#blueprint

1 messages · Page 144 of 1

frigid summit
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no its because i converted the floor to a whole actor with like 200 things static meshes and alot of things

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yea i agree with this but i cant just do tiles

maiden wadi
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IMO I would just profile it. At the very least do Stat Game and Stat GPU. Never assume performance issues.

frigid summit
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ok ill try tis

lofty rapids
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procedurally

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or atleast create/destroy them based on some data

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would be way more performant

frigid summit
maiden wadi
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Okay. But why?

lofty rapids
lofty rapids
frigid summit
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ok first thing is get actor location and the next one is the index right im kinda lost here

lofty rapids
# frigid summit yea

thats definately something to look at you should have a boolean or something shutting it off

lofty rapids
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you just want to spawn some floors in a row right ?

frigid summit
lofty rapids
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so idk why you need get actor locatioin, but if you split the struct for location on the spawn

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and where you multiply actually put a number thats your "spacer"

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and feed that into y, it should spawn them in a row

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from 0

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do you start from 0 ? or where do you start ?

frigid summit
lofty rapids
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then the first one will be center on zero

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and each one on center equally spaced

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you just need to tweek the number

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and if you change the floor size you'll need to change that number

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so you can do things like get bounds but if you just have a non changing floor size your fine

frigid summit
lofty rapids
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i don't see the reason for that

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just spawn the stuff

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and drop your player on zero

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you said it spawns at zero so you'll be fine

lofty rapids
# frigid summit yea

this is a big problem if that spline thing is still running tho, probably a noticeable thing

frigid summit
lofty rapids
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if what your saying is true and it spawns at 0

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the first floor will be at 0

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but you can also offset the whole thing by subtracting an amount, to make up for it if he in the negatives

frigid summit
lofty rapids
# frigid summit

you want them to start at that point and go straight from there? i'm not getting it

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you should be somewhere around 0 when you start i would imagine

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and you can just put your floors from there, but you can start from anywhere ig

flat coral
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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?

lofty rapids
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you can promote to variable and watch those i think

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not in scope i'm guessing they are local to the function or macro or whatever it is

flat coral
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I mean they're not even variables, these are middle steps in a calculation

lofty rapids
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right but if you promote to variable they would be in scope

frigid summit
lofty rapids
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but i c what your saying you want floors where you start

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you definately don't start at zero, do you have a player start ?

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i would place the floors at the start manually

flat coral
frigid summit
lofty rapids
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it's probably not 0,0,0

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because with the maths using spacer*index the first is 0

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so those things would start at 0,0,0

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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

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they also will probably be noticeable

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because they will be square and your curving

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i would probably go with one big one at the start that reaches up to that 0,0,0

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manually placed so it is the right size for any levels start style

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or just spawn a massive one at character location on begin play

frigid summit
frigid summit
lofty rapids
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i wouldn't do that like i said i would spawn a big one that covers the curve and start the rest from 0

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so everythings relative to zero in the level

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and just have a large launch floor

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this way when you scale the floor and adjust the space between them it's relative to the level

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not where the character was at start

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because you basically start everything at 0 and you got a "launch" area

frigid summit
lofty rapids
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you basically used the position as the spacer size

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so where your character starts is the distance

frigid summit
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its cuurenly fine but the issue is juse the space

lofty rapids
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right that space is based on your character position so idk how you would make your code work

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i wouldn't do that anyway

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you would have to change the player start

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it's not a big deal just make another actor spawn it in, just a big floor where you spawn in at the beginning

frigid summit
lofty rapids
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right

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it's the position * index

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so you replaced the space between them with the location of your actor on begin play

lofty rapids
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it will help you to have everything relative

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and a big floor would cover the problem at start pretty well

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but then you would need to change both of your floors to match

frigid summit
lofty rapids
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i would spawn it at a good location and just bump it up agains 0

lofty rapids
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y-offset

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*index

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you'll probably have problems with the next level

frigid summit
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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

lofty rapids
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idk but if you want to make the spaces closer subtract the y

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i can only say what i would do

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and it's not that for sure

frigid summit
jolly oriole
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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?

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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

waxen mason
jolly oriole
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Just futureproofing myself really

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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

waxen mason
jolly oriole
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Yeah, or minecraft, or other games that do it.

waxen mason
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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

jolly oriole
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Yeah - but as part of equipping it there may be a bunch of other stuff happening at the same time etc

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Would Data Assets help here at all?

waxen mason
# jolly oriole Yeah - but as part of equipping it there may be a bunch of other stuff happening...

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

jolly oriole
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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

sinful bone
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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?

jolly oriole
sinful bone
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There is an image actually that I want to move, not a scrollbox, sorry 😄

frigid summit
jolly oriole
sinful bone
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Transform is not a good method for me, I'd need to change the offset of the slot

jolly oriole
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but thats how you do it

sinful bone
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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 😄

lunar sleet
jolly oriole
sinful bone
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I'll try it but as I remembered, that didn't exactly do what I wanted

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Yeah transform is not a good option for me

shut escarp
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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.

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anyone know hwo to fix maybe

dawn gazelle
shut escarp
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i added the Z so the drop goes a little higher in front of the character

modest monolith
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Do you know how to speed up the process of connecting these nodes with many refs?

crystal turret
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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!

timber sable
dawn gazelle
dawn gazelle
# crystal turret Please help me **Hey guys, I need your help with a really strange problem I hav...

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.

crystal turret
molten yew
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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.

dawn gazelle
# crystal turret Thanks for the reply, but what does this have to do with the camera? Also, the p...

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

crystal turret
ornate linden
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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.

dawn gazelle
verbal rock
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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

snow halo
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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

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it's a reasonably large map i'm loading, but I'm calling it from the PC so the PC is obvs initialized : /

dawn gazelle
snow halo
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yup

dawn gazelle
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Why not just set the default value to show it in the details?

snow halo
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trying now

crystal turret
# dawn gazelle

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.

snow halo
dawn gazelle
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One sec though... I think I remember talking to someone else about this before.

snow halo
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otherwise it's illogical : P

crystal turret
dawn gazelle
# snow halo doesn't work. hrmmm

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.

dawn gazelle
# crystal turret If you think I should buy a new one

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.

snow halo
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it does work as expected re: what you're asking. this may be my bad. searching my project atm

mint egret
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in general is this the way to pass variable in the widget to an event dispatcher?

crystal turret
rapid hollow
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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.

fathom roost
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how do I make these?

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in a WidgetBlueprint graph

lofty rapids
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in the designer you can drag a button onto the canvas

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then check is variable is the details of the button

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at the bottom of the details when you do that you'll get events

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click the plus next the on pressed event

dawn gazelle
fathom roost
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like why would clicking the button get this event dispatcher to do a thing

lofty rapids
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onpressed of that button fires of that event

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that's how you get the click and do actions

fathom roost
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that makes total sense now, thank you

dawn gazelle
solid needle
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hello, struggling with how to select one of these bools as true and the others as false (default)

versed sun
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you want to make one true and the other four false ?

solid needle
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yes sir

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like select a rnadom one of those functions and set the bool as true

versed sun
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there will always be 5 options ?

solid needle
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yes

versed sun
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make an array of 5 bools, T,F,F,F,F
Shuffle it when you want random

solid needle
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thanks dude

versed sun
solid needle
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whats that line plugin?

versed sun
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simplest way i can think of

solid needle
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to make it straight

versed sun
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Electric Nodes

solid needle
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worth it?

versed sun
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its like $10-15

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but worth it

solid needle
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ive been seeing it for ages, never knew the name

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thank you

trim matrix
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(NO)

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it's personal preference

versed sun
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altho this also has a similar wire system and a ton of keyboard shortcuts

maiden wadi
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My BP style probably drives people who need those insane. 😂

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Target on the top. Arguments on the left or bottom and without reroutes. No using the same pure node into two different execution nodes.

versed sun
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I Arange my Input /output pins so wires dont cross on the outside

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I do very similar, but i leave some pure node multi connected so they are easy to move/change

remote shard
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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?

dawn gazelle
remote shard
dawn gazelle
remote shard
versed sun
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whos Character Movement do you want to change gravity scale?

remote shard
versed sun
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fyi , this is Unreal , not Unity

remote shard
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Yeah, I know. U words just came into my fingers at the same time, and Unity won the battle. XC

versed sun
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that what i assumed

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hmm, not seeing gravity scale from movement component

remote shard
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Had to make the variable myself, as 'Default Gravity' as a float.

versed sun
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ahh , wrong one

dawn gazelle
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Can do it directly in the character too.

remote shard
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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.

versed sun
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well, you would have to Cast to your special edited BP
what is the DefaultGravity var for ?

remote shard
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It's supposed to be the default value for Gravity - which is supposed to override the regular Gravity scale.

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But hey, decided to cast out to the actual one, so I'm not sure if I really need it.

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Thanks you guys!

inland walrus
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Any understanding on why this isn't working?

  1. It slides down extremely slow.
  2. It doesn't play the slide animation.
  3. It doesn't rotate the player towards the fall.
mint egret
dawn gazelle
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Then once selected you need to look for the details tab, that'll have the + button on it that lets you add inputs.

mint egret
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got it, and I just miracled it to work on the other end..

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much thanx

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removed the set, since it was passed via new parm

quartz spoke
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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?

frosty heron
quartz spoke
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im not at my desk right now but ill take a look when i get back, ty :)

flat summit
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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)

surreal sonnet
flat summit
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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!

surreal sonnet
azure dagger
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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

gentle urchin
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Random point in bounding box? Trace down for surface is an option

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Basically just random X'Y at some high Z (max landscape Z) and trace down to low Z (min landscape Z)

agile prism
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FPS ISSUES

frigid summit
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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

daring merlin
daring merlin
versed sun
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0 x Spawn Location = 0,0,0
make your for loop go 1 to 7 , not 0 to 6

summer jetty
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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.

maiden wadi
# summer jetty I have a question about performance with functions vs tick events... I have a ...

•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.

open sorrel
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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? 🤔

trim matrix
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there's no limit of iteration (C++à)

thin panther
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Yes there is

maiden wadi
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There is in BP

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And it's not very accurate either. You get about 33-60% of this before it triggers.

open sorrel
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yeah there's no way i'm hitting 1mil

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I have set an iteration cap on the while loop of 200 and I never hit it

maiden wadi
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Bump it up to a lot more like a billion. You'd be surprised what that thing detects.

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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.

trim matrix
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everytimes it feels like an infinite loop, it triggers

versed sun
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a For Loop could cap before your While Loop even does one cycle

open sorrel
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there are plenty of functions, but also plenty of loops 🤣

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it's some kind of terrain generation. I'll check out changing the iteration limit, thank you 🙂

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now it looks like it finishes every time nice 😄
between 8 and 80 while loop's iterations

maiden wadi
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@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.

open sorrel
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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!

strong junco
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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?

open sorrel
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I'm not super well versed with ABPs, but have you tried the even Initialize Animation?

summer jetty
maiden wadi
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Ah, you mean property bindings?

summer jetty
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Yep

open sorrel
strong junco
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I am using that for the other thing

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Wait il send in the code

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And I am using the Initialize Anim. to like set/get some stuff

open sorrel
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cant you set the pawn in the init anyway? I have set it that way

maiden wadi
# summer jetty Yep

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.

summer jetty
strong junco
open sorrel
strong junco
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I can try

open sorrel
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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?

strong junco
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Oh, the Try get pawn owner is invalid

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Do you know why that could be @open sorrel ?

open sorrel
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have you checked it the pawn's BeginPlay runs? Idk what could that be

strong junco
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il check

frosty heron
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the owner is not derived from pawn

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check the class of the blueprint the anim blueprint reside in

maiden wadi
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Also be aware that an instance always runs for the editor. So do double check your debugging.

strong junco
frosty heron
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it will says what the class is derived from

strong junco
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Anim Instance

frosty heron
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of the owner of the anim blueprint

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your BP baseCharacter

strong junco
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oh

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what do I do with that tough?

frosty heron
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go to your bp firstt person character and check the base class again

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it must be derived from a pawn

maiden wadi
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I'm 99% sure this is a debugging issue with mistaking the editor instance.

frosty heron
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right only print string and check in PIE

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close your anim bp

strong junco
maiden wadi
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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.

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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.

strong junco
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So what sould I do?

lofty rapids
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print string on is valid, not valid, and run it ?

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see which one shows up

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alot of print strings can bog things down but good for testing

maiden wadi
strong junco
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I did

frosty heron
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show your print string, then show the print string in PIE, with your Anim blueprint CLOSED

strong junco
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its valid

frosty heron
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the reason was stated by Authaer

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read again if you still don't get it

strong junco
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Well I am still getting a runtime error for the Is Falling? Boolean

lofty rapids
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did your cast succeed ?

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look like it nots valid in the flow of it, but i heard this can be unreliable

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print strings ftw

strong junco
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I just chacked with printstrings

lofty rapids
# strong junco

it says your ref is invalid is what it looks like, it's empty for some reason

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you could try to cast on update see if it works

#

just to see if it's a timing issue with the events

lofty rapids
strong junco
#

no

#

Its also nothing with the timing

lofty rapids
#

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

maiden wadi
#

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.

lofty rapids
#

so there is no CMC on the character ?

#

hmm

maiden wadi
#

🤷‍♂️

#

It passes the Isvalid and is throwing an error accessing that pointer so I dunno.

lofty rapids
#

can you move the character ?

strong junco
#

I cant

#

Just floats mid Air

lofty rapids
#

did you use a template or from scratch ?

strong junco
#

As in the editor?

lofty rapids
#

as in the project

strong junco
#

First person template

lofty rapids
#

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 ?

strong junco
lofty rapids
#

here in your character

#

at the top left in the components, you should have character movement component

strong junco
#

it is there

lofty rapids
#

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

strong junco
#

well it worked yesterday, I changed nothing since then

lofty rapids
#

and your possessing this new character you made ?

#

if your movement isn't working somethings f'd

strong junco
#

But what is f'd

lofty rapids
strong junco
#

i do not

lofty rapids
#

thats not good

#

click on self do you see details ?

lofty rapids
#

i have not had it happen to me but i have seen it on here where the details go blank

strong junco
#

5.3...

lofty rapids
#

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

junior quest
#

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

lofty rapids
#

have you tried putting the end of completed into reset ?

junior quest
#

ye that works

#

but then I cant re enable the controls with the release function

lofty rapids
#

since your doing a do once on triggered, why not just started ?

remote meteor
#

change your trigger type in your UInputAction or use started

strong junco
junior quest
#

ill try that give me a sec

#

I can only use the function once and cant do it again

lofty rapids
# strong junco 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

lofty rapids
#

your setting it to itself for some reason

#

i'm guessing you want to invalidate it after you release ?

strong junco
junior quest
#

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

lofty rapids
lofty rapids
junior quest
#

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

jagged thistle
#

Is there any way to get actors around a position even if they don't have collision?

pine moth
#

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

gentle urchin
fair magnet
#

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.

lofty rapids
#

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

gentle urchin
#

Custom movement mode ?

lunar sleet
#

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

languid hemlock
#

Is it normal that Get Socket Location returns relative location of socket?

#

When i print, It returns this values instead of world transform

lunar sleet
languid hemlock
languid hemlock
#

It always returns X = 0, Y = 0, Z = 2,588...

lunar sleet
languid hemlock
#

"Muzzle"

lunar sleet
frigid summit
#

hi guys why is the event tick not working in here the value stay at 1 and not decrease

languid hemlock
lunar sleet
#

Weird. Test with a diff socket maybe, I’m at a loss.

faint pasture
#

Or rather

#

Your binding might be bricked by the manual set, try get rid of that.

frigid summit
#

and i dont know why the set health fires when i put breakpoint on it and not in actual game

languid hemlock
amber current
#

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)

languid hemlock
lunar sleet
amber current
# lunar sleet

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?

languid hemlock
lunar sleet
languid hemlock
#

I'll use another mesh

lunar sleet
amber current
craggy star
#

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?

amber current
lunar sleet
#

there's also Macros for latent stuff

#

and collapse nodes, tho I'm not a fan of that one

hoary junco
#

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)

amber current
lunar sleet
amber current
stone field
amber current
hoary junco
stone field
#

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

lunar sleet
hoary junco
#

oof.. ok, well thanks for the help anyway this should work fine for prototyping at least

amber current
#

got'em

stone field
amber current
#

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?

stone field
#

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 )

woven lark
#

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

lunar sleet
haughty snow
#

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(?)

desert juniper
#

where they register themselves to the actor on begin play.

#

a better route might be subsystems, but that's only c++ atm i believe

haughty snow
#

ah ok, i will look into the manager solution, ty

maiden wadi
maiden wadi
haughty snow
#

is this not meant to do what i expect it to do?

#

just realized that this existed

maiden wadi
#

Pretty much. 😄

#

Most any of the events you can override into a graph can be overridden this way.

haughty snow
#

So I can bind all of the spinboxes to that 'onvaluecommitted' event?

maiden wadi
#

Yep.

haughty snow
#

Prayge ty!

#

got it, ty!!

fair magnet
# lofty rapids why not just a huge plane ? <@266487686011813888>

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

fair magnet
fair magnet
maiden wadi
#

Sounds like Flying movement mode with some constraints if necessary.

fair magnet
maiden wadi
#

It's a separate setting for air movement.

#

If I recall.

fair magnet
#

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

languid hemlock
#

It is same

hoary junco
#

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?

lunar sleet
#

On Completed you can reset it or w/e

hoary junco
fair magnet
#

So you control both in the same input action? Probably have to seperate them

hoary junco
fair magnet
#

Branches?

#

Mapping context? :o

#

I don't know what you're referring to

dawn gazelle
#

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.

hoary junco
#

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?

hoary junco
#

.... 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.

hoary junco
trim matrix
fair magnet
#

You don't need to rewrite the entire thing

hoary junco
#

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

maiden wadi
hoary junco
fair magnet
#

I have an idea @hoary junco mind showing us a screenshot of your current S key logic? As is now?

maiden wadi
#

S axis event has a value on it. Determine your circumstances and scale or zero it based on them.

hoary junco
fair magnet
#

Yes show us please

dawn gazelle
# hoary junco well then how would I do that? How do I set it so that you can't move backwards ...

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.

fair magnet
#

I can't remember every single template blueprint

hoary junco
maiden wadi
#

Wait. Did this logic come with the template, or did you add this? O.o

hoary junco
fair magnet
#

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

maiden wadi
#

FFS Epic. :/ Construction Helpers, now wasted extra calls. Who programs these templates?

hoary junco
#

like if you start up a 3rd person default map and open up the character blueprint for it, that's what's in there

fair magnet
#

I'm able to help you more in depth later. For now i need to go shower.

lunar sleet
hoary junco
#

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

maiden wadi
# hoary junco so, I managed to separate it out, I tested it and, it seems to be working

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.

regal iron
#

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❗️😩

maiden wadi
#

AddToParent or AddToViewport on the created widget.

undone bluff
#

in details panel of the variable

maiden wadi
#

Make sure to right click the node and refresh it too.

regal iron
undone bluff
#

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

regal iron
#

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

regal iron
undone bluff
#

your character or controller has the component

#

the widget needs a reference to it

regal iron
#

Im so lost rn

undone bluff
#

aren't you watching a tutorial or something

maiden wadi
#

Open the Widget blueprint. It should have a StatusComponent property. You need to set it to ExposeOnSpawn and InstanceEditable.

regal iron
#

Yes and I did everything it said up until now because I can’t complete it without this

regal iron
maiden wadi
#

You need to put it there. Same as the tutorial you're using should have.

regal iron
maiden wadi
#

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.

regal iron
#

Im sorry I know I’m not very knowledgeable but when you say pawn you mean what exactly?

sacred minnow
#

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

spring osprey
#

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?

shadow bay
regal iron
#

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

lunar sleet
pine trellis
#

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

regal iron
fair magnet
#

yes

lunar sleet
regal iron
#

Everything is working besides the stamina isn’t depleting it isn’t even there. The stamina bar is but it’s empty

lunar sleet
#

Guy

#

Follow basic instructions lol

regal iron
#

Im sorry I’m on discord on my phone

#

That’s why I screenshot it😩

lunar sleet
#

Based on this, Staminabar is prly not being set properly

#

Accessed None means nullptr (invalid ref)

regal iron
#

I’ve followed tutorial to the tee. What should I do to trouble shoot?

lunar sleet
#

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

regal iron
#

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

lofty rapids
#

the variable how did you get that ?

#

or what does it look like ?

lofty rapids
# regal iron

this is where it takes you when you click on the error ?

lofty rapids
#

is stamina bar a variable ? it should be set to a progress bar, or did you drag in from the side ?

maiden wadi
#

Sounds like something deleted the staminabar widget, or this is being ran on like Initialize.

regal iron
#

Yes stamina bar is a variable. I have been following souls like melee combat tutorial - stamina/run/walk

regal iron
maiden wadi
pine trellis
#

whats the safest way to replace all blueprint references?

maiden wadi
#

By hand, one at a time.

pine trellis
#

no it will take years

#

there has to be a faster way

maiden wadi
#

Maybe a few hours

pine trellis
#

I cant be the only to expirence a bug in a character that needs to be replaced

regal iron
fair magnet
#

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?

maiden wadi
# regal iron

Variables look different. In your widget's blueprint area, do you have a Staminabar and a staminabar or just a Staminabar?

fair magnet
# regal iron

also... is there a specific reason you don't make screenshots? :o

maiden wadi
#

Probably a university student.

regal iron
regal iron
maiden wadi
#

I'm more trying to see if you have two different variables and are using the wrong one.

hollow lagoon
#

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 :)

fair magnet
#

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

regal iron
hollow lagoon
#

I call it in game with tab

maiden wadi
#

The widget is always tied to the character.

dawn gazelle
hollow lagoon
#

oh fantastic !

fair magnet
#

Perhaps my unreal knowledge is a bit rusted

hollow lagoon
#

this one ?

maiden wadi
dawn gazelle
regal iron
lofty rapids
#

what is statuscomponent ?

#

i believe thats whats empty it says

regal iron
#

The stamina bar is there and animations are working but no stamina in bar

hollow lagoon
fair magnet
regal iron
fair magnet
#

I only see functions but no function calls

#

:o

lofty rapids
#

because it's saying its empty

regal iron
dawn gazelle
# pine trellis Can someone please helP! One of my characters has become bug infested but I fixe...

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".

pine trellis
#

I have fixed it in a sense that all the functions are the same

#

Is this the method ?

dawn gazelle
#

No.

#

That may replace references, but it won't necessarily properly connect things to correct variables and functions.

lofty rapids
#

meaning did you drag from the components or is it another variable ?

regal iron
regal iron
dawn gazelle
lofty rapids
#

see if it sets it maybe your variables are still default 0

pine trellis
#

@dawn gazelle it wont delete the files just replace them? I will back it up

fair magnet
#

Read it

pine trellis
#

I dont want to delete, I want to sort of replace the reference

timid parcel
#

when i use convert mouse location to world space it always returns false

fair magnet
regal iron
fair magnet
versed sun
#

Hardcode = real number

pine trellis
#

is there any way to replace this node quickly or do I need to remove it and do it one by one?

regal iron
fair magnet
# pine trellis

yes:
create the new node
hold ctrl on the blue knob and drag the connections to the new node

versed sun
timid parcel
fair magnet
maiden wadi
versed sun
# pine trellis

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 ....

lofty rapids
pine trellis
#

ctrl drag worked

maiden wadi
#

@regal iron You still haven't shown where you're calling DepleteStamina from.

fair magnet
#

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
lofty rapids
fair magnet
#

not moving at all

lofty rapids
#

are you possessing it ?

fair magnet
#

I have a player start and the pawn is spawning correctly

lofty rapids
#

the input node gets execution

#

are you using axis values ?

#

did you check those ?

fair magnet
#

it's not even working even if I do it directly on tick :/ See here

maiden wadi
#

I see a weird animation. And also no call to the DepleteStamina function.

lofty rapids
regal iron
#

That animation is “no stamina”

#

I didn’t pick that

fair magnet
maiden wadi
#

@regal iron But where is the DepleteStamina function being called from?

regal iron
#

I believe here?

maiden wadi
#

That is the function. You have to call it from somewhere.

regal iron
#

Where would it be called from?

maiden wadi
#

Where ever you called it from. Otherwise no where.

fair magnet
# regal iron

in the function list. Right click the function and select "show references"

#

then you know where it's being called

#

completly still

lofty rapids
#

in the floating pawn movement component

fair magnet
#

For the movement component - yes

regal iron
#

This is in runtick

fair magnet
lofty rapids
#

or is that your character ?

regal iron
fair magnet
#

The dot is the character. I placed another dot (static mesh) next to it so I can verify that it's moving

onyx gull
#

oop fair enough ty

regal iron
#

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!

maiden wadi
#

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?

fair magnet
maiden wadi
#

💣

fair magnet
#

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:

maiden wadi
fair magnet
#

Okay now that I know that I gotta restore order from all the testing I did.

fair magnet
timid parcel
# fair magnet yea

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.

fair magnet
timid parcel
#

thats fine

timid parcel
# maiden wadi 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

fair magnet
#

it might help

maiden wadi
#

To drop an inventory item it looks like.

timid parcel
#

yea

#

it just always fails

maiden wadi
#

Which part is failing? The projection or the line trace?

timid parcel
#

both

maiden wadi
#

I mean that specifically so that I can glance through code. Do you ever make it to the line trace?

timid parcel
#

no i dont make it to line trace

#

so i guess the projection is failing

#

my code if it helps

fair magnet
#

ah

#

ok nvmd me then

timid parcel
#

i changed it a little lol

fair magnet
#

yea it's fine

maiden wadi
#

@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.

timid parcel
#

its 0.0 x and 0.0 y

maiden wadi
#

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.

timid parcel
#

yeah i think i found a video that covers it in japanese so im gonna try that

maiden wadi
#

@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.

timid parcel
#

i will try because the video made it in a 2d space

timid parcel
modest monolith
#

Why the text is not centered?

timid parcel
dawn gazelle
modest monolith
#

They told me one time how to do it but it didn't work

frosty heron
#

Anchor and justification/alignment

modest monolith
frosty heron
#

It will depend on how you setup the widget and if the text is parented to other element

dawn gazelle
#

Example if you're using a canvas to contain the text....

frosty heron
#

This is as simple as trial and error

modest monolith
#

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!!

#

❤️

foggy escarp
#

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.

trim matrix
dawn gazelle
#

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.

dry pecan
#

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

dreamy kindle
#

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?

lunar sleet
#

@toxic jay teach this man how to switch to Comic Sans

thin cloud
#

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

fervent bramble
#

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?

thin cloud
#

share the thing, I wanna try to fix and use that @fervent bramble

lunar sleet
fervent bramble
dawn gazelle
# thin cloud how to get the the actor objects?

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.

fervent bramble
# lunar sleet Show code

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

lunar sleet
#

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 ?

fervent bramble
#

She does this as a revision, and then doesn't address the end overlap

dawn gazelle
#

Non looping? It'll only fire once after 0.1 seconds of begin play.

fervent bramble
#

That initial check is to see if the player spawns inside a collision to check whether that camera should be activated

frosty heron
#

Running timer on tick?

#

it will never be called

trim matrix
#

really?

frosty heron
#

Sure, the timer will just keep getting reset every frame

worthy jasper
#

Kinda defeats the purpose of that node too 😂

fervent bramble
#

So like- any suggestions? 💀

thin cloud
frigid summit
#

hi guys why is only the first widget that been created removed and when same added to viewport it doesnt get removed

lunar sleet
fervent bramble
lunar sleet
#

This whole setup is confusing to me

#

Describe what you’re trying to achieve exactly

fervent bramble
#

It's all good, I appreciate your help. I've got something somewhat working, I'm gonna keep toying with it

regal canopy
#

[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

gentle urchin
#

On start new,check current and tell it syop, before activating self

shadow bay
#

how can ı fix this?

regal canopy
#

ues get player character instead ofget player controller

shadow bay
frosty heron
#

you plug the character that you want to get the stamina from to the cast node

shadow bay
#

but I cant

lunar sleet
#

You need to understand what you’re doing first

shadow bay
#

ı did something

frosty heron
#

Read the error and address it

#
  1. If you want to pass param, make a custom event. Don't generate one from the progressbar.
  2. You need to return a value. It should be a float between 0 to 1 for a progress bar
shadow bay
#

thanks. I fixed it

#

ı cant see this progress bar on screen why?

twin jacinth
shadow bay
twin jacinth
#

do you know how to add breakpoints?

shadow bay
#

I last used unreal engine 3 years ago

shadow bay
slate hound
#

show us the Stamina widget

twin jacinth
#

Don't worry about it, what's actually calling this CustomEvent to trigger putting in on screen?

slate hound
#

you don't need to cast if you're not going to use that output pin btw

shadow bay
twin jacinth
#

Wait your isvalid function is empty so of course it isn't valid

shadow bay
#

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 ...

▶ Play video
frosty heron
shadow bay
slate hound
#

select thge custom function and hit F9

#

play in editor and see if it gets called ever

shadow bay
slate hound
#

right click on the node

#

not in empty graph space

#

a breakpoint is something applied to a node

#

not a node itself

frosty heron
shadow bay
#

probably lol

slate hound
#

you need to do a bunch of beginner courses tbh

shadow bay
#

yep

slate hound
#

UMG is not where you should start

shadow bay
#

so what should ı do now

slate hound
#

to get this working or what

shadow bay
#

working yeah

#

cuz it's not visible on screen

slate hound
#

did you add a breakpoint on the custom event function

#

and see if it gets called ever

twin jacinth
shadow bay
slate hound
#

your CustomEvent node

twin jacinth
#

Breakpoints will basically pause your code if it gets to that point, if your code never stops, you might not ever hit it

shadow bay
#

well I did

twin jacinth
#

It'll pause the screen and show this

shadow bay
#

nothing happend

slate hound
#

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

shadow bay
#

when I try to "beginplay" its doing this

#

its sent me to here

fair magnet
shadow bay
livid flare
#

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?

Epic Developer Community

Tell any actor to animate along a spline using its default locomotion with this Actor Component.

twin jacinth
livid flare
twin jacinth
#

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 <=

livid flare
#

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

twin jacinth
#

If you only ever connect to the one, you should only need to call it once at the beginning

twin jacinth
livid flare
#

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

twin jacinth
#

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

livid flare
#

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!

twin jacinth
#

No problem good luck

shadow bay
#

I think I dont need too put "bar" for stamina. Most games don't even have this bar. Yeah

livid flare
# twin jacinth No problem good luck

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 🙂

twin jacinth
#

Amazing work! As long as you don't have any other event tick logic that's fine

flat dove
#

Hi! Is it possible to do head rotate to mouse location in 2d in UE4/5?

#

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...

▶ Play video
twin jacinth
#

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

heavy hemlock
#

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.

flat dove
#

Thank you guys a lot!! Will try

frosty heron
#

there isn't much support on this side for 2D

heavy hemlock
#

Or Godot! Godot is good for 2D!

#

You can do 2D in unreal, but it'll fight you.

wise ravine
#

Hey could anyone please direct me to a tutorial explaining how I can make procedurally generated buildings?

white thicket
#

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)

livid flare
twin jacinth
livid flare
twin jacinth
#

You can enable and disable the tick and it should just continue to work like normal

#

Nothing special you have to do

livid flare
#

Perfect thanks!

grand surge
#

yo can anyone help i am noob i mean i am noob begner

#

how to add this node

#

that i marked

frosty heron
#

right click empty space and type append

grand surge
#

ok

#

its like this why my have no a or b

heavy hemlock
frosty heron
grand surge
#

ok the name is append string?

frosty heron
#

Print screen the options listed.

grand surge
#

?

#

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.
  • Locomotion setup.
  • Turn in place mechanic.
  • Hand IK system.
  • Weapon ADS (Aim down sights) system.
  • Weapon sway mechanic.

Join my discord server to get help from me or other members
https://discord.gg/uy...

▶ Play video
#

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...

▶ Play video
white thicket
grand surge
#

Full project with extras: https://www.patreon.com/PrimevalForest
First Person Shooter Tutorial Series: From Beginner to Advanced. Please provide any suggestions to improve the tutorial series in the comments section. Additionally, feel free to ask any questions you may have. Hope you enjoy!

Help my development by wishlisting: https://store.stea...

▶ Play video
white thicket
#

this effect i want to achieve

#

i will add door later on

#

🙂

heavy hemlock
#

OK...

#

Is it a one-off, or does this happen often?

grand surge
#

Umm What Kind Of U Making

frosty heron
#

Try to breakdown what you want to do and work it out one at a time.

grand surge
#

I Am Making Fps

frosty heron
#

Example,
When a player step up on this area
Disable Input
Set the Control rotation toward the door at the back overtime

white thicket
#

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

frosty heron
#

PlayerController->SetControllerRotation is the node you can use to rotate the view

frosty heron
#

So what's the issue?

grand surge
#

what is left hand ik and why on tutorials peapol create for fps

white thicket
#

was just asking cinematic or blueprint 🥲

#

but i think blueprint is a good way

grand surge
#

I Am Ading Crouch

white thicket
frosty heron
white thicket
#

wait

#

see

frosty heron
white thicket
#

Okay Buddy

frigid summit
#

is there anyone here expert in format text node

grand surge
#

AnyOne Known How To Add Vehicals

remote meteor
frosty heron
#

Not working perfectly tho =(, the target switch have some flaw

frosty heron
#

so it has to be done on event tick

#

Your target should be determined as well

remote meteor
white thicket
frosty heron
#

instead looking back toward the door over time.

white thicket
#

no i just want once when the character enter the room

frosty heron
#

Also don't use level bp for gameplay action, the communication goes one way.

frosty heron
#

it should do micro rotation if you press C with what you currently have.

white thicket
#

It worked

grand surge
#

heh

white thicket
#

that C key was just for test

frosty heron
#

still shouldn't work imo, but if you think it work then oh well.

white thicket
#

wait let me send a video