#blueprint

1 messages · Page 148 of 1

lofty rapids
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are you walking ? is it a character, a pawn ?

agile moss
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the player

faint pasture
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Movement inputs are meant to be set up such that an input vector of length 1 is "GO IN THIS DIRECTION AS HARD AS YOU CAN"

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Change the speed and acceleration settings in the movement component that is consuming this input

lofty rapids
faint pasture
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Face south, print Rotation, YawRotation, ForwardDirection, and MovementVector.Y when pressing W

wise ravine
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Perfect, thanks.

agile moss
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Anybody know where the movement section is?

wise ravine
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Wait do I need to cast the child class to the base class?

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And if so how do I do that?

faint pasture
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show the components list for the pawn

agile moss
dawn gazelle
# wise ravine Wait do I need to cast the child class to the base class?

No. Your child class inherits from that base class. When spawning the actor you want to use, you'd use the child class. Everything else that you want to be able to use your custom logic with should only ever refer to the base class. The literal only time you may need to refer to the child class is when spawning it.

agile moss
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OH LOL I SEE IT XD

faint pasture
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Settings in there

agile moss
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Yeah thanks bro, been searching for it for 2 days XD

faint pasture
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change max walk speed

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its in cm/sec

pale estuary
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could anyone potentially help me

agile moss
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works really nice now

dawn gazelle
pale estuary
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@dawn gazelle

gentle urchin
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.|

#

V

dawn gazelle
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Movement Input:
Have a function that calculates and sets your max speed based on your factors, for example, if you are sprinting or if you have stamina, or if you are crouching. This is also likely where you want to check if you should drain stamina.

Sprint Input:
Set a bool that determines if you are wanting to sprint.

Crouch Input:
Set a bool that determines if you are crouching.

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@pale estuary ^

pale estuary
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appreciate your time also

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however i may note that

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i have a bool for IsRunning and also 1 for IsCrouched

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i was trying to pass these as a condition to my pre existing however the issue didnt resolve

frosty heron
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Run a looping timer at the start of the game that drain stamina if bIsRunning is true and current speed > 0

gentle urchin
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Start it on sprint*

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And stop on StopSprint 🫣

frosty heron
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That's better

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Or on triggered and use delta time?

marsh aspen
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I'm fighting for my life here if anyone could spare some time to help!! ❤️

lofty rapids
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i keep my widget references in the hud class, and you can just remove from parent one, add to viewport the other, maybe even a function to make it easier

pale estuary
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my issue wasnt with stamina drainage, my issue was that my character can sprint at full speed while crouched instead of at my desired speed 250. when crouching character speed is reduced from 300 to 200, however when holding left shift (sprint) while in crouch stance the player will move at speed of 600, however i dont want it to do this i want it to move at 250 if player is sprinting while crouching

dawn gazelle
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Additional movement logic can be added after the stamina drain node.

marsh aspen
lofty rapids
marsh aspen
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ok, So I need to make a reference to the widget first of all is what I'm hearing

lofty rapids
marsh aspen
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amazing! ❤️

cyan spire
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Hello, does somebody know how to replace the CMC with the Motion Movement Component in 5.4 Release in BP?

junior quest
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ty this worked, i watched vids and read some unrelated stuff thinking there was a node that had the bp in a dropdown i didnt realize it was just cast to BP_IWantToReference so it took a while

open garden
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How do you guys handle nullable structs?
By default, structs have default values so it's not possible to set it to null
I could add a new field in the struct like "isNull" but that's really messy, so I was wondering if there's a clean way of achieving this

frail onyx
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Hi does anyone know how i should go about having barrels in set spots in my level but have it be randomized which barrel is either a jumpscare or a normal staticmesh/actor that the player can interact with? The current way i have it right now is i have a BP_BarrelJumpscare actor and a normal static mesh of a barrel that i have placed in the scene.

lofty rapids
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but if you could make them so that on spawn they are randomly interactive

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use the same actor just begin play, pick is interactable or not

frail onyx
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so i could just make them all actors and then have like a random bool or something that picks if its interactive or not?

lofty rapids
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do you want it random every time it runs ?

frail onyx
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Yea

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well random every time you start the game or die and then have to restart

lofty rapids
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then just get a random int or something or weighted boolean, that says if it's interactable

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then a boolean like you mentiond, if it's true run the interact could work

frail onyx
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ok ty

exotic rose
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you want it to be random per barrel right? not choose only one total

frail onyx
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yeah random per barrel

lofty rapids
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then just place your barrels, and on beginplay they will randomize

undone bluff
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ah nevermind

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I missed the message

timid parcel
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can anyone help me: i want to set the percent of a progress bar in a list widget that i am adding to a scroll box ten times. how can i set the percent of only one child in the box?

dawn gazelle
tired whale
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that function needs to know to which bar you want to set the percentage

tired whale
# dawn gazelle

Ah yes, that's way better! But needs to cast every time though

frosty heron
timber sable
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Casts cost mana

urban tinsel
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I am trying to shoot an actor ( BP_arrow) with the projectile movement comopnent, which has a collison box, using a function inside of my Actor component (AC_BowMechanics), which is then called in my BP_Thirdpersoncharacter player blueprint but I want to use the "on begin overlap event" so that i can set the actors velocity , however i want it to ignore my player character, how do i target my player character within my BP_Arrow blueprint efficiently?

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trying to figure out how to get the target to be my character mesh

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if i cast to my master character BP, from event on begin play, it gives me a none type error

gusty shuttle
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@urban tinsel Perhaps out of the Other Actor in the BeginOverlap, you use a != and attach GetPlayerCharacter to it. Then if true, don't attach, if false, attach

odd kiln
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Do you all agree to make a correct "Walk loop" we have to have a "linear" animation ? The speed has to be constant, right ?

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So my question is : If i have a non linear animation of Walk (still a loop), how can I make it in UE5?

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I mean I guess I have to change the "Walk Speed" but when ?

lofty rapids
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wdym the speed has to be constant ? i use idle,walk,run animations and a blendspace

odd kiln
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When I want to make a Walk animation it has to be linear so in UE I just have to set a "Max Walk Speed" related to my Walk animation

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Right?

urban tinsel
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@gusty shuttle

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seems it didn't work, appreciate your advice though

gusty shuttle
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The branch isn't hooked up to the Event

lofty rapids
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accessed none, whatever you plugged into stop movement is probably empty

urban tinsel
timid parcel
pulsar geode
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Hey all, I have a static mesh (key) and a material billboard (glow) inside of a single blueprint.
Is there a way to make sure that the static mesh always is rendered in front of the material billboard? Currently the billboard clips depending on the angle of the camera, as seen in the photo.

pulsar vigil
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hey guys i have a weird question, what does actualy rotate or move when u add controller input(yaw/pitch) when u use orient rotation to movement (or not) with ur player character ?

Cause i have a normal spring arm + camera setup but those add controler input seem linked to the object it self and i want to set a specific rotation and not just add Yaw or Pitch input and idk what is actualy moving

It feel like those controller rotation move the whole actor rotation especiallly with "orient rotation to movement" obviously but for example when u dont move and u turn with ur mouse the mesh don't move but it is rotating

dawn gazelle
pulsar vigil
dawn gazelle
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If you're wanting to do it programmatically manually, you'd Set Actor Rotation or Add Actor World or Local Rotation,

pulsar vigil
dawn gazelle
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If you do this on the pawn, it should turn everything within the pawn.

pulsar vigil
pulsar vigil
pulsar vigil
dawn gazelle
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Probably because you still have the springarm to inherit the pawn control rotation

pulsar vigil
pulsar vigil
dawn gazelle
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I think all you want is to set this on the pawn itself (select the top object in the component list)

ocean gate
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I want sounds on the other side of walls in my 2.5D game to be muffled / quieter than sounds not behind a wall, based on the player's position. How can I do this?

dawn gazelle
fierce crypt
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How could I have ABP blend two animation montages or sequences based on the return values of two blueprint-callable functions I've defined in C++?

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Would I have to do this within a specific node?

trim matrix
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hard to see

fierce crypt
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I was also considering moving my enhanced input binding to blueprint, should I do that and simply configure it to call my relevant functions? It seems much simpler to do in blueprint relative to how I'm doing it now.

vivid quarry
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Is there a better way to move the player camera smoothly than a timeline? For some reason timeline is making it move stepwise / in a jerky way

dawn gazelle
vivid quarry
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To recenter the camera smoothly, I mean just taking the current Y value and multiplying it by a 1->0 timeline output

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But it flips out even with my hand off the mouse and gets all glitchy

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I'm also having trouble switchign to RInterpTo which seems like it would also work for this application (a quickturn that spins the player 180 and resets pitch)

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This blueprint is just making the character turn like 5 degrees back and forth when I hit it

dawn gazelle
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Part of the issue is you're adding to the control rotation every frame which adjusts the target. RinterpTo sort of needs a constant end point to work correctly.

vivid quarry
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Ah I understand, so the axes are "fighting"

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Yeah it's a bit tricky since one is a constant (0) and the other is based off current + 180

sterile spindle
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I need help with a multiplayer session issue. My player controller adds my input scheme to my enhanced input local player subysystem on BeginPlay, and it works fine when there's only one player.
When I join the same session with another client, BeginPlay seems to fire for the client AND the host. The client works fine, but then the host returns None from the subsystem node, according to my log prints. How do I go about fixing this?
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetLocalPlayerSubSystemFromPlayerController_ReturnValue". Node: Add Mapping Context Graph: EventGraph Function: Execute Ubergraph Mode Freeplay Blueprint: Mode_Freeplay

dawn gazelle
# sterile spindle I need help with a multiplayer session issue. My player controller adds my input...

Begin Play fires on clients and servers with replicated actors.
I believe this is in your player controller? As the server also fires begin play for player controllers as they are replicated, it is attempting to get the local player subsystem for a player controller that is not local. You can prevent this error by checking if self is locally controlled before attempting to add the mapping context.

dawn gazelle
sterile spindle
sturdy verge
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Hi, I have a weird bug with the Media Player. Video plays in Game when I use „Play on Open“ Checkbox, but if I turn it off and try to use„Play“ it doesn‘t, Node always returns false.

vivid quarry
charred frost
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Hello everyone, I'm new here. I created a project with the Advanced Locomotion System to learn a little, and I'm trying to change the movement mode, and I'm not succeeding. Basically I set it up so that the player goes into free-look when pressing ALT (similar to the DayZ game), so far so good, but when I look back in free-look mode, I can walk backwards with W and not with S, the same thing if I walked looking to the right, I walk with W and not D. I would like to change this, from what I understand the character controls the movement from where the camera is looking and not the character, I have no idea where I should change it to work the way I want, nor what should I change. I don't know if it's a silly question, if anyone has an idea how to do this, I'm using Advanced Locomotion System V4 with Unreal 5.3.2. Thanks

Here is the modification I made, it can only rotate when pressing ALT, however it moves the character to where I am looking, I wanted to understand how I could change this so that it moves to where the character is looking.

I don't know if this was the best solution either, I saw on some forums that it would be much easier for me to remove the ALS camera and make another one from scratch the way I want, do you think this is better?

maiden wadi
urban tinsel
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having an issue where my arrow (BP Actor) i'm trying to shoot is giving this error when colliding with objects.

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i'm adding movement component than firing after i detach the actor from my character

gentle urchin
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Show code

urban tinsel
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than i'm on component overlapping this code for the projecile

twilit nebula
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Hi, What node should I put in there?
the value comes from the MoveRight which "IF" not zero, It must goes to one of the roads

gentle urchin
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You shouldnt compare to getPlayerCharacter

urban tinsel
gentle urchin
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Feed that in when you spawn the arrow

urban tinsel
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get instigator actor (arrow ) ?

gentle urchin
gentle urchin
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If > then true, else false

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Im a bit confused by the point of the second check tho

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You're already chevkingnfor not 0

urban tinsel
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get instigator actor needs a parameter, where do i get that from ?

gentle urchin
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And in both cases setting rightwaed.

urban tinsel
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Spawning the arrow is handled by an Actor component in the thirdperson character blueprint

gentle urchin
gentle urchin
urban tinsel
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like so ?

gentle urchin
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Nono

urban tinsel
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xD sorry i've only been doing blueprints for a week

gentle urchin
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Oh so this is in the arrow bp

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Gotcha.

urban tinsel
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yeah so i've got it setup like

gentle urchin
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You wanna check that OtherActor != GetInstigator()

urban tinsel
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BP_Arrow -> Ac_BowMechanics - >Third person character blueprint

gentle urchin
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Correct

urban tinsel
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nice, thank you

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still getting these though xD

gentle urchin
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Yepp not what we fixed 😂

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Your projectile movement reference is empty

urban tinsel
little pulsar
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projecile movement isn't set right away

dawn gazelle
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If you're executing that multicast on Begin Play, then that multicast is likely to not reach other clients by the time it starts existing on them.

urban tinsel
urban tinsel
dawn gazelle
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You likely don't want to check for overlaps on all clients either.

gentle urchin
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Could make it semi predicted if there's draw time involved 😝

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But yeah, what Datura said

urban tinsel
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thank you guys

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i'll have to rethink how i'm doing this than i suppose

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not sure how i'm gunna do this

little pulsar
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need a bit of help on getting the closest bone to cut in half on my mesh need it to ignore the ik bones

twilit nebula
gentle urchin
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Did it work?

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Im not sure my suggestion was correct at this point 😅

twilit nebula
gentle urchin
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Thats a good direction to be headed, atleast ! 😄

urban tinsel
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so should I run the multicast add projectile movement component with a switch has authority, and than how do i get the arrow to fire on the lcient

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client*

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right now the client can see the arrow disapear when fired, and than appear when it collides on the server

tiny sigil
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i don't know how to solve it

dawn gazelle
# urban tinsel so should I run the multicast add projectile movement component with a switch ha...

If you are wanting to run it only on the server, then a multicast shouldn't be required. You'd need to be running on the server to successfully call a multicast, so wherever you may be calling the multicast is likely also running on the server. Begin Play can fire on server and clients, so you probably would want to put the has authority switch on Begin Play before doing anything unless for certain you want everything that is happening in your begin play to be happening when the projectile starts existing on the clients as well.

dawn gazelle
# tiny sigil

Broken - it looks like some class was removed that you were using. You probably need to restore that class to have a hope of fixing this blueprint, otherwise rolling back to a point before this issue is occurring when opening that blueprint.

urban tinsel
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oh sweet, so i'd add projectile movement component to the BP_Arrow during the begin play, and than set the velocity on the clients with a multicast ?

dawn gazelle
urban tinsel
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gotcha!

dawn gazelle
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Multicast = fire once and forget, and only if that actor is relevant at the time of the call which Begin Play would not be as it takes time for the actor to exist on clients. Typically they're useful for visual/sound effects or other cosmetic types of things.

vast lion
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Any way to reparent a BP outside of the editor?

urban tinsel
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ah, so how would you recommend that I handle this than ? since the way i've got it setup wright now is a hthirdperson characte rblueprint is has an actor component AC_BowMEchanics, that has the spawn arrow in it which handles attaching the arrow actor to the player character, than i handle "releasing the arrow" inside of the actor component, and than adding velocity in the BP_Arrow itself

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but i'm trying to have it be replicated for everyone in the game.

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not sure if i am making any sense

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probably should have started with swords instead of bows and arrows lol

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first week doing unreal engine haha

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thank you for your time i really appreciate it

dawn gazelle
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Assuming that you're spawning the actor on the server and it is a replicated actor with replicated movement....
Attach the movement component on your Arrow Actor, set its initial velocity to 0.
When you "release the arrow" that is something that would need to be communicated to the server and ultimately would set the velocity of the movement component.
If it is a replicated actor, then it should move for everyone.

trail gate
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Hello! I have a question.
How can I do some logic more then 1 time if this logic have 'delay' ?
I have a second plan (use actor components) but it crutch.

lunar sleet
gentle urchin
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Custom looip time

lunar sleet
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Yeah, that’s an option

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Or timers, coroutines… (😢 rip Laura)

gentle urchin
trail gate
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but can I invoke logic at one tick 4 times? can I invoke delayed logic at one tick 4 times? without waiting for the previous iterations to be completed

hallow tundra
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what do I add to make it go from 0 to 1

lunar sleet
hallow tundra
lunar sleet
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What are you trying to achieve?

hallow tundra
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have an array of models, if u choose one of them, they scale up from 0 to 1

lunar sleet
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And to answer your question, usually a timeline with a float track from 0 to 1

hallow tundra
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so its better to do in event graph? since i cant add that in construction

lunar sleet
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Yeah, on begin play if you want

hallow tundra
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alright thanks, ill try

tepid raft
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followed a tutorial but when i try to wal into the dor from the other side it opens the same way pushing me back

remote meteor
maiden wadi
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It happens.

gentle urchin
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😵

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All messages gone

frosty heron
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😭

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She did say she was on her way out few days ago

gentle urchin
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|| Finally failed the touring test and got ommited as a bot? ||

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So is there a deactivate account thing? If so its weird that messages get deleted imo

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Such a treasure trove, lost to the seas

shy dagger
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Hello everyone,

what would you suggest to create a feature that allows you move camera by holding right mouse button and dragging it ? I tried many nodes and watched many videos that are similar to it, but still cant understand how do that😅

obsidian arch
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One way you could do that is by getting your player controller and setting the input mode to game and ui

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@shy dagger

steady night
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hey how can i turn of so the sprites dont shade ? or turn invisible

inland walrus
cold igloo
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It might sound stupid
Both those variable are Actor object reference
But is it possible that if actor New Item is destroyed, Item In Hand loses its value too?

gentle urchin
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Yes

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It will no longer exist

cold igloo
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hmm

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ok sometimes i become stupid

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xD

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thanks

gentle urchin
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We all do from time to time

shy dagger
thin panther
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By using the node called "set input mode game and UI" as shown in the screenshot

steady night
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hey dose anyone know how to make the sprites not to make eachother invisible :/+

dusty marsh
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Hi guys, new here.. Not sure if this is the right channel but:
I am looking for help with creating a blueprint that moves the camera from it's current position ( it's for a kitchen configurator where I can noclip freely and inspect closer etc. ) towards another position / unrendered object ( that I could perhaps place inside a cabinet door as a reference for the camera to move towards )

So TLDR:
I want to be able to activate a cutscene/timeline/cinematic whenever a cabinet door is opened, how do I make the camera move from it's current position towards a new position/location/actor?

gusty shuttle
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@dusty marsh There's two ways, you can overlap the visual tracks in the sequencer from one camera to the next.

You could also make a event track, double click the event track pip and open the sequence director. Inside there you can put this node

waxen mason
# faint pasture Face south, print Rotation, YawRotation, ForwardDirection, and MovementVector.Y ...

Sorry for the late reply, I tried testing alot of stuff and eventually had to get some sleep.
The problem is definitely related to the fact it is a top down world, but the input problem is my fault, somewhere along the way I changed something for sure because:

If you use the Top Down Template, you can always get the right direction, no matter where you are facing, even if you disable the movement by mouse and map a WASD, it functions correctly no matter where you are rotated at the beginning.
All you need to do is delete the get forward and right direction and hardcode the World Direction like so (see image). It´s not working for me, but it worked in the new Top Down project so it is a me issue.

The problem with Actors rotation in the world however, is a problem in my project and the Template Top Down project aswell.
I´m not entirely sure, but I will post images as examples of what I am saying.

Here is a simple example to demonstrate. This is a simple exercise where the "Enemy" follows your movement with its head (ignore the 360 exorcist rotation, I haven´t fixed it to more easily show what I mean).
In the first example, the head follows as expected, the enemy starts facing NORTH (see images)

waxen mason
lofty rapids
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your not using the forward vector, or right vector so no matter where you turn your movement will be absolute

lofty rapids
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because that looks off for sure

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it looks like he's looking in the opposite direction

waxen mason
waxen mason
tawdry goblet
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Hi all - could someone assist with my guided projectile. Currently I have a homing projectile using trace line and on trace line hit it spawns a mesh which is attached to the turret which I can then guide, however this is limited as once i've hit my trace line and spawned the mesh I can no not extend any further. Any idea how to extend the line in real time depending where I am looking

kind willow
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I'm not sure what you're trying to achieve, but if you're trying to target multiple things with a line trace, this would be the easiest way

odd kiln
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Hi all !

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To calculate the right speed for a "Walk cycle" should I use the "Number of Sampled Keys" or "Number of Sampled Frames" ?

tawdry goblet
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like a TOW missile system

odd kiln
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For example "Keys" is 87 and "Frames" is 86

kind willow
tawdry goblet
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if it's constantly spawning them

kind willow
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Without spawning a mesh

tawdry goblet
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Let me try

toxic copper
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Hi folks - say you're re-creating mario bros.. is it somehow better/worse for enemies/blocks to trigger on hit with the actor, vs using a thin collision box in a certain location? (such as below box for jumping and hitting it to spawn coins/powerups, or jump on top of enemies to destroy them rather than take damage?

kind willow
toxic copper
kind willow
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yeah, basically

toxic copper
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i wasn't sure if more hitboxes by default meant more to load so less optimized. inverse transform node seemed useful to specify hit locations for direction based interactions as oyu mentioned, but perhaps its a bit too specific and can break more easily

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but sounds like you're saying it shouldnt make too big a difference

kind willow
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box collisions are very cheap to calculate. I doubt they will impact your performence drasticly, even if you implement them badly

tawdry goblet
toxic copper
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awesome, thank you!

tawdry goblet
kind willow
# tawdry goblet

This gives you the point where you line trace hit. Can;t you have the projectile follow it instead of the mesh?

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I assume you want the missile to be guided by where the player looks, right?

tawdry goblet
kind willow
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To be precise, it's a series of floats responsiblle for position in each dimension. 0;0;0 would be the enter of the map. 10;0;0 would be 10 units east (I think) off the center

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You can actually use "Get look at rotation" node to have anything you want rotate towards this point in space

tawdry goblet
lofty rapids
tawdry goblet
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with an input

lofty rapids
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so you could set it to work on keypress "shoot", but also switch a boolean and do a trace on tick that updates the target to home to ?

#

when it's done shut it off

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if your going to use location

kind willow
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These are the 2 most common methods of passing information between blueprints in Unreal and are crucial for working in the engine

tawdry goblet
kind willow
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I'd advise not using the cast on even thick though, since casting has a bit of a perfermence impact

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So declare it somewhere else first and then save it to a variable to use in the tick

maiden wadi
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It really does not. And people need to stop saying that.

kind willow
maiden wadi
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Casting is free.

lofty rapids
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as long as it's loaded ?

maiden wadi
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The validity check in the node you'll use even if you don't cast has a cost.

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There's a very big difference. Casting itself does not cost.

remote meteor
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the real cost of casting is asset reference between blueprints

maiden wadi
remote meteor
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though its really easy to avoid by using either a base class or soft loads

kind willow
maiden wadi
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What does that have to do with casting?

kind willow
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Ah, never mind

tawdry goblet
gentle urchin
#

And we're back in the abyss of casting

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Deepest void of this channel

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How deep do we go today 😄

remote meteor
maiden wadi
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The CPU cost of a cast node is nothing. You can test this by making an actor type pointer. Populating it with something that is an instance of an actor child class. Then run a test accessing an actor level property through the normal actor pointer and then another test through a pure cast node without the validity check. Some property like InitialLifeSpan. Your test would just be setting this into some other float property.

You will get basically the same performance time for the direct actor reference as you will passing that actor reference through the pure cast node.

Likewise, if you have a reference, you can test validity checks of the cast node and an isvalid node. This is because the actual cpu cost of a non pure cast node is the IsValid check.

kind willow
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Guess it still saves space in the blueprint view though

gentle urchin
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You save on the validity check

maiden wadi
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It is assuming that you can promise that reference never dies. Otherwise you have to IsValid it, which is the same CPU cost.

gentle urchin
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Should be strongpointers in bp

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Nah nvm

maiden wadi
#

It's a fairly moot point though. IsValid isn't really a bottleneck unless you're at a point where you should be looking at C++.

gentle urchin
#

I mostly do it for practical reasons

pine trellis
#

I am trying to switch the behavior trees of my pawn but its stops moving after the health reaches the level what is needed to be able to change the behavior tree at runtime

kind willow
# pine trellis

You can use the red "return value" on the run behaviour tree node to see if the behaviour tree loaded succesfully. I'd check that first

tough creek
#

Need a bit of simple math help- feel like I'm going mad. My divison returns 0 every time.

The output:

LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 1
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 2
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 3
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 4
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 5
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 6
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 40
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] 0.0
LogBlueprintUserMessages: [Fairy_Light_Splines_C_3] --------```
simple field
#

Is it true that Blueprints are not supposed to be called Object-oriented programming? I was supposed to make an OOP game, and I made one using Blueprints in UE but my teacher is trying to say that blueprints are not OOP and that he expected (but never told me) a regular text code.

dark drum
simple field
#

So would you call it OOP?

gentle urchin
#

Yes

#

Very much so

dark drum
# simple field So would you call it OOP?

yes. This is the hierarchy of some of the main classes. When you create new blueprints, they are a child of the engine base classes (for the most part) and thus add to the tree of objects.

simple field
#

Ah alright

#

thanks!

dark drum
# simple field So would you call it OOP?

If you only ever created blueprints from actor and never created any children of your own blueprints then you yourself never utilized the OOP side as you wouldn't be thinking about the inheritance aspect.

thin panther
gentle urchin
#

You need to make it float before division

#

Atleast one of em

tough creek
thin panther
#

nah, you're dividing two integers then converting the output into a float, you need to do that conversion beforehand

maiden wadi
lofty rapids
#

i'm guessing they just wanted code and not a visual scripting

thin panther
#

It's even more mind boggling because it is not feasible to make a game in unreal with purely CPP
Unless said teacher thinks UnrealScript is still here

thin panther
simple field
simple field
maiden wadi
#

My main tech professor was an agricultural degree holder. We used to joke that he was making "server farms". 🤷‍♂️

simple field
#

LOL

thin panther
#

I would also say this depends on the class. If you were in Computer Science or elsewhere, I can reasonably imagine his surprise. (still doesn't make his reasoning sound though)

simple field
#

Basically the last game that teacher played was Prince of Persia, I think that is more than enough to describe his knowledge

#

and also when I told him that almost no one uses CPP in UE (for the majority of general stuff), he told me I should have made my own game engine

#

almost started laughing at him at that point

latent venture
#

is there a way in blueprints when printing information to use a newline? because its printing everything on the same line and it doesnt help me 😦

dark drum
latent venture
#

but i want to print moree things in the same print

dark drum
thin panther
simple field
thin panther
#

lmao

simple field
#

welcome to Czech republic

latent venture
thin panther
#

Sounds about right

thin panther
#

High schoolers and their damn *checks notes* ...engine making?

simple field
latent venture
dark drum
simple field
latent venture
simple field
#

so the morality is that good people still exist

open acorn
#

if I have an enum to hold the names of places I want to unlock, I can't use a DataTable to change the value of unlocked or not, right? So what data container would I use to store and change name and unlock-ed-ness?

gentle urchin
#

Change name,

#

Wouldnt you just add it to some "unlockedareas"

#

In gamestate i guess

open acorn
#

What variable type would you hold it in?

gentle urchin
#

Array perhaps?

#

Is it just a name

#

Or map

#

Exclusive by default

open acorn
#

oh just... haha i was thinking i needed to store both the name and the bool, but I could just have an array of the locations that are unlocked.

#

let me try that real quick

past compass
#

is it acceptable to create a save game object inside of a player state?

gentle urchin
#

Sure

pulsar vigil
undone galleon
#

So I'm not sure how to fit these pieces together, much less if this is the appropriate channel.

I have six integers, with a range of 0-100, for a creature's "personality" that I'd like represented as a seed. Not only so it's easier to recognize in testing, but also for quickly sharing sets with other people on my team.

That's well and good, but I want the seed to map to an indexed list of real names. I'm already just adding the vars together, but that won't allow a unique name for each configuration, rather just its sum.

What do I need read about so I can put this all together?

I could create a huge set that's every combination of 0,0,0,0,0,0 - 100,100... but that's inflexible and kinda hacky.

gentle urchin
#

12 hex characters?

#

2 for each int?

#

6 bytes would also work

#

Wouldnt be much of a seed, just.. another way to say the same thing

undone galleon
#

Oh! You'd think with how much doom modding I've done, I'd remember other number systems lol!

Thanks! I'll puzzle about with that.

fierce crypt
maiden wadi
simple field
gentle urchin
#

Just make sure you publish it with his user acc lol

pulsar vigil
# fierce crypt Any good resources on how to ABP? All tutorials I find are not that great, and I...

i feel u but u pretty much have to do all of them at least thats what i did, as advice caching stuff and this system look complex and weird but its awesome and actualy simplier than anything else (but at first its realy confusing). im also not an expert for example idk how multi thread work cause i dont need it for now anyway but just saying. what keyword node u want to learn about mainly is

  • blend pose by bool
  • Layer blend per bone
  • montage slot and grp slot
  • cache state machine
fierce crypt
frail onyx
#

i have a bunch of the same actor placed into my world, is there any way i can make it so only one of them at a time and at random is able to execute something?

fierce crypt
#

Or something like that in a custom gamemode maybe?

#

Like I said, not an expert, I’m curious if these would work

pulsar vigil
# fierce crypt Any specific ones you recommend?

depend exactly what u want to do and the video or the support for me doesn't matter its the number of sample of information u get, every time people tell me to find official ressource or well made tutorial but at the end only confronting everything bring u what u want

pulsar vigil
vivid fog
fierce crypt
#

Would it be better to do that within a gamemode or somewhere else?

frail onyx
fierce crypt
#

Theoretically, maybe? But not optimal probably

vivid fog
#

You could do it in the level BP, or more ideally create a separate "dummy actor" that you can drop into the world and put your array of other actors you want to do things with.

leaden sun
#

Has anyone used the Async Loading Screen plugin? Having some issues where after loading has complete textures/assets aren't actually fully loaded until another 5 seconds or so passes

#

Also - how can I delete the "cache" of loaded textures so that I can test this repeatedly? Where are they located?

frail onyx
distant elk
#

Hello. Artist here with beginner knowledge of blueprints. Can I somehow manipulate instanced foliage actors using blueprints? I would like to collect foliage in a certain area and put it in a user chosen "instanced foliage actor", instead of the seemingly random collections unreal makes

white oxide
#

How come when I copied over my widget blueprint it broke the object references? All I did was copy and paste over a new one and change the name

lofty rapids
#

you'll probably need to delete that foreach, and create another one with the bp type

#

it looks like because you changed it, it didn't change in foreach

#

i've seen similar

vivid fog
lunar sleet
#

yeah, some of those functions get stuck with the last signature until you readd them ^

vivid fog
#

Events are usually reserved for something you want to happen on one specific actor or class. If you change what you want to happen in a function, your randomly-chosen actor will be the one that runs the function.

frail onyx
maiden wadi
white oxide
distant elk
vivid fog
maiden wadi
frail onyx
lofty rapids
#

or you could make it false last, and true new one

frail onyx
#

and maybe to make it more interesting have that random selected actor change every 5 seconds so then only the new selected actor is the one that can make a jumpscare happen

distant elk
frail onyx
gentle urchin
#

Would expect world partition to splitnup foliage but

#

Perhaps the editor system is one and the same

maiden wadi
#

Also. Landscape 🤮

vivid fog
lofty rapids
vivid fog
#

On Overlap -> tell dummy actor to get random barrel actor in array->dummy actor calls functionality on the random barrel chosen

frail onyx
lofty rapids
#

it would select a random one, i would probably make it an event or function that you can call to change the random one

lofty rapids
frail onyx
maiden wadi
#

GetAllActorsOfClass output already is a cache. 😄

lofty rapids
#

it wouldn't matter where it is really, as long as you can access it to run the thing

#

but if you have a blueprint function library, might be a good enough place for it

frail onyx
lofty rapids
lofty rapids
frail onyx
#

noice it works ty!

lofty rapids
#

depending on how many barrells you have you may want to offload that to c

#

but a few barrells should be fine

#

if you got a massive amount of barrells c for sure

frail onyx
#

it should be less than 50

#

I'm not sure if that's considered a lot but yeah

lofty rapids
#

50 would be ok i would guess

undone nebula
#

hi, i am new(ish) to blueprints within UE5 as i primarily stick to 3d art, but i have been challenged with creating a vr game by my university for my assignment. I am creating an escape room and I am making it so you find 4 objects, place them into a box with a collision which then triggers an event of completing the game (once all 4 objects are in their 4 respective boxes). currently the game completes after 1 is in their box, how would i fix this?

lunar sleet
#

so you can understand why it's happening

undone nebula
#

i understand why its happening

lunar sleet
#

you do?

undone nebula
#

i just dont know how to fix it, what nodes to use to make it check if all 4 are in the box before completing

lunar sleet
#

well

#

you could increase an int counter each time one of those is true

#

for instance

undone nebula
#

ive tried multiple things but i get the same scenario as i am not experienced with code

lofty rapids
lunar sleet
#

then your win game condition is counter == 4

#

several ways to do this, but that's prly the most basic I can think of

lofty rapids
#

with that logic you may be able to cheat and add a few of the same

lunar sleet
#

he has Do Once on each path

lofty rapids
#

i c

undone nebula
#

works like this

#

but im aware this is probably the worst way to do this

#

but with the deadline in a week i couldnt care less lol

lofty rapids
frail onyx
# lofty rapids 50 would be ok i would guess

ok, also one more quick thing, do you know how i can get it to print a string of the name of the current selected actor for testing? when i tried doing it like this it just prints a bunch of the names of random actors and sometimes twice

undone nebula
#

thanks for the help tho, made me realise what i was doing

undone nebula
lunar sleet
undone nebula
lunar sleet
#

basically what engage was saying 😅

lofty rapids
undone nebula
#

thank u

frail onyx
#

i put it on a timer for 8 secs and looping

#

but i tested it without the timer and it still does this

lofty rapids
#

well then thats why it's printing multiple

#

without the timer it shouldn't print more than one

#

unless you call it more than once

#

when do you run it on beginplay of the barrell ?

#

you want to run it just once maybe beginplay of character or something

frail onyx
#

hmm that's weird. This is how i just tried it and it did this still

#

yeah its on begin play

lofty rapids
#

of the barrel right ?

frail onyx
#

yeah

lofty rapids
#

because that would be the case, your running for each one of them

#

you don't want it to run then

#

just once maybe in a manager actor on begin play, or the character

frail onyx
#

ohhhhh ok

#

so i could cast to the bp_barreljumpscare on begin play of my player bp and then have that activate the pick random function on a timer?

lofty rapids
#

well i wouldn't put the event in the barrel itself

#

maybe like i mentioned a manager actor

#

it would seperate the barrels logic from your character

#

so if you were to switch characters it would still work

#

or you'll just have one character ?

#

putting it in the barrel itself just unnecasserily making duplicates of the same event

#

so each barrel would have that event

#

where you just need it one place

frail onyx
#

so i'd need to move this whole part into a new actor?

#

and the part that calls the function with a timer also?

lofty rapids
lofty rapids
#

selecting a new one each time ?

lofty rapids
frail onyx
#

yeah every like 8 seconds or so i want to select a new one

lofty rapids
#

you may want to consider saving the last ones index, so you can just remove the last one and set the new one

#

instead of looping each time, but that's just an optimization since your running it every 8 seconds it would be better to use last

#

you could keep all this in the manager

#

barrelmanager or something like that that does all this logic for the barrels

#

once you get it working, then you can optimize it

frail onyx
#

ok, i think i want it to be able to select one multiple times also

#

like it could select the 4th barrel then the 11th, 14th, and then back to the 4th

lofty rapids
#

ya random will make it so that could happen

#

or you could get 4,4

#

or anything ig

frail onyx
#

this is so weird lol, for some reason the name that its printing isnt the one that it's selecting

lofty rapids
#

thats strange

frail onyx
#

like its working, and only making one of them active at a time, but its not printing the correct name

lofty rapids
#

idk why it would do that, your printing the one your selecting ?

frail onyx
#

the output of get is the one im selecting?

lofty rapids
lofty rapids
#

that makes no sense

lofty rapids
frail onyx
# lofty rapids it should be, yes

idk its not showing the print screen on my screenshot, it goes away when i click on my screenshot thing, but on the print screen it showed bp_barreljumpscare8, but i clicked on the one that's set to true and its bp_barreljumpscare9

lofty rapids
#

it doesn't make much sense to me

lofty rapids
#

it's just odd behaviour thats all i can think would be the issue

#

i don't know if that does that, but it's a bit weird if it does

fair inlet
#

Is there any way to have greater control over voice chat if using steam voice?

#

or more specifically, a VOIP talker setup

gentle urchin
#

You gotta cache the resulting reference, or the random value.

#

Otherwise it pulls a new random value

#

For each connected "execution" node.

lofty rapids
#

makes sense

gentle urchin
#

Common trap tbh

lofty rapids
#

pure nodes are kind of new to me so i forget that stuff

gentle urchin
#

Pure nodes dont cache their results, and is re-calculated every time an exec node pulls from it

lofty rapids
#

pure function vs regular function in unreal is first time i seen such a thing

gentle urchin
#

Many times it can therefore make sense to leave it umpure, even if it technically could be pure.

timid parcel
#

how can i cast to an actor component in a widget (what goes inside the object pin or is there some other way to cast to it?)

gentle urchin
#

You need a reference to it

#

Where is this component placed? Which actor?

timid parcel
#

third person character

gentle urchin
#

So the pawn

#

Theres a get owning player pawn

#

You can use

#

This assumes you've setup the owning player when creating the widget

#

So

  • GetOwmingPlayerPawn->GetComponentByClass()->Cast to BPC_Inventory
timid parcel
#

it still doesnt work maybe i didnt setup owning player when creating widget. how would i do that

gentle urchin
#

Input the owning player controller when you create it

#

Where are you creating it

timid parcel
#

like this?

gentle urchin
#

Sure, i guess

#

If its singleplayer sure

sand bloom
#

quick question does anyone know whether a class variable is expensive? Like some variables are expensive right, like how storing a specific actor reference means it's loaded into memory.. a class reference instead isn't expensive right?

gentle urchin
#

It can be

sand bloom
#

ahh really

#

so I guess this idea for a struct to use for a inventory is not great hm

#

if it can be expensive

#

I just wanted a quick way to do it basically

#

what about it can make it expensive?

#

I was hoping it would store a reference of the specific actor without actually loading it in. Just a identifying reference that's cheap enough

gentle urchin
#

Itd probably fine for this tbh,

pulsar vigil
gentle urchin
#

I use sift class refs so i only load them when i need them

sand bloom
#

ah okay yeah i'm not really familiar with sift haha

#

just wanted to be sure i'm not making some big mistake in terms of performance

lofty rapids
#

soft*

sand bloom
#

i'd imagine it was fine but you never know

sand bloom
#

wondering how it works

#

that makes more sense

gentle urchin
#

😂😂😂😂

#

Soft yes

#

Phone fingers

sand bloom
#

i should look into using soft object references haven't really used them before but maybe it's time

#

haha yeah it happens

#

thanks

frigid summit
#

hi guys why is the charcter keeps running when the timeline here is finished

faint pasture
frigid summit
faint pasture
#

you never set it to 0 so if velocity is what's driving your movement then it'll stay at the last thing you set it to

frigid summit
faint pasture
#

I mean your code is a mess, what are you attempting to do here?

#

what should pressing Down do?

frigid summit
lofty rapids
#

it looks like your animation isn't in place ?

frigid summit
dark drum
frigid summit
lofty rapids
#

the run animation tho

#

it looks like that is out of wack because the camera isn't following it

dark drum
frigid summit
modest monolith
#

Why this destructible mesh doesn't do nothing if I interact with it?

lofty rapids
#

is the cast failing ?

modest monolith
versed sun
#

does the mesh itself have a collision?

modest monolith
versed sun
#

the mesh asset itself , open it in the content browser

dark drum
modest monolith
modest monolith
modest monolith
#

but it's a mesh problem 100%

#

It always worked, now i'm just making the mesh to destory in chunks with apex destroyer

dark drum
# frigid summit yea i enabled it but still

Hmmm it's hard to say but if he's not standing in spot (and looking a little weird) with root lock, I would lean towards a bad anim. Not all anims are made with games in mind.

Did you make it yourself or get it from somewhere?

dark drum
versed sun
#

I dont have any destructible in my project, so i dont know if its different
Look for something like this

modest monolith
frigid summit
# dark drum Hmmm it's hard to say but if he's not standing in spot (and looking a little wei...

well i was following this video but end up like this https://www.youtube.com/watch?v=rVhiuCS6DVI

Welcome back to part 8 of our tutorial series for creating an Endless Runner game in Unreal Engine 5.1! In this video, we'll show you how to add Custom Characters and Retarget the Animations.

Assets: https://bit.ly/3pCAXJ7
Note: Before using any of the assets, please make sure to read the Readme file provided.

Reallusion's Auto Setup: https://...

▶ Play video
modest monolith
lofty rapids
versed sun
modest monolith
#

Oooooh I found out why!!!

pulsar vigil
versed sun
#

if the Static Mesh and the Dest Mesh are the "same", you could keep the Static in the world, and replace it with the Dest when you interact

#

Smoke and Mirrors

dark drum
pulsar vigil
# frigid summit well i was following this video but end up like this https://www.youtube.com/wat...

if ur root motion bug look at this video to verify name convention https://www.youtube.com/watch?v=c41Di_Umhkc

Another Important Setting:
a) Setting scales to centimeters in the Blender with unit 0.01
b) Applying transform (CTRL + A) in object mode for both Object and Armature.
Rename & Select are the Key Points.
How to Export Rootmotion from Blender to UE/root bone/ keep animations in place.

▶ Play video
flat coral
#

Is there a way to "clamp" a vector in local space so it cannot point towards a certain area (say, a capsule collider)?

versed sun
# flat coral Is there a way to "clamp" a vector in local space so it cannot point towards a c...

this looks like something that might help you https://www.youtube.com/watch?v=04GFzeYbGLs&ab_channel=RodrigoVillani

The last (and most complex) of the Look at functions in Unreal.

00:00 - Coming up
01:07 - Intro
01:37 - The setup
02:19 - Shortest Rotation Path
03:52 - Params: Current Transform
04:16 - Params: Target Position
04:39 - Params: Look at Vector
06:31 - World Space
08:34 - Params: Look at Vector (cont.)
12:36 - Params: Clamp Cone in Degree
14:20 -...

▶ Play video
flat coral
#

Iiiiiinteresting.

#

Aw the clamp cone is backwards of what I need

#

Still, this is useful. Look at rotation is a potential piece

white oxide
#

Noob question: How do I loop the sound while the player is touching the cube?

flat coral
maiden wadi
white oxide
flat coral
#

A WAV can be set to looping directly, or you can do it in a Cue that wraps the wav

#

Also frankly, managing sounds via BPs is a bit of a noob trap. You CAN do it, and sometimes it's the right call, but more often it's a lot more effort and complexity than using the tools the unreal audio system gives you

white oxide
#

I see, thank you for the info

#

What's the node for "stop sound"?

maiden wadi
#

Start with SpawnSound

flat coral
#

Like this case for example. Sure, this isn't much code we're talking about here, but are you certain you couldn't solve this with AmbientSounds and AudioGameplayVolumes? Because that would be zero code.

white oxide
#

Umm I'm not sure, this is the way I can comprehend with my current level

#

Got it going TYSM

flat coral
#

My point is, it's worth it to take a look at the tools that are available for managing audio in Unreal, before cutting code to manage it "manually"

flat coral
trim matrix
#

guys i finally quit Unreal engine
sorry for say that random but i give up
I just heart so many people saying, Its hard and you cant do it, and yea maybe i cant do it.
i looked up on a youtube video, where is taking 3 HOURS to watch it and i saw at the middle
of the video is was an error that was not on the video and for me it was. and i respect every single think
but yea maybe makeing games is not for me, i will just keep playing epic games, games and watch others do and not me
if no one cares, its ok. atleast just to see the message its enough for me

maiden wadi
#

Can't wait to never use FMOD again. Gonna be fantastic.

trim matrix
#

Because its just to hard to understand. i am 1 month developer and its stressfull

dark drum
flat coral
#

I majored in computer science for a 4 year degree, then worked in the tech industry for 10 years, then I've been in Unreal for almost 3 years.

#

No one knows shit after a month

trim matrix
#

and i was so happy that i find the perfect video

#

and its just useless

#

i cant learn some stupid blueprints to make it my own

#

i am crying rn :( i am felling useless

flat coral
#

Dude video tutorials might not be the way you learn best, then. I certainly have never watched a 3 hour video tutorial either

trim matrix
#

until i just rage out

dark drum
maiden wadi
#

I followed a little multi video city builder when I started. I went through it twice. First time just doing it identical. Then I started it again in a fresh project and stopped at every point to search things and try to understand what they were. Took me a couple of hours to understand wtf an Enum was. That was a little over four years ago. And I'm still to this day stressed by learning new things to tackle. ATM I'm trying to get my head around ECS better to tie higher counts of objects to games.

Development is a constant process. And you need constant patience. You're going to get frustrated. You need to accept that you're going to feel like you're wasting large swaths of time on things that feel like they should be much easier. Some people in this industry literally spend decades never leaving their bubble field. Like a gameplay programmer who never touches AI or UI.

lofty rapids
#

with all programming the learning just never ends it seems

dark drum
#

I can remember the first thing I made in UE4 that sort of resembled a game. It was a very poor idle clicker type thing that was pretty much just clicking a static mesh to increase an int, but... Being new, I did everything on tick... 🙄 yes it was awful, I'm surprised it got 30 fps. Lol

flat coral
#

My strategy is always to just learn the smallest thing possible. It's the one piece of programming advice I've never stopped giving no matter what I was working on. This is a discipline that's about breaking up the problem into the smallest possible parts.
Don't try to learn to make an RPG, learn to make a character jump. Learn how to make a UI button you can press.

#

And that way, when it doesn't work, you actually can look at it and understand WHY things are happening, because it's all built out of pieces you understand

maiden wadi
#

Only thing I've made that even resembles a game was a little Asteroids spinoff for a GameJam. 😄 You had to scan little tears in space and go through them but some just teleported you around the map.

Everything else I start and I get caught up in the tiny details way too much.

trim matrix
#

i already did that

#

but how i can learn

#

from learning everything for blueprints

#

and then put me to make a door

#

open and close

#

AND I DONT KNOW

#

HOW

#

because its hard to remember

#

animation,rotation of the door

#

collision

lofty rapids
#

are you new to programming in general ?

trim matrix
#

and much more

trim matrix
#

this is my first contact

lofty rapids
#

not a bad way to get into things visually

#

bp is a neat language

maiden wadi
#

Repeat it. Do it again. Do it a third time. Follow the guide every time til you can do it on your own. Find another door opening style. Do it. Understand what is happening with the code.

lofty rapids
#

i think for a lot of people ue can be overwhelming theres a lot going on if you don't get it it can be confusing

flat coral
#

It's totally possible to learn programming through Blueprints in Unreal, but you need to go into it with the understanding that you are learning programming. Just because it's lines and pretty colors doesn't mean it's not code.

#

Like, this is something people spend years learning, decades.

trim matrix
#

HOW

#

because

#

is 2 cubes

#

connecting each other

#

and you can make something

#

is not html or css

#

i hate both of them

lofty rapids
#

get a tutorial that shows you the basics of blueprints

#

not a specific thing but nodes, how they work, when they fire

#

stuff like that

turbid bison
#

urgh why do we need to cast child actor to their real class ?

maiden wadi
#

Like I said above. My first session was following that city builder thing. I think I literally spent a couple of days just watching those, hooking up stuff like he did. Then I went back through it a second time for over a week, pausing and looing up stuff, rereading through the blueprint nodes to try to follow the logic. That's almost two weeks just following someone else's stuff. I spent months after that reading blogs, watching random tutorials and trying things before I really got comfortable enough to make something on my own.

trim matrix
#

and learned Variables

#

the Float,The rotator

#

etc...

#

and what you can use for

flat coral
turbid bison
#

also. I created an actor 'Launcher' whose purpose is to make other actor launch stuff. It creates splines meshes for the aiming arc, so I had to make it an actor. Am I doing something bad, or is it a valid design ?

turbid bison
flat coral
turbid bison
#

yep, but this actor is pretty meaningless by itself

flat coral
turbid bison
#

it could be triggered by other stufff though

turbid bison
empty pond
#

You might try recreating your camera. My original camera created in 5.3 had the same issue you mentioned. Just created a new camera and it seems the width setting is working agin.

maiden wadi
#

Child actor components are fine for runtime use. But they carry a bad stigma due to some of their serialization issues with maps.

#

Lol.. Good case on always learning new stuff. I'm a pretty competent UI and Gameplay systems programmer but I've never messed with audio stuff much outside of UI. @flat coral's point above made me check out the AudioVolumes( Note this is a volume "OF" audio, not a volume for audio, weird name). 😄 Would be a possibly good thing for @white oxide.

flat coral
maiden wadi
#

Second one isn't in the placable actors panel. 🤔

maiden wadi
#

Ah, plugins of course. 😄

flat coral
#

I don't usually mess with them but these ones seem on the path to becoming core, and GameplayVolume did what i needed in a way that AudioVolume didnt

maiden wadi
#

I love plugins. Like 85% of my gameplay programming is generic stuff in plugins. 😄

flat coral
#

(Use case was different ambient sound tracks playing inside vs outside a structure)

lunar sleet
pine trellis
#

does anyone use UE remotely? I am trying to use google remote desktop and its fine for blue prints but it acts weird when tryong to control the players on the screen

pulsar geode
#

Is it possible to pose the bones of a skeleton in the main viewport editor?
I have a 2 bone simple mesh that I would like to be able to move/scale the bones while building my level.

viral ember
#

Hello I am working on a multiplayer game and I am using the advanced sessions plugin but when I call this function the level doesn't load into the session it loads on the standalone game how can I fix this issue.

maiden wadi
# lunar sleet You sure love your modularity 😀

I mean most code is reusable between games. People just convolute it. A great case. What is the difference between a survival game's crafting system where you queue up crafts, an RTS game's system where you queue up units to produce, any sort of game's research, or a situation in any game where you upgrade something to something else?

The answer to that question is Input, Output, and Time Involved.

  • One takes resources from an inventory and outputs something new to the inventory instantly or after a time.
  • One takes player related resources and outputs a spawned actor the player can control.
  • One takes past research links, resources, etc and outputs a specific research link.
  • One takes a thing and probably other resources or requirement inputs and outputs them as a new upgrade.

Every single thing that can be defined this way can be wrapped into two structs.

Struct1
PrimaryAssetID = Thing
Integer = Thing's count

Struct2
ArrayOfStruct1 = Input Things
ArrayOfStruct1 = Output Things
float/double = Time Involved(technically this can also be an Input)

Everything past this is game specific, how you handle the time. Is it linear? Do perks multiply it? Is it turn based?

And you can specify anything as a PrimaryAssetID if you correctly create data assets for your "things". Inventory items, mana, energy, perks, granted abilities etc.

Write most of this logic generically and now you have a system that can turn one set of thing(s) into another set of thing(s) with very little per project effort.

#

This is just one major gameplay example. Generalize stuff in a modular way enough and you have very easy to reuse systems for any project you work on and they're much cleaner and easier to follow for bugs and UI.

turbid bison
#

oh i see what u mean now with child actors

#

who the hell decided it was good design that you need to replicate child actor AND the inner actor in the child actor ?

maiden wadi
#

ChildActorComponents normally aren't used in cases where you need a replicated actor. They're meant to be more display like local to a client mostly.

open acorn
#

Question: Am I not understanding something about functions? Do I have to do this check outside of the function for this to not fire twice?

maiden wadi
#

Do you have any written programming experience? Enough to follow pseudocode?

#
void IfTown(ESomeEnum Location)
{
    if (Location == Something)
    {
        Print("true");
    }
    else
    {
        Print("false");
    }
}

void EventEnterLocation(ESomeEnum LocationToEnter)
{
    IfTown(LocationToEnter);
    Print("Why is this firing?");
}```
#

EG this kinda. You've called EventEnterLocation. Which calls IfTown. That does some stuff that prints. It leaves IfTown and does the next line which is the print afterwards.

open acorn
#

ok i see... when you actually write it out in code it makes sense.

turbid bison
#

ChildActorComponents normally aren't used in cases where you need a replicated actor. They're meant to be more display like local to a client mostly.
So, what can I do, if I want to add behavior to a class, that I cannot do with an actorComponent, and that I want to replicate ?

maiden wadi
#

What was this for again? What did you need the child actor for in this example?

turbid bison
#

It is used to create a spline mesh, and handle launching behavior

#

launch could be a actorCOmponent, but Meshes cannot

maiden wadi
#

I more need the answers of What are the meshes? What is their function? What is this system for? Why do you need a spline vs some sort of projectile system?

turbid bison
#

I want my PC (and probably some NCP to launch stuff). The meshes are spline meshes that show the expected trajectory of the throw

#

basically, I want something with methods 'simulateLaunch' that creates the splinemesh, and launch that spawn an object, and apply velocity to it

maiden wadi
#

So the thing is you need two systems. The spline is secondary. It's visual. It takes some parameters and sets itself up based on factors like velocity of throw, mass of thrown object, gravity, etc etc. You can also do this in a niagara emitter too.

The actual launch should be something more like spawning a new actor with a projectile movement component on it via a simple SpawnActor node.

turbid bison
#

projectile movement has its own issues

#

notably projectiles tend to despawn on hitting ground

maiden wadi
#

That has nothing to do with the PMC. You dictate what happens to them when they hit something. You can set settings up to make them bounce, etc.

turbid bison
#

That is not the issue anyway, the code itself works. Issue is when I want to make it more maintainable

#

How are weapons usually handled ? I guess they are actors ?

maiden wadi
#

Depends on the implementation. For example our last project had Actors that spawned projectiles or did traces via a dynamically set firing component.

Now we're following Lyra a bit more and the weapon actor is kind of more for display. GameplayAbilities manage spawning or projectiles or traces using the ability owner's attached weapon to do visuals and spawn/trace start locations.

Some weapons are just MeshComponents with custom logic, less extensible.

Some weapons don't even actually exists and are integrated into the skeletal mesh of the character due to needing many instances and not wanting to pay the component movement update cost.

turbid bison
#

hmm thanks

#

I dont see what solution i gonna use rn

#

gonna revert my changes of tonight anyway, my solution does not work

turbid bison
#

is it OK to attach an actor to a component to get actor behavior, that are replicated ? Or would I have weird issues, like with ChildActor ?

#

Surest way I see, the actor component will return a PathData[], and it will be the owing actor responsability to make a spline appear with this. makes me copy/paste the spline stuff, but heh, it is quite small anyway

lusty shard
#

I have a logic challenge/problem... How do I make the 2nd building doorway snap to the placed buildings doorway. Both doorways have a SnapPoint child actor that respends to overlap events. The building in placement mode is being told to snap to the other when the overlap triggers.

turbid bison
#

What I would really want is a mixin, but this is probably not doable with blueprints

waxen rose
#

What is the first class be valid after game instance?

lunar sleet
lusty shard
#

I can get the center of the parent owner... but logic goes
(NotPlacedBuildingCenter)(Snap Point))-->((Snap Point)(PlacedBuildingCenter)).
Goal being that the SnapPoint pulls the other SnapPoint WITH its owner.

#

But not to the center of the placed building. Hard to explain lol

#

and without moving the SnapPoint child actor in relation to its parent owner.

harsh nebula
#

I've been working on this blueprint for a while and now it's time to ask for a little help.

The highlighted nodes are supposed to get overlapping actors with my Collision Mesh and then with the array I filter components by tag and then change the material emissive. It is working correctly except for one "access none" warning which I am assuming has something to do with the array index as normally with some calculations you do the -1. But I cannot figure out how to do the equivalent in this case. I thought maybe a validation check may stop the the warning, but no it does not. Or, am I just missing something simple???

I scoured youtube for some answers but have drawn a blank so far.

Any help would be extremely appreciated.

exotic obsidian
#

How do i do a while condition

#

like

#

How do i show a UI for each ally.
Something like, While in party, show this widget onscreen.

spark steppe
#

you add it to screen when they enter the party, and you remove it when they leave the party...

grim timber
#

can anyone help me with this? I'm trying to create a function in a BP function library. The function is supposed to ensure that the character/player is snapped to the ground on beginplay from the level BP (thats where I'm calling it).

the first print string fires so I know it's being set. The second print string isn't firing so it isn't adjusting the world location
no compile or runtime errors
Character Ref is a local thirdpersoncharacter variable

maiden wadi
# harsh nebula I've been working on this blueprint for a while and now it's time to ask for a l...

Three main notes.

The access none is likely on the branch. You're not confirming that this actor has an actual ISM. You're also only checking one ISM, so if it has more you'll end up with bugs. Maybe fine for this case but it's always good to make things extensible.

The IsValidInstance does not correlate to the index of the actor. ISMs have multiple instances per component. So if you have 15 instances on each component and three actors, you have 45 instances total.

It's worth asking when are you calling this? What is the point? Curious if this wouldn't be better as some sort of material function that works in the shader instead of as a passed parameter.

spark steppe
spark steppe
#

thats the root component? use the character ref... whereever it's coming from (because it should be an actual parameter)

#

function libraries usually aren't aware of the world

trim matrix
#

root component is a component, not an object

spark steppe
#

it's an object, too

#

and it may even work, still i wouldn't use it

grim timber
spark steppe
#

you said this is a BP function library

#

where does the character reference come from?

elfin lagoon
grim timber
spark steppe
#

it's usually referencing nothing unless you set a value for it, which makes me wonder how your first print string works

#

oh nvm

#

the first print string is on the IsNotValid branch, there you go...

#

your reference is as expected never valid to begin with

#

sry, got confused because the node was so far up... (didn't follow the lead...)

#

wait a second.... you then set it based on the GetPlayerCharacter node

#

can you add another IsValid check after that and tell us if that one succeeds or fails?

#

(you can remove the first IsValid check, because it will always fail)

#

ah

#

scale the vector down by a positive number

#

because it's already pointing downwards

quartz lotus
#

What is the best way to get data from a variable from blueprint A to blueprint B?

spark steppe
# quartz lotus What is the best way to get data from a variable from blueprint A to blueprint B...

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
quartz lotus
spark steppe
#

tl:dr: there's no general answer and several concepts which are explained in the video

#

@grim timber that may work

#

even tho i'm not a fan of not having a world context object in the first place to get the player character, but apparently it's fine...

maiden wadi
#

It's automatic in BPFLs

grim timber
# spark steppe your reference is as expected never valid to begin with

ah okay, yeah that's the issue i was having before i set this up this way. I watched this tutorial: https://m.youtube.com/watch?v=x5yx7XqZrrA

Hey guys, in today's video, I'm going to be showing you how to fix and read the error message of "accessed none trying to read...". This covers, what it is, what it means, and how to fix it.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:05 - Overview
00:24 - How To ...

▶ Play video
spark steppe
maiden wadi
#

Yeah. It's a weird feature in them.

spark steppe
#

i know you can get it by searching for the variable

#

ok, then the blue line might not be necessary, but wont hurt either

maiden wadi
#

Technically it would be better if they just wouldn't show the pin in most cases, but 🤷‍♂️

spark steppe
#

yea they did in older versions

maiden wadi
#

It's passed by whatever is calling the function.

spark steppe
#

and that broke quite a few things now, e.g. when you copy a function from one BPFL to another it may end up weird

maiden wadi
#

You can still get it too, manually. There's a getter for the actual variable.

spark steppe
#

yea, i wasn't aware that it also passes it down to all function calls which require one

#

i always manually put one in now, guess i'll still keep doing it tho 😄

maiden wadi
#

I do it out of habit too. 😄 Bugs me a little not seeing it even if I know it works fine.

spark steppe
#

btw. @grim timber chances are that this will actually put your character into the ground

grim timber
#

the second string is printing now, and the character isn't clipping

spark steppe
#

ok, then it's because you change the location of the component instead of the actor

#

wasn't sure how that turns out...

#

not sure if it's a good solution tho

grim timber
#

i don't know either. i really need a course or something on unreal bp's

maiden wadi
#

In this case it's the same thing. SetActorLocation will set the world location of the actor's RootComponent

spark steppe
#

true, so unreal is maybe moving it out of the ground?

maiden wadi
#

Technically actors have no transform on their own. Everything they have relies on their scene components as far as location or bounds.

spark steppe
#

because i'm kinda convinced that the default third person char has the origin not on ground level

maiden wadi
#

CMC probably.

spark steppe
#

could turn into unexpected behavior tho, if it decides to put the character below the floor 😄

maiden wadi
#

If you're using nav meshes, it can be prudent to project locations to them too.

spark steppe
#

i would add the capsule half length as z-offset

grim timber
maiden wadi
#

Character Movement Component

grim timber
#

oh okay

#

can either of you recommend a solid video series or course that i can learn how BP's work? I have gotten stuck on how to reference something several times because i don't understand what reference types are correct

grim timber
spark steppe
grim timber
spark steppe
#

that's fine and the right place to do it

#

for what i would change, it's probably still fixed for ThirdPersonCharacter, i would just use Character as type for the "Actor" parameter

#

so that it's more universal to be used for any character

#

and as said, adding the capsule length as z-offset

#

to not rely on some outer magic to fixup the location

grim timber
#

now*

spark steppe
#

huh? they have an accessable root component?

grim timber
#

i guess? lol

spark steppe
#

still character would give you access to the character capsule

#

so i would change it either ways 😛

dawn gazelle
# grim timber can either of you recommend a solid video series or course that i can learn how ...

Getting references is knowing how one thing relates to one another. If there is no relation, then it's difficult to get a reference.
How to reference something then is figuring out if there is an existing relationship and using it, or creating that relationship yourself if two things need to know about each other but they wouldn't normally.

Some examples:
If something is a component of an actor, then the component can get its owner in order to reference the thing it is attached to. In the owner hopefully you have a direct reference already to the component as it was added on the owner, otherwise you can use other tools like "Get Component By Class" or "Get Component With Tags" to determine the correct one.

If something is causing a collision to trigger (like OnOverlapBegin/End or OnHit) "Other Actor" is usually the Actor that is triggering the collision notification to happen on the actor the overlap event is happening on.

Having a player input trigger some logic to another actor like an "interact" event, but passing the information back to the player character that performed the interaction - you'd just need to pass through a reference of "Self" through the function, then the interactable actor can call back to the original actor that triggered its interaction.

grim timber
grim timber
spark steppe
#

the owner is usually aware of what it owns

dawn gazelle
#

An example would be if the component is attached to the actor at editor time, or you add the component in code and set a reference to it.

#

So then, it's knowing what may have what, and you can bounce between the different objects to try to get the thing you're looking for....
Like with a PlayerState reference, I know I can get it's controlled pawn from it, and if I know I'm using a Character, I can get a Character Movement Component.

grim timber
dawn gazelle
#

Yes

grim timber
#

are widgets actors too?

dawn gazelle
#

No

grim timber
#

you guys are being so helpful, thank you 🙏

grim timber
exotic obsidian
#

Does loading a level not unload a previous level?

#

I thought levels were fully seperate

#

But i notice inputs from previous level happening

spark steppe
#

because: if you click on your character you'll notice that the gizmo is above ground in the middle of the character

#

and you are currently setting your new location (which is this point) on the ground

spark steppe
grim timber
spark steppe
#

that's what you actually do (and the current assumption is that the Character Movement Component moves it out of ground)

grim timber
#

oh okay

timber crystal
#

Can someone explain to me how I can quickly fix this?

So the line goes straight down to see whether there is still a wall/floor there or not

Just need a straight down line

shut canyon
#

Start is 300, 0, 0, end is 0, 0, 300 - not a straight line

#

Well, not a vertical line

dawn gazelle
#

Might be easier to change it to addition and do 300, 0, -300 just so it makes a bit more sense

frigid summit
harsh nebula
# maiden wadi Three main notes. The access none is likely on the branch. You're not confirmin...

Thanks for the info. I appreciate your time on this. More info to put in the memory banks.

I've just changed to "get components" instead of "find Component" I'm using 2 component tags and when I set the second tag up, all errors just disappeared.

The implementation I'm doing is retro reflective road signs so there is an emissive value when the sign is lit and then off when the sign is not lit. So far with shaders I have not found a solution that can handle lit or unlit.

So I implemented a cheap "dirty" trick to use a cone mesh as collision for the extent of the car headlight which activates the emissive on a begin overlap if headlights are on, however I needed a already overlapped check when I turned the lights off and on so that the already overlapped instances will switch their emissive.

I hope that kind of makes sense.

gentle urchin
#

As high as you can

#

And generally name it accordingly

#

Or pass the actor to snap in as an input.

#

Makes far more sense for a generic snap function

#

If you also include a primitive component, you can specify which component is ment to be used for snapping to ground

#

Makes it far more useable

timber crystal
dull crest
#

Does anyone know why my "draw debug line/arrow" renders cut in/out depending on my camera rotation? its making it infuriatingly difficult to actually use them

grim timber
gentle urchin
#

Neat. Didnt notice^^

teal tendon
#

Hey can anybody help me with this, I am using global time dilation to slow down the world and custom time dilation to change a certain object time back to normal but the the thing is it is not affecting the material the object is using and it is moving with global time

#

can anybody help me with this

grim timber
teal tendon
#

I tried switching material when I am slowing the world and setting the object time to normal but it is a bit jerky and is obvious in the scene that the material is being changed

#

can anybody help me with this

untold fossil
#

Hello. Does anyone know where I can find a graph / schematic / flow chart to see which objects are created when and in what order such as gamemode, gamestate, playerstates, controllers, characters, ... I'm trying to set up a save and load system and need to know what is accesible when.

grim timber
teal tendon
#

these are the screenshots

#

Here some other screen shot

odd kiln
#

Hi all

#

Does anyone know how can I make a "priority" system for a "sphere trace" ?

#

Like when my Sphere Trace is spawning, I want it first to check some actors and then if it does not exist check another?

dark drum
dark drum
odd kiln
dark drum
odd kiln
#

Thank you I will try this right now !

#

The problem is that both actors are at the same "location" and it always check the same actor at first

dark drum
# odd kiln So I loop through the hit actors and then if my "priority 1" actor is not hit, I...

Sort of, you could probably do the check with just the one loop. Have a local var for the current actor and when you check the hit actors, if this null (empty) just set the current hit actor in the loop to the current actor. If the current actor is already valid, check what they are, if the current actor is a higher priority actor, you don't need to do anything. If however, it's a lower priority for the current hit actor in the loop, set the current actor to the new one.

inland walrus
#

Hey, what do I use if I want the image to have like a faded left, right and bottom opacity?

inland walrus
queen heron
#

is there a better method to check if the tracer hits a particular actor?

odd kiln
odd kiln
dark drum
queen heron
#

but idk if I'm doing it right

#

it works fine and all tho

#

maybe I can use a structure with all the possible interactive actors?

dark drum
# queen heron I wanna do the interaction where you're required to look at the object you wanna...

You want to either use an interface that you implement on all the actors you want to be interactable (the actor would decide what happens when an interact function is called) or alternatively, you create an interactable component you place onto the actor you want to be interactable. This would have an OnInteract event dispatcher that it's owner can override.

You're interaction system would then just either call the interact interface function or get the interactable component and call the relevant interact function on that. (depending on the method you go for)

queen heron
#

hmm

dark drum
# queen heron I wanna do the interaction where you're required to look at the object you wanna...

This is a tutorial I made that shows a setup using the interface route that might give you more of an idea. You should be able to tweak it to you're needs.

https://youtu.be/yvRZVX_HD3E

Welcome to this tutorial on how to create an interaction system in Unreal Engine 5! In this video, we'll go over a different approach to making an interaction system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add a modular interaction syst...

▶ Play video
queen heron
#

will check it out

#

yeah, with interfaces it works like a charm

tepid raft
#

tryna make another event beginplay but wont let me i need a seccond one for stamina bar

gentle urchin
#

Just connect it to a sequence

#

Or custom event and call that

tepid raft
queen heron
#

you can choose either custom events or sequence node

gentle urchin
#

Or just connect it to the end of the beginplay chain

dark drum
tepid raft
#

im trying to get a sprint bar but i cant make it appear on my screen

#

nvm i found out

obtuse mulch
#

is it possible to draw particle infront of everything?

grim timber
#

from a novice perspective it looks too simplistic

tepid raft
waxen mason
tepid raft
#

hope dis helps

grim timber
waxen mason
grim timber
tepid raft
grim timber
tepid raft
#

yea

grim timber
tepid raft
#

SOIHOGFH i dont english

grim timber
tepid raft
#

i am very smart 👍 );

waxen mason
#

If you want him to stop completely to regain stamina, in the "increaseStamina" simply check if the speed is EQUAL to 0
If you want him to regain while walking, check if the speed is equal or less than the 300

tepid raft
#

ok

humble pike
#

Hello all, I hope you are doing well.

I am looking for help. Is anyone familair with NVIDIA Omniverse Audio2Face and Unreal Engine 5.2? More over, how to get data between the programs, and more specifically, how to see when the model is talking.

Thank you and have a great day! 🙂

waxen mason
#

When you check if stamina is >= 100, add the condition to check speed and use an AND

tepid raft
#

i did it and im happy (; my brain did a thing

dark drum
# tepid raft

Timer by Event are your friend. 🙂 When you sprint, start a timer to decrease health. When stamina is depleted or the player stops sprinting/moving, stop the timer handle and start a new timer by event for regenerating stamina. When stamina is full, stop the timer handle.

primal lichen
#

Hello Guys i have a weird behavior which i dont unterstand. My Game and gamemode works fine if i play it in unreal engine. As soon as i restart the game via blueprint my gamemode stops working for counting targets, everything else works. If i close the game and launch it again it will work just fine for the first play through does somebody know what could go wrong

dark drum