it to work when im in my inventory. it might be a problem with the ui where something is taking focus
Don't forget to tell them why you want this
it might help
To drop an inventory item it looks like.
Which part is failing? The projection or the line trace?
both
I mean that specifically so that I can glance through code. Do you ever make it to the line trace?
no i dont make it to line trace
so i guess the projection is failing
my code if it helps
@maiden wadi code is here btw
ah
ok nvmd me then
i changed it a little lol
yea it's fine
@timid parcel before the very first branch. Can you drag off of the player controller and print the value of GetMousePosition?
It's about the only thing I can find that should be failing under normal circumstances.
its 0.0 x and 0.0 y
Hmm. Well that would be the issue. Am not immediately sure why that is though.
If those are zero, this bool never passes as true. RIP top left of screen.
yeah i think i found a video that covers it in japanese so im gonna try that
@timid parcel Out of curiosity. Can you try something like this instead?
I think the viewport's mouse state is messed up due to an input mode change. These will run through slate directly and might be more reliable.
Not sure about the bottom one, but the other two should work. You may have to manually scape them with the viewport DPI, but maybe not.
i will try because the video made it in a 2d space
THANK YOU that worked although a little bit fiddly
Why the text is not centered?
what do you mean by manually scape them with the viewport DPI
Likely because you did not set up your user widget so that the text is always centered in whatever is containing the text widget being displayed.
How do I do that?
They told me one time how to do it but it didn't work
Anchor and justification/alignment
allignment is at 0. anchor is right
It will depend on how you setup the widget and if the text is parented to other element
Example if you're using a canvas to contain the text....
This is as simple as trial and error
If I use size to content this is the result
Without size to content is fine for this text... but I want it to be reliable in every text i'll write
Oh fixed it!
I've put X at 0
and moved it thru Y and sized to content
Thank you!!
❤️
If anyone has ever felt the need for timelines in objects or anything else or wanted a different way of creating timelines with timers, I've created a macro that includes everything with a timeline as well as some things I've used in the past.
The reason why I created this in the first place was for timelines in object blueprints, but I also needed a version that provided a TimerHandle. There's a lot of pins here which can put some off, but it's still efficient and even provides easy to adjust tick speeds. btw, it's framerate independent.
The macro is included in a text file. It can be added to "Object Macro Blueprints" by pasting the text into it.
Timeline macros aren't easy to find, I hope someone finds this at some point in the future during a last-ditch effort discord chat search.
what happens if the anchor is not exaclty where the text you want to be centered is?
It's offset from the position of the anchor.
So if you scale the size of the entire widget (including the size of the display itself), it'll always be offset by the amount specified.
Best way to see what happens is with the mode set to "Fill Screen", you can drag the icon at the bottom right and see what it'll look like at different screen sizes in real time as you move your mouse around, so you can see the kind of behavior it'll have and what kind of positioning it'll maintain.
Could I ask for good tutorial videos on how to animate actors in the level. Like in my case it's small projects moving across the screen from one side to the other which will spawn at a certain point and have the object keep going in the direction it's made to go in. Or for an enemy character to just keep floating in a circle
Hi does anyone know how to increase font size in Unreal engine. Im just starting BP coding and things and notice the font is super small for my boomer eyes. Any idea?
@toxic jay teach this man how to switch to Comic Sans
how to get the the actor objects?
or should I use on input touch/end/enter/leave for selecting carrots static meshes on a bp_cuttingboard
or do I make BPs for each slot
I have a static camera system where if you enter a collision box, it sets the camera as active, but if you ender slowly along the edge of two collisions butted up against each other, the one you are exiting doesn't activate when you go into it unless you completely leave it.. Does anyone know how I would go about fixing this?
share the thing, I wanna try to fix and use that @fervent bramble
Are you using end overlap or what
I am but it really just disables tick so the camera rotation stops when the player is not near it
Show code
From a Child Actor Component reference, you need to do a "Get Child Actor" or something like that. That'll only give you an actor reference, so if you need it more specific, you'd have to cast that to your desired class.
lmao it's a yagmanx tutorial cause I've been imploding over how I cannot get this right, but of course I struggle more and more
If you have 2 boxes why not just use begin overlap? And also why are you disabling tick? Is that what the tutorial shows instead of using a timer ?
She does this as a revision, and then doesn't address the end overlap
Non looping? It'll only fire once after 0.1 seconds of begin play.
That initial check is to see if the player spawns inside a collision to check whether that camera should be activated
really?
Sure, the timer will just keep getting reset every frame
Kinda defeats the purpose of that node too 😂
So like- any suggestions? 💀
Discord : https://discord.gg/964CSURZAg
Support me on patreon : https://www.patreon.com/MathB
im doing smooth camera transitions https://www.youtube.com/watch?v=CW59e1SEvWo
Hey guys, in today's video, I'm going to be showing you how to toggle between first and third person in your game, and have this as a smooth transition of the camera gliding between these two locations.
00:00 - Intro + Showcase
01:02 - Creating The Cameras
01:53 - Start ...
hi guys why is only the first widget that been created removed and when same added to viewport it doesnt get removed
Use onBeginOverlap event for each box, you can use set view target with blend if you want smooth camera transitions
There is only one box per camera, per blueprint. So like if I have two BP actors in the scene, you could go real slow till it switches, then if you walk backwards it'll stay on that camera and won't switch back
It's all good, I appreciate your help. I've got something somewhat working, I'm gonna keep toying with it
[2024.04.20-15.34.41:283][318]LogWebBrowser: Closing browser during destruction, this may cause a later crash
I am having this warning when I am exiting my level, the level does have web browser but I am unable to find any way to solve or delete it properly
Track the active viewtarget in a player owned actor, with related start / stop.. on stop check that our active viewtarget is equal to the one trying to stop it. If not, Simply ignore
On start new,check current and tell it syop, before activating self
how can ı fix this?
ues get player character instead ofget player controller
but ı cant link it to "stamina"
you plug the character that you want to get the stamina from to the cast node
but I cant
You need to understand what you’re doing first
Read the error and address it
- If you want to pass param, make a custom event. Don't generate one from the progressbar.
- You need to return a value. It should be a float between 0 to 1 for a progress bar
Have a look at create stamina widget, you're missing the owning player
ooh
still same 😦
do you know how to add breakpoints?
I last used unreal engine 3 years ago
whats that?
show us the Stamina widget
Don't worry about it, what's actually calling this CustomEvent to trigger putting in on screen?
you don't need to cast if you're not going to use that output pin btw
Wait your isvalid function is empty so of course it isn't valid
https://www.youtube.com/watch?v=vuP7w9HVM_8 I wathced this tutorial btw
Unreal Engine 5 Tutorial: How to Create a Running Stamina Bar System
🚀 Dive into the exciting world of UE5 with my Unreal Engine 5 tutorials! In this step-by-step guide, I will walk you through the process of implementing a dynamic running system complete with a stamina bar. 🏃♂️💨
🛠️ Learn essential Unreal Engine skills as I cover topics such ...
Right click on where you want to break and select add breakpoint
funny thing I cant even found it
select thge custom function and hit F9
play in editor and see if it gets called ever
right click on the node
not in empty graph space
a breakpoint is something applied to a node
not a node itself
You gotta brush up on your google skill.
probably lol
ooh
you need to do a bunch of beginner courses tbh
yep
UMG is not where you should start
so what should ı do now
to get this working or what
did you add a breakpoint on the custom event function
and see if it gets called ever
should I add this to "add mapping content" thing right?
Breakpoints will basically pause your code if it gets to that point, if your code never stops, you might not ever hit it
well I did
It'll pause the screen and show this
nothing happend
well then you need to call CustomEvent
or just put all that on beginplay instead of a custom event
if a breakpoint on beginplay doesn't work you aren't even using the actor you have this code in
May I point out that the "IsValid" is being used in a very interesting way here
oh
idk I wathced tutorial, I did what he shows
Hi everyone, I'm moving an actor across a spline using this method https://dev.epicgames.com/community/learning/tutorials/ryL5/unreal-engine-follow-a-spline-and-report-distance-along-it-using-an-actor-component
I'm trying to make it works like the actor goes from A to B and then it stop, without running in a loop. Any help?
Well you have a variable it looks like Percentage Along Sline, you could check if Percentage Along Sline < 0.99 if true than do your movement logic if event tick, if false do nothing
Hey thanks for helping, I tried using a boolean but it break the movement, I tried after event tick and before Proceed to Destination node, perhaps it need to be placed elsewhere
Have you tried which way the variables go in the <
I might be the mega silly, looks like 100% is 100 rather than the normal 1, try changing the 0.99 to 99
And if that works see if 100 with <= works or if you'll have to just do 99.9 <=
do I need Event Tick to get the actor move on splines not from the first node? I already have a working setup, but the actor always start from the beginning of splines
it worked!
If you only ever connect to the one, you should only need to call it once at the beginning
🎉
(like begin play)
Yes would be perfect if it works on Begin Play, not sure if it will work the same or the Actor still need the Event Tick to calculate the distance
Can always just call calculate the distance than the auto spline connection thingy on begin play,
Calling a function one extra time that is already on event tick won't really matter for performance
I'll give a try, I want to be sure first if with the boolean you suggested I can use the other part of the script I have for the actor, meanwhile thanks a lot for the help!
No problem good luck
I think I dont need too put "bar" for stamina. Most games don't even have this bar. Yeah
I made it work, on the true of the boolean I added a Do Once, then MyCode, and at the end a Set Component Tick Enabled (as disabled) I hope I did it right, it's working so I'm happy at moment, thanks again 🙂
Amazing work! As long as you don't have any other event tick logic that's fine
Hi! Is it possible to do head rotate to mouse location in 2d in UE4/5?
Something like this https://www.youtube.com/watch?v=M4cT4UY7Arw&ab_channel=PitiIT
In this Unity tutorial we will make our character move in 8 directiosn and make its head to always look at mouse cursor. We'll add rotation limits and different flipping behaviours. I hope you enjoy this tutorial!
If you like this video and would like to support me you can do that via Patreon: https://www.patreon.com/pitiit
00:00 What we will...
Looks quite possible I would imagine
From what I can see it would look like you need to do these to allow mouse
- set show mouse cursor to true,
- set the input mode game and ui
And you can get the mouse position from "Get Mouse Position on Viewport"
might need to do some extra logic to figure out relative to how big the screen is where it is but seems do able
You also would probably need to either use a ray from the mouse to get a world position for where your mouse is, or you'd need to use World To Screen Space to convert your head position to screen space, so you can get the offset to make the target rotation.
Thank you guys a lot!! Will try
I would use unity if I need to do 2D game
there isn't much support on this side for 2D
Hey could anyone please direct me to a tutorial explaining how I can make procedurally generated buildings?
Hello Everyone, Can anyone suggest me the best way so that when the character steps upon a trigger box the character looks behind (horror door close)
Thanks! Good point, it's ok if I enable Tick before the actor starting again?, haven't tried yet
Apologises what do you mean by before the actor starting again?
My bad! I mean after the end of script, can I call it again enabling Tick
You can enable and disable the tick and it should just continue to work like normal
Nothing special you have to do
Perfect thanks!
yo can anyone help i am noob i mean i am noob begner
how to add this node
that i marked
right click empty space and type append
There are a lot of ways of doing this, and they're all extremely context specific based on exactly what you're trying to do in that moment.
There isn't a 'best' way, there's going to be better and worse ways of doing the specific thing you're trying to do.
That's not the right node. You want to append strings.
ok the name is append string?
Print screen the options listed.
?
ok thanks i added ye i wasted 32 minutes on i
This is a tutorial series where i will show you guys how to setup a true FPS character with the following features:
- Camera system.
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Join my discord server to get help from me or other members
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relastice
In this tutorial I introduce a brand-new series centered around creating a true-first-person shooter using a metahuman as your character. We're going to implement all the usual movements and their associated animation, including making our character look around, crouching, jumping, and directional movement, a weapons system, and a free-aiming sy...
so what's good Cinematic or in character blueprint
https://www.youtube.com/watch?v=htE7f1V7VfU&list=PLKWcO-53OuH71Oo_sCNjNOKP1GmBcD6cI And This Is Supper Relastice
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Umm What Kind Of U Making
Try to breakdown what you want to do and work it out one at a time.
I Am Making Fps
Example,
When a player step up on this area
Disable Input
Set the Control rotation toward the door at the back overtime
When the player enter on the trigger box the character should see back as the gate will me closed
I just wanna ask which would be good cinematic or in character bp
game is first person
I am thinking of character bp
PlayerController->SetControllerRotation is the node you can use to rotate the view
Yeah that i know
So what's the issue?
what is left hand ik and why on tutorials peapol create for fps
I know it's wrong but what is wrong here🥲
I don't know what's wrong or what you are trying to do
Freebie but you need to figureout what the node does. Try to read them and see what it does, if you copy and paste, I don't feel like I am helping at all.
Okay Buddy
is there anyone here expert in format text node
AnyOne Known How To Add Vehicals
time to make a TargetActorComponent so all ur future actor can turn to their target the same way
Already have one :P, screen shoot was doodle for someone long time ago
Not working perfectly tho =(, the target switch have some flaw
Done!!!!!!!!!!!!!!
but you want to do it over time, not instantly
so it has to be done on event tick
Your target should be determined as well
was trying to integrate this "rotate to target" functionality with the MotionWarpingComponent, but the default implementation for rotation just wasnt consistent.. across the rotation modes
No I will use custom event and will trigger that in level bp
What you have right now will just snap 180 degree.
instead looking back toward the door over time.
no i just want once when the character enter the room
Also don't use level bp for gameplay action, the communication goes one way.
regardless, still instant. I don't suppose this work at all, have you tried?
it should do micro rotation if you press C with what you currently have.
heh
that C key was just for test
still shouldn't work imo, but if you think it work then oh well.
yeah,there is a problem
wait let me send a video
ty!