#blueprint

1 messages · Page 151 of 1

lofty rapids
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it's just a guess but it should work you may need to multiply the value by a float or something to get the amount you want and wrap the rotations i have not done much with rotation but in theory it would work

lethal pollen
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Maybe it could be easier to attach the 3D Widget to the camera.

lofty rapids
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you want it to rotate with the camera ?

odd kiln
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Why not if the camera rotates with the mouse it could be a good idea

lofty rapids
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if you want it to lookat camera, lookat is a good choice like mentioned

lethal pollen
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Yes, Find Look At Rotation could be helpful.

boreal jackal
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took me a while just to make this still wip.. and ill need to remake it cos it just uses actors, been a pain tbh.

hoary junco
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so, I have a system of inventory where I have an inventory of items I've picked up, the inventory is built out of a background with a number of slots on it, the number of slots is decided by a variable attached to whatever actors have an inventory, then the slots themselves which are widgets that have a drag and drop mechanic built into them where you can move items around. When you click and drag an icon is generated that sticks to the mouse and then when you let go the icon goes away

The drag detected and the drop is built into the inventory slot widget, which is giving me a bit of a problem...
if I close the inventory while I'm still clicking and dragging, both the mouse cursor (which is supposed to go away when you close the inventory) and the icon are still on screen, is there a way I can clear them from the screen when the inventory closes?

boreal jackal
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@hoary junco I tried to do something similar following the // Drag & Drop with UMG | 01 | Live Training | Unreal Engine // might help but he misses a few thing in pt2 thats in pt3.. you should have your hud widget class with a canvas then, add you inventory widget to the canvas panel same with a hotbar if you have one. BUT a Alternative it just to have it when you right click on a slot show a widget that has (drop, use or cancel). but i would follow that drag drop tut by unreal first.. or skip to the drop part 🙂

hoary junco
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it still does the thing of the drag and drop getting stuck if the hud closes while I'm still click an dragging

boreal jackal
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you mean if the inventory widget closes?

hoary junco
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yeah

boreal jackal
hoary junco
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that's not how my inventory closes

boreal jackal
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you have a x button in corner?

hoary junco
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no

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it closes with keybinds

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like this

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what I want is to be able to essentially force the drop action to trigger whenever I hit the close inventory key before the UI destructs

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and hiding/unhiding doesn't really work because the inventory and everything in it updates whenever the widget for it is created, so if I just hide/unhide it wouldn't update

boreal jackal
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on drag detected i would check if the inventory is open if false call on drop function

hoary junco
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how do you call the on drop function though?

boreal jackal
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let me open my other project 1sec

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you would have to ovverride it..

hoary junco
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like I already have this code in the ondrop function

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this is basically just telling it whenever I drop the item, is it in an available slot, and if so move item to that slot

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if not then do nothing

tardy totem
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Hello. Can somebody explain me how to use modular control rig? When I'm working with default mannequin there is no problem (of course), but when I'm using custom character with modified rigify skeleton - all sockets is placed at the bottom of character. And of course it doesn't work - shoulders just placed at the bottom and don't do anything. Why is this happening?

dusk yew
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Hello guys I have a question, making a melee combat system and I want some swords to have "special attacks" I don't know where to save the animations because if I save the animations in the character instance I will have more than 30 40 animations loaded and if the I save the same thing in the component, I was thinking of making a datatable and calling that data table every time I want to equip or use a special ability. what dou you recommend?

bitter raven
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Having an issue with UE 5.4. After retargeted animation from mixamo to my own character I see blur:

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bones and mesh working fine, but i see this issue... idk wtf. Any idea?

boreal jackal
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@hoary junco sorry mike.. i have been trying to look up to now, cant find on how to touch on your problem, just like when you drag widget too far offscreen. I don't think its possible unless you can somehow call the event if inventory was closed.

hoary junco
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like how can I force a drop event

boreal jackal
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i have the JSI open now to see if the goat has done it

hoary junco
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apart from closing the active window what does ESC do by default in UE5?

trim matrix
hoary junco
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because I found something, whenever I hit ESC it cancels the current drag and drop event

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I found it

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there's literally a cancel dragdrop node

boreal jackal
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@trim matrix no its Technova45 on YouTube but its on the marketplace

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@hoary junco thank god xD

hoary junco
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so I ammended my close UI code to do this

boreal jackal
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on the JSI it just clears on inventory close like how you described originally

placid cove
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guys how can i make it compare with ±0,5

hoary junco
boreal jackal
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@hoary junco good to know, because i might need it for in future.

hoary junco
supple dome
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the float == has an epsilon param

placid cove
placid cove
supple dome
placid cove
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to i make a branch and switch compares?

placid cove
placid cove
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yeah but i don't need a boolean

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this is what i am trying to do

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but when i move my mouse slowly it goes 0 to 0.07 multiple times and it somewhat lags

hoary junco
# placid cove

so, what you could do here is, nearly equal between A and B, set your tolerance to 0.5, then set a branch from weapon sway and from false go into compare float, which means that while the ialook value is within tolerance it won't do anything but the moment it exits tolerance then it will go into the compare float and do the greater than or less than actions

hoary junco
placid cove
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yes, works perfectly

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thanks

hoary junco
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np

quartz lotus
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I messaged about this same issue couple days and got a lot of great responses. I do not really want to change from using Widgets to using PlayerSttates or anything though because I do not understand them and I already re-did the entire CardUI system once. I just do not know why this does not work. Image 1 is Widget A and Image 2 is Widget B. From what I have read about through forums I think this should be correct, but I get nothing, so if someone knows something please let me know. Thank you.

lofty rapids
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i mean what is send to widget b, just this event you got here ?

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it's just printing string

quartz lotus
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I have logic I want to implement, but the event in Widget B is never triggered, to figure it out I made it simple by just to learn what I am doing wrong

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At least it seems like it is never triggered

lofty rapids
quartz lotus
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The Event "Event Send to Widget B" is in Widget B, but the Function in Widget A "Send To Widget B" says Target is BPI DealCards. I guess I am just a little confused and I do not know how to reference Widget B inside of Widget A

lofty rapids
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i put all my widgets in the hud

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to call the event on b, you get a reference to the widget, and then use that

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i feel like your calling an event in itself because target is self

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so do you have that event setup in a ?

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idk how you got the node if you don't

quartz lotus
lofty rapids
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but you need a reference to widget b, then you can drag off that and call the event

quartz lotus
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I implemented the BPI in Widget A to call the function and I also implemented it into Widget B to create the Event

quartz lotus
lofty rapids
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when you create the widget, set the return of that to your variable

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or just promote to variable

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and use that as the target

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i c so you can put an interface on a widget ? thats what you did ? but thats an event not a function ?

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i'm still learning so idk if it matters but i thought interfaces were just functions

quartz lotus
lofty rapids
quartz lotus
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So you are saying something like this?

lofty rapids
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but you can call a regular event also, but interface is good if you are having multiple with same functionality

quartz lotus
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omg that f*****g worked

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Well I can continue plkaying with it now because I got the text to print! Thank you so much!

craggy flicker
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Why is it that on random occasions, I can't seem to create a comment, delete, or make new nodes?

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has anyone experienced this for 5.3?

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I have to exit and reopen the blueprint :/

still breach
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Hello, working on a simple POC here, any reasons why my Get Game mode cast to currentGameMode is returning invalid when called from widget?

copper mica
craggy flicker
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game mode is server-based

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hold on, there's a neat infographicc for this

still breach
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Since when? I did a full project in widgets in UE4 through Widgets only and its never been a problem before?

spice sequoia
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Hi, I have a construction script in a parent BP that creates some static meshes from a data asset. If I create a child class from the parent and set the data asset it does not create the static meshes in the editor window - I have a 'parent:construction script' node in the child class but it does not seem to be working - Is this usual behaviour? Is there a way to have the parent construction script run in editor?

craggy flicker
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wow that needs more pixels my bad

still breach
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yeah lol

craggy flicker
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as u can see widgets exist on the client side

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if you're looking for something that can be accessed by player controllers and the server, game instances or game states are your best bet

still breach
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thats a UE5 change right? cause I did it 100times in the past and never had an issue before

craggy flicker
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i believe so

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ive only used ue5 so im not sure

copper mica
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Anyone have a better method for doing bullet spread?

still breach
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Well that's disappointing news, thank you

craggy flicker
craggy flicker
craggy flicker
copper mica
craggy flicker
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idk sorry

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firearm spread is a game design decision

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no necessarily better method

copper mica
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I was just asking if anyone knew a better method I might have overlooked.

still breach
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Wait, that framework doesn't work lol, cause Game mode is accessible through default BP_ThirdPersonCharacter which is a pawn

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but that just gave me a good idea to solve my problem

craggy flicker
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(from the vynn diagram)

hoary junco
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minor issue but something I've noticed is whenever volumetric clouds is on, if the game pauses in the middle of the camera moving, the clouds start glitching out and flickering, is there a way of fixing this?

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like they start doing this

simple apex
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Creating an Ai for testing, it is meant to follow the player, but it isn't and I cannot figure out why?

Any help would be appreciated!

hoary junco
tribal gazelle
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I have a problem with spawning pickups in world partition. If they are far away from player start they don't seam to load, or are they falling through the unloaded map? PS: I am using spartially loaded on them all - pickup actors and spawn point actors.

tribal gazelle
dry sleet
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Not sure if the AIC has time to be created on BeginPlay

simple apex
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if so we have our issue XD

dry sleet
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You need an AI controller for that node, too

turbid bison
hoary junco
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you need an AI controller before all the rest of this XD

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without the AI controller it won't move

simple apex
hoary junco
languid hemlock
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I keep the information of my items in data assets. I change this information at runtime.
How should I use SaveGame? I can't save the data assets because they are objects.

Rifle, Battery, Food, etc... each of these has different variables in DataAssets. I can make the variables in them struct and save them into SaveGame object. But what if I have hundreds of different data asset classes? I will have to use "For Each Loop" for every struct type i saved, and this means hundred of "For Each Loop" nodes. I am not sure what way i should follow here. Any comment appreciated. I can describe the problem more detailed if you ask.

still breach
lilac wind
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I have a repeating event track in sequencer and I want to lerp a float on a UI element via the event track and I can't seem to figure it out.

craggy flicker
still breach
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GameMode stores my API class that handles the calls to the database

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So I'm using the widget server connection to try and connect the player with the registered informations and return his account Id which grants him access to his characters

maiden wadi
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@still breach Your issue is that you cannot RPC within a widget.

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Widgets are not networked.

craggy flicker
still breach
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I actually tried without RPC and it didn't work either strangely enough

craggy flicker
maiden wadi
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I don't care what infowtfever says. You can get the game mode within a widget.

craggy flicker
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I don't see how

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widgets are client side?

still breach
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can you provide a simple example, everything I tried returns null

languid hemlock
maiden wadi
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Listenserver.

still breach
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You could in UE4 cause I did a multiplayer project back then fully UI and I used Get Game mode about 100times from a widget

maiden wadi
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I didn't say it was a good idea. I said it was possible.

languid hemlock
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🆗

still breach
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oh it was listen server, so thats probably why it worked lmao

craggy flicker
# maiden wadi Listenserver.

you mean a custom event on the widget that runs on the server? or when the client is both the client and server

still breach
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when client is both client and server it works 100%

queen sphinx
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Good day everyone.
Is there a better way to set data inside a blue print that is read from a data table?

craggy flicker
still breach
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yeah new project is dedicated server, which is why i was surprised it no longer worked

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@queen sphinx make a Gun Stats variable struct?

wise ravine
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how do I curve the interpolation so that the animation slows down toward the end?

craggy flicker
still breach
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@craggy flicker So I heard, but im up to new challenges 🙂

craggy flicker
maiden wadi
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This said. Yes you can get the GameMode on a widget. But in most cases, no you should not get the gamemode from a widget.

Even in the case where it might be a server related widget. Generally speaking even if you were to make a cheat or lobby style widget you should make systems that allow you to network that to the server regardless of who is using it.

Making dynamic components on your playercontroller, or playerstate can help a lot to manage these without linking the widget to too much and keep your code clean from muddying other systems.

safe rain
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so I'm currently working on my gun, and I'm trying to add a delay for when you shoot you can't spam shoot. the "fastershootsupgrade" is currently at -0.1 per second but I have no idea on how to loop the code from set waitshootime back to delay and to stop once the variable waitshoottime gets to zero, could anyone help. Please @ me because i have this sever muted for too many pings

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feel free to help the other person first

still breach
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@maiden wadi care to elaborate on that last part? Would love to learn a bit more on that approach

rocky ore
safe rain
still breach
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@safe rain SetTimerByHandle is what you're looking for I believe

thin panther
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ByEvent*

rocky ore
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i assume this pressed does not hold,. right?

safe rain
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yes

rocky ore
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with enhanced input you can have a hold

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its a newer input system, much better to use

safe rain
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lets say this is a shotgun right

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i cant exactly hold down on a shotgun

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but thanks for trying

rocky ore
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i recommend youtubing or googling, they will be better than me

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yeaa

rocky ore
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with enhanced input you will be able to hold

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theres so much in it

safe rain
safe rain
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ill let you know if it works

rocky ore
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there are a lot of approaches to go around it so i dont know whats the best one, but starting with enhanced input setup is my best recommendation

maiden wadi
# still breach <@143471961723371520> care to elaborate on that last part? Would love to learn a...

A good case might be for an admin widget. You need to server rpc to do most admin related stuff. To server rpc you need an actor or a component on an actor that is owned by the player controller or that the actor is the player controller itself.

Putting components on PlayerController or PlayerState allows you to do a basic GetOwningPlayer call in a widget to get the controller and a GetComponentByClass. This lets your widget only care about the component on your playercontroller largely.

So you put something akin to an AdminTools ActorComponent on your playercontroller, use the above to get it. Then you can call serverrpcs through that component. That component can internally get your game mode or whatever else is necessary to do whatever it needs. It also has access to it's owning controller via GetOwner->CastToPlayerController to gather anything it needs to know about the user of the command or to determine if that user even has admin privilege.

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Another case is a lobby widget. You need to serverrpc data to the server for your selections. Same idea. Drop a component on the playerstate, let the widget gather it and use it to RPC and replicate data to others.

rocky ore
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and it also wont require enhanced input, since you can stop the timer on mouse release

still breach
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@maiden wadi Yeah sorry, I should've been more clear. I get the actor component principle part. It's the "dynamic" actor component that you stated that was bothering me. To me dynamic means instantiated runtime, so I was failing to understand how a "dynamic" AC might work with a widget.

That being said, does fetching an actor component from an object instead of the object directly improves performances?

maiden wadi
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Ah, yeah lobby was a case for that. If you wanted a lobby within the same map as the game and not a specialized lobby map. You can throw the component on when necessary, remove it when done. Doesn't necessarily always need to be dynamic.

still breach
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Gotcha! Thanks a lot!

wise ravine
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So I'm using timeline's to move this train, and whenever I'm in windowed mode (or not in Fullscreen) the train stops further down. However, when I'm in Fullscreen the train stops in the middle. I am beyond confused why Unreal does this, can anyone explain? My guess, is that whenever I enter Fullscreen it slightly lags the game and messes with the timelines timing

maiden wadi
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Timeline logic?

wise ravine
dry sleet
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You need to post the logic driving the train

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Can't determine much otherwise

wise ravine
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oh

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Executes on Begin Play. It's not much an issue for me, I'm just curious why this happens.

dry sleet
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You're using Add Relative Location I see.

wise ravine
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yes

dry sleet
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You could probably make that use Set Relative Location and your issue would be solved.

wise ravine
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What's the difference?

open zenith
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**Guidance request on spawning logic. **

I want to spawn (using player controller input keyboard 1,2,3) a corrresponding item (banana, monkey, car) at their predefined location likely via spawner bp.

What is a clean outline/workflow** to prevent having my player character** need to hold a hard reference to banana/monkey/car spawner blueprints or viceversa (forcing the banana spawner to need a reference to player controller) or viceversa so I can** reuse either the banana or the player character in different projects** without having the export carry with itself the opposite assets (banana carrying player character / pc carrying banana) on export?

I am familiar with ACP, Blueprint Interfaces and Dispatchers, but not sure how I should properly apply them to this spawning scenario to achieve this decoupling.

dry sleet
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However, if you Set the location, you'll arrive at the same result even if it only runs the very last timeline tick.

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Because it's absolute.

wise ravine
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Makes sense, appreciate the help 😅

dry sleet
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Anytime!

hoary junco
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I found 1 post on it from last year on the UE forums but there were no replies :/

iron furnace
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Hey everyone, i have a projectile ive made and it works when it hits the player and applies the damage and all that, but im trying to destroy the actor when it hits a wall or other thing, and it either despawns immediately, or goes through all objects. any advice?

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top portion is the sphere collision, bottom portion uses the mesh itself as a trigger

hoary junco
iron furnace
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So i got it to stop despawning on being fired, but now im noticing if i have projectile movement in my blueprint for the projectile, its always phasing through walls. I have my collision settings to block all collision, but its still going through walls

hoary junco
iron furnace
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So i figured it out a little bit, but if there is a solution using just the mesh, id prefer that. I was just using the mesh, but it didnt let me, so i added a sphere collision and now it works

hoary junco
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thing is, even stuff that's set to collide, if you have it moving by code and it's not physics moving the thing, then it's going to move through stuff.

iron furnace
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rip, oh well, guess ill be using the sphere collision instead of the mesh

hoary junco
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what's the shape of the projectile?

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is it a regular bullet?

iron furnace
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just a round ball, i had the root object as just a mesh, and a seperate sphere collision for the player

hoary junco
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yeah that's the thing, you need a collision component on any kind of actor or component in order for collision to be registered

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I mean the sphere collision is pretty tight to the model so I don't see the issue with it

iron furnace
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true, I just didnt realise i needed one, now that i do though itll be fine lol

maiden wadi
# iron furnace

Should make the sphere collision the root. And remove collision from anything else. Scene component transforms are costly enough to update, and collision stuff on top of that is even worse.

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Sphere collision costs less than even a sphere mesh.

open zenith
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**Guidance request on spawning logic. **

I want to spawn (using player controller input keyboard 1,2,3) a corrresponding item (banana, monkey, car) at their predefined location likely via spawner bp.

What is a clean outline/workflow** to prevent having my player character** need to hold a hard reference to banana/monkey/car spawner blueprints or viceversa (forcing the banana spawner to need a reference to player controller) or viceversa so I can** reuse either the banana or the player character in different projects** without having the export carry with itself the opposite assets (banana carrying player character / pc carrying banana) on export?

I am familiar with ACP, Blueprint Interfaces and Dispatchers, but not sure how I should properly apply them to this spawning scenario to achieve this decoupling.

maiden wadi
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Just that controls are normally project specific. And a system that spawns something is usually either very generically abstracted to allow data to be passed in, or project specific too. Base classes with the core logic would help.

tepid raft
lusty shard
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Any ideas for how to return True if 2 actors are rotated to face each other?

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Trying to make it so snap points can only snap to each other if they are facing eachother, aka absolute opposite z rotation of each other.

tepid raft
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um how would thou do such thing

hoary junco
# lusty shard Any ideas for how to return True if 2 actors are rotated to face each other?

well there's 2 ways of doing it

doing a line or sphere trace out from the actor to make sure the 2 are looking at one another directly

or if you want to specifically go for Z direction, get the world rotation of each, split the struct pins, draw from the Z value of the rotations and minus one from the other, if the result is either 180 or -180 then they are facing in opposite directions

still breach
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if(abs(a.rotation - b.rotation)) == 180)

lusty shard
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abs is global correct?

still breach
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absolute function

hoary junco
still breach
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will always return a positive value

lusty shard
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ah ok

still breach
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so if you get -154, you actually get 154

lusty shard
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like so?

hoary junco
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that should work

obtuse dawn
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Hey so I'm trying to make a mission table system where when the player interacts with the actor it gets the position of the player camera relative to the table, sets the table's camera to that position, then switches the cameras so the player sees through the tables camera. I got the last part working but I cant make the second camera move at all. Would anyone be able to help me out?

hoary junco
# lusty shard like so?

do you want it to be absolutely it has to be EXACTLY opposite in rotation or do you want some give?

lusty shard
hoary junco
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because there is a way of adding a few degrees either way too

lusty shard
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I probably should have some cuchion incase decimals are thrown in.. seeing as how unreal handled rotating, seems to add decimal values sometimes.

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I am rotating buildings by 45 degrees.

still breach
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truncate it to int

lusty shard
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after absolute?

still breach
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yeah, will get rid of decimals

hoary junco
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or if you want give in a whole numbers like 1 or 2 full degrees too you can use a "nearly equal" node

lusty shard
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That would force it to be exactly 180?

still breach
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yep

lusty shard
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ahh nearly equal too sounds like some wiggle room

hoary junco
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yeah that's the point of nearly equal

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to give you error tolerance so you can be a bit more forgiving

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nothing more frustrating in a game than having to be EXACTLY on point XD

lusty shard
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yep

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very nice

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PM me your venmo Mike and Ana. Will send like 10 for helping. thanks

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saved me time. g2g

hoary junco
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I don't have venmo 😦

lusty shard
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I always pay people for helping me here so.. if you set one up, will be able to do it

hoary junco
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I'm in the UK venmo doesn't work here

still breach
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I dont need your money, just glad I could give back to the community a lil

lusty shard
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if you move countries, then i can pay for helping here

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jk

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ok no worries

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thanks for the help anyway

still breach
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you're welcome

lusty shard
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I like to give back too lol

hoary junco
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I mean the ultimate way to give back is to learn the engine and then help other people

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I'm pretty much a newbie myself trudging through the engine but the little bits I pick up on the way I feed down to the next person who was in my position a week ago or whatever

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just so happens right now I'm at war with the UI XD

faint pasture
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You want to use dot product for "how much is this vector aligned with this other vector?

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and you just gotta check both cases and if both are close enough to looking at the other then it's true.
Don't use rotations for this, roll would affect it but roll doesn't affect your facing direction

silent stag
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Hey , is there any problem with downsizing on a landscape scale?

lusty shard
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Does anyone else have a gimbal lock issue with a directional light if you give it a RotatingMovement component? How to get around it?

silent stag
lusty shard
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I have tried using add rotation, then tried getting and adding then setting rotation.. all 3 of these cause the light to lock at 90 degrees.

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Suddenly converting the other axis y and z form 0s to 180

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still breach
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whats the value of sunspeed?

ionic quiver
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I learned of the radial force component today, that allows you to push / pull physics objects. I would love to do this with characters but of course they can't simulate physics without breaking movement. Does anyone know if there's a component / simple setup for this, or it's a custom thing that needs to be made?

tepid raft
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how can i make my ai open and go through doors

tepid raft
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ok?

pure salmon
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I am trying to enable interaction through a function call, I have tried using boolean and enum and even setter and getter, but for some reason. the changed varaible is not saved as when I call get or use the property later after setting it, it is showing as not updated.

It seems to be lossing the value some how.
Anyone know what I can do?

inland crystal
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Hey all, I made a small (free opensource MIT license) plugin that adds a few extra BP switch statement nodes, such as 'switch on float' and 'switch on float range', a brief search shows that occasionally people in this channel seek this functionality so I thought I might post the link here: https://github.com/Amir-BK/ExtraBlueprintSwitchStatements

GitHub

A simple plugin that adds additionial blueprint switch statement nodes - Amir-BK/ExtraBlueprintSwitchStatements

dusty hazel
#

I'm surprised I haven't seen more complaints about this (maybe I haven't searched well enough):

What is the logic behind having nodes dragged off into "duration" as opposed to "print to screen" (when typing "print string" in context menu while dragging off) ?

I can't fathom how "duration" would be chosen even 5 percent of the time ...

inland crystal
dusty hazel
teal tendon
#

in the first Image I am trying to play a montage using the jump event and in second Image is the anim blueprint and in the third is the montage, the thing is I am trying to play a montage with the default Unreal First person character But is not playing the animation at all

#

Any ideas here

#

if anyone can help me this

#

please

#

The montage, The event and the anim blueprint comes all default with First person character content

lunar sleet
teal tendon
#

ok

versed crypt
#

Hey, im trying to setup a dynamic uniform grid panel, where it spawns as many buttons as there is "items" or what not... Currently im on stage where i make multiple buttons based on my dataset data, but i have made WBP Button (which spawns in grid) and now question: I want button to display the text and other stuff regarding the dataset, how do i set it up all of it?

#

basically, how do i put my dataset data into a button itself...

inland crystal
#

as your button is a custom class you just need to add members to it that represent the data you want to pass, set the variable to 'instance editable' and set the value on the button, you can also set it to 'expose on spawn' and then just assign it as you create the widget blueprint in the graph, an easy way to keep things organized is to store all the relevant data in a struct and pass that to the button when you create it.

surreal peak
#

Welp a second too late

#

Might need to refresh the create widget node to see the pin showing up

edgy axle
#

The Delta between the two rotators seems to suffering from gimbal lock when the angles get near +- 90, and it just flips the actor back around the opposite way. I assume the only real solution would be to convert the rotators to quats and then calculate the diff between them.

versed crypt
edgy axle
#

kinda wish UE5 would just use Quats for everything

#

hmm even with converting to quats I'm still getting weird side effects

inland crystal
# versed crypt <@1037378619791638568> what you mean, is, go to my WBP_Button, add Text to the ...

without confusing things too much, to avoid making too many events and functions on the widget bp you want to have the relevant data available when the 'construct' event for the widget is called, so you create the variables for the data (like 'Text', or 'St_MyDataTableEntryStruct') and mark them as 'Instance Editable' and 'Expose on Spawn', now when you refresh your 'Create WBP_Button' node that you already have in the graph it will show the pins for the new variables you created, you can provide the data as you create the button, then 'use' this data (such as, assign the text to your button's text box) in the construction event for the widget, and that's it.

edgy axle
#

would this be the right way finding the difference between two quaternions?

#

I'm just subtracting one from the other but I'm pretty sure that's wrong

versed crypt
surreal peak
surreal peak
#

You gotta get the basics right

#

Adding a fully on TextBlock widget to your Designer is not a variable

#

It will create a variable, but that's a side effect

#

We are solely talkin about the EventGraph and the variables you can create there in the Variables menu

rotund iris
#

Hello, was there a UE4.27 update? Now all the parent variables are visible in the blueprint actor variables and it's kinda messy. Is there a way to hide them again?

versed crypt
#

ah ok, I think this too programically, i will try to see and refer to some docs and tuts then. Also now understand that you need variable seperate to set ok...

rotund iris
#

It also now shows all the variables that were accessible through "Class defaults" only before which is quite redundant.

surreal peak
#

There is most likely no update anymore to a ~3 year old engine version

#

You enabled the parent variables

rotund iris
surreal peak
#

Either way, you just need to disable showing parent variables

#

it's somewhare at the top of the variables menu

#

Show Inherited Variables or so

rotund iris
versed crypt
#

like character skin selection, one mesh, different textures

surreal peak
#

You may also want to consider making a special Button for this kind of stuff, cause otherwise all your base buttons will have the image stuff and the exposed struct pin

#

But either way, if you have a UserWidget, you'd add an Image Widget to it, where you want the image.

#

And then given you have the Struct with the Text and Texture as a variable, on EventConstruct you can take the Image Widget (Variable) and the Struct Variable and call SetBrushFromTexture on the Image, passing in the Struct's Texture variable.

versed crypt
#

ah, thats pretty straight forward

#

i kinda wish i could have my mesh and applied texture, as a skin selection for character

surreal peak
#

That's a lot more involved if you actually want the mesh. Also heavily depends on how the actual UX should look like

versed crypt
#

i seen some guy on youtube make, but he made each seperate BP of each different outfit/skins, well that works, but if its material and mesh, im thinking that way

surreal peak
#

There is no straight forward way to render Meshes in UI

versed crypt
surreal peak
#

Do you want to preview the Outfits on a Character? Or should each button have the mesh ?

#

And should this be live or just static images

tepid raft
#

hey im trying to make a stress bar that goes up everytime u see or stay around the monster and the more the bar is full the more agressive the monster would be does anyone know how i could possibly start making this like a yt tutorial or smth

versed crypt
surreal peak
#

The Value itself can live in the Character.

tepid raft
#

i got a float for it so just make a ui bar for it

surreal peak
#

Yeah

versed crypt
#

oh yeah... hes not moving

#

i could just create images and just put them in 😄 tbh, but im tryna see capabilities of tool (if the player with skin can move in the selection part, that would be cool)

surreal peak
#

Idk if there are available plugins, but you can theoretically make Thumbnail Images (which are then just UTexture assets) from a scene

#

We have something like this internally to make images for a Building UI of an RTS

versed crypt
surreal peak
#

Designer opens the "ThumbnailCreator", selects a Blueprint and then presses CreateThumbnail, which creates Texture

#

But that's a lot of custom C++ code

#

But maybe you find something online that can do the same

tepid raft
surreal peak
tepid raft
#

in my player

surreal peak
#

Then in the Widget, do "GetOwningPlayer", which is a Controller.
Then "GetControlledPawn" (Or GetPawn, can't recall if they renamed it).

#

Then cast to your Player BP and get the Float

#

Keep in mind the Bar probably uses Percent (0 to 1), so if your float is > 1, you gotta divide it by some max value

versed crypt
surreal peak
#

Our Thumbnail stuff creates those Textures in the Editor. It just takes pictures of the Asset in a Scene (with light etc.) and an alpha channel.

#

So nothing runtime. The Textures are then assigned to the Assets and simply displayed in the UI.

#

Showing the custom outfit on the character after clicking on it is a different story of course.
Either you design your UI in a way that the actual character is visible and you change it on that

#

Or you gotta get some fake mannequin BP that you change the outfit on that you get into the UI with a SceneCapture

#

But again, that's more involved

versed crypt
#

yeah, I guess setup level and UI where buttons are, and in level have character blueprint, and selecting button it calls function to change the characters texture etc

surreal peak
#

The sanest ways is to have space in your UI where the in-world Character is visible

#

Rendering the Character in the UI is just not that fun

#

Lyra has a "PocketWorld" plugin that does some heavy lifting for this

#

Which you could use for your own project by just copying it over (matching Engine Version of course)

#

But not sure how much it offers

tepid raft
#

@surreal peak is this correct i did this in the Ui

surreal peak
#

We use that in a custom form in our project to render a preview of the Building in the corner of the screen when hovering it

versed crypt
#

im trying to understand, what you mean is that, i can only use UI and inside of UI have a BOX, that renders character, and other way is to have like UI and level setup with ball?

surreal peak
#

The preview is somewhere in the scene where the player can't see it

surreal peak
# versed crypt im trying to understand, what you mean is that, i can only use UI and inside of ...

If you want to actively show a moving Character (idle anim or so) with Texture/Material/Mesh changes you have two options:

  1. Use the Character the Player is controlling directly by for example zooming in on it and leaving the center part of your UI blank so you can see the actual character.

  2. Use a fake Character BP that sits somewhere in the world where the player can't see it and use a SceneCapture + RenderTarget + Material + ImageWidget to show the Character in "2D" in your UI.

surreal peak
#

You way want to check if the ControlledPawn is valid before accessing it, cause the Widget could exist without a Character being possessed

tepid raft
#

got in now

#

ok after that what should i do to indicate what the stress is

versed crypt
surreal peak
# tepid raft got in now

And then you have two options:

  1. Naive way of creating a Binding for the Percent of your ProgressBar, getting the Value and Dividing it by Max and return it.

  2. Create a proper Event Based system, where your Character has a Delegate (EventDispatcher) that it calls whenever the Value changes and the Widget can listen to that. This is a lot more involved but the preferred way if you want clean code and not rely on Tick-based Bindings.

surreal peak
#

Cause the SceneCapture renders the scene again

#

Even if only partial

versed crypt
#

so whats the point of second one then? If i can make same wthing with 1st one and easiedr

surreal peak
#

Which means you can place it wherever you want into the UI

#

Instead of having a hole that just shows the actual scene

versed crypt
#

ah, thats basically what i wanted

#

prob not best option for mobile hehe

surreal peak
#

Probably not, no

#

I would suggest designing your UI/UX around just showing the character directly

#

Without any RenderTarget

#

Pretty sure Fortnite doesn't use Render Targets

versed crypt
#

last question for now, if i want to make, character "coming into the view" in a level, do i use like animation (i want char to come into a view of UI, and then you choose its skin)

surreal peak
#

coming into view?

#

Like walking into the view from outside of it with an anim?

versed crypt
#

imagine, you press "select outfit" and character walks into the scene (in front of level camera) and you choose

#

yeah, so its animation?

surreal peak
#

Yeah that is ani mdriven I guess

#

Here is the example of not using a Render Target

#

The UI has space to show the world behind it

#

The characters are standing in some small room

#

More performant, less fiddely with lighting, FOV etc.

#

That's the first option

versed crypt
#

yeah, i will basically make UI have nothing in middle, so character stands in middle and theres UI button on right side smth

surreal peak
#

This is also first option

versed crypt
#

level -> Char BP -> UI

surreal peak
#

Character is clearly behind the UI

versed crypt
#

do you have any examples of 2.?

surreal peak
#

This maybe. I don't know if their UI is in world, but I doubt

#

You can see the Character is in front of the UI, so it must be in the UI layer

#

But that's not necessarily Unreal Eninge of course

#

Other engines might have an easier time with this

#

But the result is the same I guess

versed crypt
#

couldnt you do same fiddling with Z?

surreal peak
#

Right side Character is in UI I guess

#

Or rather, rendered to something and displayed in the UI

surreal peak
versed crypt
surreal peak
#

Screen is always in front of World

versed crypt
#

so you cant put UI element inside world/level thats interactble?

surreal peak
surreal peak
#

But in traditional games, you usually don't do that

versed crypt
surreal peak
#

Most people calculate the ScreenLocation based on the Projected WorldLocation

versed crypt
#

but you could use for traditional and have a cheat way to do it 😉

edgy axle
#

RiderLink aint installing to engine after new update

tepid raft
#

btw exi how could i make my ai open and go through doors

surreal peak
tepid raft
surreal peak
#

So they will have resolution and AA issues

#

And might also not scale properly to different screen resultions etc., so they might be tiny for larger resolutions

#

I wouldn't use them outside of VR fwiw

surreal peak
#

You'll find tons of stuff on google for this, cause every Healthbar works like that.

#

Well, every ProgressBar based one at least

edgy axle
#

anyone know how to fix this error when installing RiderLink in engine?

tepid raft
edgy axle
jagged sedge
surreal peak
#

No clue about AI opening doors. Not really an AI person

tepid raft
#

XD

surreal peak
tepid raft
#

ok

versed crypt
#

alr thanks, I will go setup my ui

edgy axle
#

how come every time I open my project through the unreal project browser it says I needa rebuild from IDE cause the project is made on a different version, so then I do rebuild from Rider, and it works. But then the next time I open it from the unreal project browser it says it again

inland crystal
#

you have multiple versions of unreal installed, the uproject is set to one but you are trying to open the project with a different installed version via the browser.

#

you can right click the uproject and select the 'switch unreal engine version' option.

jagged sedge
edgy axle
#

can't even fuckin use rider, for some reason it's just started eating all my ram as soon as I open it

edgy axle
#

and if I ignore the warning and continue anyway, it just says it can't find the module and the project doesn't load

versed crypt
#

how can i get the instance of the BP_MarbleSelect that is in level and use it inside this WBP blueprint to change its material?

dark drum
surreal peak
edgy axle
surreal peak
#

One usually does and those aren't the binaries used when starting the Editor outside of Rider

#

Starting the Editor outside of it uses DevEditor

#

So if you never compile those, this doesn't work of course

jagged sedge
#

That actually makes a lot of sense

edgy axle
#

nah it's using dev editor

surreal peak
#

The not sure. That's the only reason I ever got that

edgy axle
surreal peak
#

Aside from literally using 2 different engine versions

jagged sedge
#

Yeah same for me actually

surreal peak
#

But then again, in C++ projects I never open the project outside of Rider

#

Right, aside from the problem, you should use DebugGame

#

Gives more info when hitting ensures etc.

jagged sedge
#

I just never need to debug :^)

edgy axle
#

can't even use rider properly cause it's taking all my RAM

surreal peak
#

How much RAM do you have in total?

tepid raft
edgy axle
surreal peak
edgy axle
#

so I could have nothing else running and it'll take like 15g

edgy axle
surreal peak
edgy axle
#

I mean it was working fine a while ago

jagged sedge
#

I was at 16gig a few months ago too, I had to upgrade for the same reason you're describing though

surreal peak
#

Rider does get a bit weird laterly if you have it open for a while

#

It just gets super slow and laggy until restart

#

But the RAM usage idk

#

fwiw, the PC I'm using here atm (from a Client) has 128GB Ram 💀

edgy axle
#

pain

jagged sedge
surreal peak
#

I think our own machines are at 64

#

And not even all of them

#

I also noticed that some of the GPU can't handle our artists requirements for having Engine + 3D/2D softwares open at the same time

#

But GPU are way too expensive atm

#

(at least outside the usual gaming requirements)

dark drum
versed crypt
#

I made dynamic buttons (which creates depending on dataset), i create buttons like this, then make button have onclicked, i want button to have function to change material of the BP that is dropped in level. How can I access Level references within the button or is there no way to do so?

dark drum
# versed crypt I made dynamic buttons (which creates depending on dataset), i create buttons li...

Something like this. It's an actor manager that allows you to register an actor using a name and then retrieve a ref to it somewhere.

https://youtu.be/RygVokx-mzk

Welcome to this tutorial on how to create an actor manager system in Unreal Engine 5! In this video, we'll go over the basics of setting up the system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to better manage actors at runtime, this tutoria...

▶ Play video
versed crypt
#

hehe plugin your own videos 😛

#

will take a look

dark drum
versed crypt
#

i kidna tried, to get reference, so in Level BP, I init the UI_BP (which has variable of Marble BP) so it passes to my UI_BP. Inside of UI_BP i made fx which changed the material (thats what i need) of the BP_MarbleSelect. Since button is the child node of UI_BP, I passed UI_BP as var to each button... (i think there shoudl be a way to get parent node ref????) and then i called FX from button using the UI_BP ref i passed inside of button, on press, from button passing the required material...

#

But something aint working the way i tried to do... maybe something with ref

#

I get "Blueprint Runtime Error: "Accessed None trying to read property WBPParent". Node: Set Mesh Graph: EventGraph Function: Execute Ubergraph WBP Marble Button Blueprint: WBP_MarbleButton". Bellow is my button on_click

pearl wagon
#

Hey Can Anyone tell How I can move my NPC Randomely and in a specific area only

#

through blueprint?

dark drum
# pearl wagon through blueprint?

You can use EQS to get a location that can be reached in a specific area, once you've got the location you can use the AI move to node.

pearl wagon
wanton radish
#

How to check if variable is not null in bp? I know how to do it in cpp but I cant find it in bp

dark drum
# pearl wagon can you please explain more or share images and nodes of blueprint Actually I am...
Epic Developer Community

The Environment Query System Quick Start aims to get you up to speed on some of the systems and tools for working with EQS and AI.

pearl wagon
#

Thank you

dark drum
versed crypt
#

how do i get "THIS"

wanton radish
dark drum
versed crypt
#

when my macaroni of nodes work

#

is actor management system - easier? 😄

dark drum
dark drum
dark drum
pure salmon
#

I am having an issue where my enum property change is not being saved and so when later I call get enum and compare it, it does not show me the updated value. It seems to loss the value assigned some where along the line.

Addition to that, I have also tried using bool and many other method and am keep getting this random result where it works probably sometimes and sometimes it doesn't.

How can I fix this?

dark drum
hollow cove
#

trying to manually control the view target is driving me insane in multiplayer. why does it just throw the camera in the center of a player when it switches possession before ive set the view target to anything

inland crystal
#

It's been a while but I think that the player controller has a camera manager attached to it, and that by default this camera manager has some behaviors, like automatically switching the camera to the possessed pawn on posession, but I'm not 100% on all the details here, I remember facing a similar issue in the past.

dark drum
bleak wraith
#

Anyone know how to implement pan camera movement with middle mouse button with enhanced input system (>5.1) ?

dark drum
icy token
#

Hi, i've recently been trying to make a rhythm game, and to make some of the workflow easier inside the sequencer editor, im creating a editor utility widget to automatically copy, shift, paste, and bind a selection of keys to a new section.

Currently I have successfully managed to copy and paste and shift the keys to a new section, but i cant figure out how to bind them to an event.

Thanks for any help!
https://blueprintue.com/blueprint/k5nepf3s/

queen valley
#

I remember seeing a video about this, but can't find it anywhere now

icy token
dusky cobalt
#

Hmm, so I have spells in my game and heroes, something like in league of legends / warcraft. Now I want to add spells to the BP_Hero_Base (from this I will have all the heroes). Now I wonder If should I add the spells to the Hero_Base (like array of spells that can be casted, and each key on keyboard activates different number from array) or should I maybe create actor component as SpellComponent so it's more modular? will this make sense?

queen valley
dusky cobalt
queen valley
dusky cobalt
#

Like you know, spawn sphere with radius 200, and people on contact will heal from it 20hp every 1s per 20s.

#

It's a rts/moba type of game. Should I use GAS then? I didn't have time to check out GAS, I found some tutorial and it kind of fits what I need, but maybe GAS can do it better?

jagged sedge
jagged sedge
dusky cobalt
#

Yea SpellsComponent does make a lot of sense. If I need I can give this to any even ''minion'' I want in the future and he will get access to spells 😄

queen valley
dusky cobalt
#

Does it make sense what I'm doing?
I will have 5 spells, and I need a way to check where was the cursor, or where will be the mouse in time of casting. I think I have to put it a little bit further and of course add more things so I will have previev etc, but so far I just want to if click 1, spawn spell in mouse location. Since I will have 5 spells and I don't want to put the same code, I made it into event that I will call when needed. Makes sense?

lean plover
#

@dusky cobalt, Event doesn't seem appropriate to me. I'd use a GetTargetLocation Macro, but it probably doesn't matter.

dusky cobalt
#

Is event heavier than macro? I forgot about macros 😄 I guess they are best for things like that? or maybe a function?

languid hemlock
#

Unlike functions, flow wont wait event to finish before flow moves to the next node. So in some conditions, Spawn can run before Set

#

I'd use a function

lofty rapids
#

a function that you pass a class, and it gets the location and spawns the actor is what i would have

#

SpawnAtMouse or something

obtuse dawn
#

Hey so I'm trying to make a mission table system where when the player interacts with the actor it gets the position of the player camera relative to the table, sets the table's camera to that position, then switches the cameras so the player sees through the tables camera. I got the last part working but I cant make the second camera move at all. Would anyone be able to help me out?

wise ravine
#

Hey what does this mean?

versed sun
#

got transparent textures ?

#

like glass

dusky cobalt
icy token
#

Looking for help in trying to bind a event to an event key for sequencer

obtuse dawn
# wise ravine Hey what does this mean?

I guess thats what thats how complex the different shaders are, it shows it in the nottem bar near the white area I guess it's a thermal camera but for shader complex. I don't really know it's just a guess, it's proly for optimization stuff.

languid hemlock
#

Should i clarify or am i wrong?

maiden wadi
#

The only time that is ever even the case is if you use a latent node like a delay.

wise ravine
languid hemlock
#

So it runs event and directly moves to next node

wise ravine
#

Btw does anyone know if I can use Quixel Bridge assets/decals in my final game? I had packaging issue with it on my last project and had to publish without all quixel assets/decals.

maiden wadi
maiden wadi
obtuse dawn
#

can anyone help me out with my thing?

obtuse dawn
#

single

maiden wadi
#

Couple different ways to manage it. Could just possess the table if you made it a pawn. Would be the fastest way to get both input and view.

Alternatively you can do largely the same thing by enabling input on the table, applying a special input mapping context and then your set view target you already have.

Then the table itself could manage moving it's own camera.

wise ravine
maiden wadi
#

It's not the same. Move into the train.

#

You see the same color because you're looking through the window.

wise ravine
#

Oh I see, my mistake 😅

obtuse dawn
timber crystal
#

hello friends how can i use a randomly node choice?

i try to say after the "move comp to" it gos to patrol a again or to patrol b how can i do that?

#

i have the patrol event for patrol b but how to implement that?

obtuse dawn
#

random Int?

timber crystal
#

ok let me try thanks

maiden wadi
#

Also AI Trees. 👀

obtuse dawn
maiden wadi
obtuse dawn
#

?

maiden wadi
#

The node you're using. SetViewTargetWithBlend. It has a BlendTime. If it's zero it's instant. If it's > 0, it'll take that amount of time to transition between two view targets.

obtuse dawn
#

Just tried it thats not what I mean, when the player interacts with the table the table will get the players camera world position and then set its camera to that world position, then when the camera switch it looks seemless and I can apply animations and stuff to camera 2

maiden wadi
#

Ah. Well if you need something more complex than the lerp that provides then getting the player's current view is pretty easy. There's a GetPlayerCameraManager. If you get that you can pull off of it and do GetCameraLocation and GetCameraRotation. These should match up with any camera the player is currently viewing.

lunar sleet
#

Maybe make sure you’re actually using proper blend time tho, sounds more like you’re overcomplicating it and using it wrong tbh

timber crystal
# obtuse dawn random Int?

Thanks for the tip
For an Randomly chosen event i use "switch on int" with the "random integer in range"

sOLVED

obtuse dawn
#

W

obtuse dawn
wanton radish
#

This gives me error. How to ensure that ItemName is not null?

#

doesnt work

#

cpp is easier

lofty rapids
#

wdym null ?

#

if the variable doesn't exist ? or it's value is empty ?

wanton radish
#

If player has item then ItemName is something. If it doesn't then FName is nullptr

valid elbow
#

Hmm, maybe "isValid" check?

wanton radish
#

okay got it. My bad. I forgot that I must check if item is valid first. Then name will be valid too.

maiden wadi
timber crystal
#

hey guys somebody knows why that is not working?
I want that before the unit moves into my player char a exclamation mark appears but why i get an error an nothing happends ingame... 😦 i have unclick the hook for hidden ingame by the unit

spring osprey
#

any guess on why this is happening when pressing the interact button I made?

maiden wadi
maiden wadi
spring osprey
timber crystal
maiden wadi
lofty rapids
maiden wadi
lofty rapids
#

your basically saying set A to A

timber crystal
#

hmm ok let me try thanks guys

maiden wadi
#

This is one reason I hate the idea of saving refs. They really are confusing to work with initially. It's a lot more easy to prototype and learn if you understand where and how you can get global references, because it'll also teach you how to create systems that allow you to store and get global references.

PlayerCharacter for example can always be pulled from GetPlayerCharacter as long as the player's controller is possessing a character.

timber crystal
#

thanks

spring osprey
maiden wadi
#

What is the hotkey you have set for Interact?

spring osprey
#

E

ornate linden
#

In respect to this I'm still working on I learned about navigation system agents, added one and named it, and put that cooresponding name in the world settings and changed the color of it so I can tell it's using this new data. I set the nav agent radius and height to the same as my capsule component, check that it can walk, and set the default query extent to the size of my capsule component as well. my character still moves up 10 units of Z when I use AI Move To >.<

lofty rapids
#

i'm guessing it's probably something to do with that

ornate linden
#

also curious is you can rebuild the recastnavmesh without like deleteing it and the bouinds volume and putting it back down

hoary junco
#

so I'm trying to make a system where depending what key is assigned to an input action, a UI element changes, so if you want to interact with something and it's assigned to the E key, and you look at a box and you're in range to open it it will say "E - Open Box" but the E will be an image, like I have a bunch of icons for letters and gamepad buttons.
but if you rebound the interact key from E to F then it would change it to "F - Open Box"

#

how would I do this?

#

I have the linetrace set up to look at the item and it already causes the UI to pop up, but I just need the changeable icon based on what button is assigned to the interact action.

empty anvil
#

Hey, I asked this question a while back in a different channel but got no response so now I'm trying here. I'm working in unreal 4.27 and every so often upon starting up the project at least one of my timeline tracks will have disappeared, does anyone know what's causing this and how to fix it?

hoary junco
# versed sun

so if I wanted to do this in a way where it will switch between gamepad and keyboard, I'm guessing as long as in the array I do the keyboard as the first entry in the key binding list and the gamepad as the second entry then could I set up a variable for the index in the get a copy function to where it's 0 if the player is using a keyboard and 1 if they are using a gamepad? if so how would I detect that?

versed sun
#

try the 2nd pic

hoary junco
#

I am doing the 2nd pic

versed sun
#

the Array Get would be if you have multiple keys bound

#

i think

hoary junco
#

I know... that's why I asked...

#

I can do the rest what I'm asking for is how to detect if a player is using a keyboard or a gamepad

#

because then I can switch the index to where it will pull up the keyboard entry in the bindings if they are using a keyboard and the gamepad entry if they are using a gamepad

spring osprey
versed sun
#

what's the Return Value text when using a gamepad?, you could look for a substring ?

fallen lava
#

Can you only use timelines on an actor? Is there a way to create a timeline in a gameplay ability? or in a component that can be added to an actor?

versed sun
#

you can make your own timeline

dawn gazelle
sharp python
#

I have a weird issue... in the first pic, Killer is filled out, in the second, it's None. What is going on here? 😮

versed sun
#

Here is a basic Timeline with 1 Float track in it

#

useable in components

maiden wadi
white thicket
#

How to get vector length between the character and the first object beneath it(I wanna enable ragdol when length is more then a specific value)

sharp python
near totem
#

I am trying to move some audio along a spline ahead of the player but my math isn't correct and it keeps sending it really far - any idea what's wrong?

maiden wadi
maiden wadi
#

The bottom node being what your component location is set to.

fallen lava
toxic copper
#

if these two variables "Camera Previous Location" and "Camera Current Floor" both have the same value, and the timeline is just two points (0 sec 0 value, .2 sec 1 value), why does my camera display some movement when jumping up and down? both camera component and spring arm maintain the exact same location throughout the jump, yet there is clear camera movement. also if instead of using the lerp i just plug in camera current floor to z value, no camera movement when jumping

versed sun
#

disconnect the tick

toxic copper
maiden wadi
#

What is this for? It looks like you're trying to do something on a timeline that should just be a tick interpolation.

toxic copper
#

im trying to have the camera become "platform-bound", but also have a smooth transition when changing to new platforms

#

previously i had this horrible set up, where it would switch to a "move component to" node shortly after triggering a new camera location, but then maintaining a "set world location" afterwards. the current method i linked above is much simpler and handles the transition in a cleaner fashion

maiden wadi
#

What is Platform Bound in this sense?

#

Cause I still feel like this would be easier on a tick interp.

toxic copper
#

basically im trying to create a camera system similar to super mario world. platform bound generally means its locked to the floor, and my characters Z movement doesnt move the camera up/down. in certain scenarios, the z axis "unlocks" and follows the character, and in some situations its "roof-bound"

toxic copper
frail swan
#

I'm actually doing exactly that and was about to ask a very similar question haha

#

what I did is I created zones which send the camera mode and information about a spline to the "camera man"

#

whenver the player enters them

maiden wadi
frail swan
#

My camera man is constantly doing a vinterp on tick though

#

So I've made these camera zones for my side scroller which basically tell my "camera man" component whether to freely follow the character, be fixed on one point, or follow a spline, when my character enters them. I'd like to be able to include something in these, particularly the free camera version, that prevents the camera from moving outside the bounds of a specified box. Or to explain it another way, I am trying to find a way to restrict my camera to a 2d plane, similar to how I can make it move along a 1d spline.

I'm wondering what the best way to pass the limits of, say, a collision box to the "camera man" for it to use as a limit for when I'm at the edge of a screen etc. would be, and how I would best use that information to allow the camera to move freely, so long as the movement wouldn't cause it to leave that box?

near totem
twin shale
#

Does anyone happen to know why I wouldn't be able to edit the CMC in one class but I can edit the CMC in the other class? They both inherit from the exact same parent

toxic copper
# maiden wadi Gotcha. So you basically just need a floor point. And to interpolate the spring ...

Thanks for this, ill try to look into tick interpolation as ive never used this. whats strange is that using the exact same inputs (in theory), of X and Y values coming from get actor location, and Z value connected to "Camera Current Floor", the movement im talking about doesnt happen. so im thinking its related to the timeline or the lerp, because thats the only difference. however, both values connected to the lerp are identical, and i tried setting the alpha to 1.0 and not related to timeline, still same thing

#

however, i tried just bypassing the timeline altogether, and suddenly it works.. so it seems the issue is coming from the "Update" output on the timeline

#

no idea why though

maiden wadi
toxic copper
sharp python
shadow isle
#

Guys, can you recommend any tutorials on a simple inventory system? Just want to be able to add items I pick up in a list that I can check as an inventory.

trim matrix
#

Hello

Someone has a Solution for this Problem? When i walk against a moving object with Collision my Player is bugging around

toxic copper
# frail swan So I've made these camera zones for my side scroller which basically tell my "ca...

im pretty new so grain of salt on this, but im also looking to implement something similar. couldn't you add a "min (or max) X value" float variable, and have your camera logic check the actor's X location value on tick with a branch. if the X value is greater than the float, then set camera's X location to "min X value" variable, and if less/equal to float, then just use the actors X value or whatever it was already using

frail swan
# toxic copper im pretty new so grain of salt on this, but im also looking to implement somethi...

Thanks. I think what I'm gonna try is passing in the transform of the box, figuring out its outer bounds based on that info, then clamping the x and z values based on that. If this works, the next problem I'm going to have to solve is finding a way to make sure the distance from the edge of the map is consistent. But I don't think that's a problem I'll be able to solve until I decide for sure whether I'm using paper2d or 3d walls/ceiling

#

I'd like to not have to manually set the size/scale of the box to be exactly a certain distance from the wall every time I put one of these "zones" down but I'm sruggling to think of another way

toxic copper
#

hmm yeah you're clearly way ahead of me on this haha. How do you clamp the x /z values?

frail swan
#

"Clamp" is an actual series of nodes. I'm pretty sure I can use that. When I'm actually working in the editor I may find that it's not applicable but I can't say for sure until I've tried

#

you can give it a maximum allowed value. It basically does exactly what you said

toxic copper
#

oh my goodness

#

thank you so much, thats amazing

ornate linden
#

If I make a custom event and put a delay in it, then call that event, does the node after that event call trigger immediately, or after the latent is finished and resolved the event that has the delay in it?

toxic copper
#

I was in the middle of building out a series of branches checking if above max X, below min X, or inbetween, creating those 2 variables as well as an integer variable, and a Select using the integer as index to select between min X, actor location, or max X.. sounds like the clamp already does all that in a single node... though if the function is somehow the same, i wonder if the processing requirements change a lot

ornate linden
maiden wadi
hard estuary
#

When i try to set show mouse cursor for the client from an actor it doesnt work or sets it for the server

hard estuary
maiden wadi
hard estuary
#

Yeahn but when i put switch has authority and go on the remote its not calling

toxic copper
hard estuary
#

How can i get the client only

#

I rpc to call the interface

toxic copper
#

or same thing for a roof/floor using Z values

maiden wadi
hard estuary
#

How can i run it on the client

#

this doesnt work either

maiden wadi
#

Cause the client doesn't own the keypad.

hard estuary
#

Do you have any solution

toxic copper
#

so rather than this, i can simplify it to this.. but considering they seem to do the same thing despite visually appearing simplified in the clamp, i wonder if theres a big difference in processing/computing demand

toxic copper
maiden wadi
# hard estuary Do you have any solution

Unsure of best result. I always handled this with a bit of back and forth. I don't use interfaces. One component traces to find the best interaction target, gets a second component off of the hit actor. Based on the data on that component it will run local and or server functions that the actor itself can run. But I rarely need both.

EG if I need to interact with something like a keypad or chest it's as simple as me throwing up a widget on screen because the actor itself is already replicated and ready. For a chest the RPCs to interact with it are done via the inventory components, as there's always one related to the player you can RPC through. For a keypad I'd likely do a generic RPC of an actor pointer with an instanced struct to pass generalized data through the RPC to the keypad like the key pressed.

And in this case when the user interacts with the keypad and the widget is put on screen, their inputs are changed to match like showing mouse cursor etc. Most all of this is handled for me via CommonUI stuff but you can largely do the same thing yourself manually.

lusty shard
#

Anyone know how to get the sun disk location?

#

trying to make a solar power system.. if trace hits sun, generate power.

toxic copper
#

im probably wrong but, i thought the sundisk was set by the directional lights rotation

still breach
#

why not avoid the headache and use if is day generate power. Would also increase the performances by a ton since traces are expensive to use to some degree

maiden wadi
maiden wadi
still breach
#

@maiden wadi I thought about that, and in that case yes, do a trace from the object, not the sun

maiden wadi
#

Also don't work on the side of larger buildings.

lusty shard
#

I want it to matter where you place your panels. If you have them against a cliff or near a tall building, thats a choice you have to make.

maiden wadi
#

Lot of complex cases

#

And as long as you're not on a PS4, a couple hundred traces in a second or so isn't going to cost much.

still breach
#

I would have the trace start from the object then, would be much shorter and easier to handle; if collide with visible then return false

#

Because I feel like having a giant Trace that tries to covers the whole map isn't the way to go

lusty shard
#

There really should be a way to get the sun disks location though

#

it is a thing that exists in the level I thought

still breach
#

Well the skybox is your sun technically, its just a texture, the object doesnt really exist

lusty shard
#

got it

versed crypt
#

can you add image to button using blueprint and get'ers?

lusty shard
toxic copper
#

hahah nice

#

yeahhhh

lusty shard
toxic copper
#

was just about to type it here lol

#

glad you got it tho

lusty shard
lusty shard
#

the sun disk is not in the positive x direction?

toxic copper
#

cause the directional lights location isnt going to help at all. the sun is so far away that regardless of where the actors location is, all that matters is its rotation / forward direction. no matter how large your map, anything using the opposite of the sun's forward vector will basically point at the sun

lusty shard
#

What is something that would use the opposite of the sun forward vector?

maiden wadi
#

The directional light.

ornate linden
#

What's the simplest way to get an element by index from an array? there doesn't just seem to be a GetAt(index) type node within its context

maiden wadi
lusty shard
ornate linden
maiden wadi
#

You do want to copy it though.

#

You have an array of pointers. Not an array of actors. Unreal would absolutely shit itself if you copied around objects everywhere.

ornate linden
#

ah that makes sense, thanks

pulsar geode
#

Hey all.
Question: I have multiple actors as part of an array, is it possible to get a specific component of an actor out of that array? Like when I call the actor from the array, can I then call a specific component that is part of that actor?

pulsar geode
#

How would I go about this? I am having trouble finding the correct node in BP.

gentle urchin
#

GetComponentByClass

maiden wadi
#

Pick a card, any card.

jagged sedge
# maiden wadi

I can't believe there is no "GetComponentByName" where you just pass in the literal component name from the BP editor and it looks into a map to fetch the component efficiently instead of iterating

lusty shard
cosmic hill
#

general question guys, is there a way to mark an input binding as "release key"? or do i have to juggle with logic to get it in ue4.27?

jagged sedge
pulsar geode
#

Thank you very much for the help, that solved it! Have a good day 🙂

gentle urchin
#

Literal comp name 😔

maiden wadi
gentle urchin
#

I dont wanna care what someone named a comp i'm looking for

#

If i do want a specific comp, i need to filter it somehow anyways

maiden wadi
#

It's a very rare case to need a very specific component where there might be multiples. Handling rarely causes this kind of necessity. Usually you either need to get a special component like the ability system, or you need to iterate over all skeletal meshes for some reason or another. It's rare you need to care about one skeletal mesh in particular by tag or name. You'd usually care more about the bone it's attached to if it isn't the primary skeletal mesh or care about what mesh it's displaying, etc.

jagged sedge
maiden wadi
#

Even if we were, class and fname comparisons are incredibly fast. And since it isn't looped in BP, it's fine. Remember that FNames compare nearly the same as integers so it's insanely quick.

flat kindle
#

Hey yall, I got a bit of an issue, I'm trying to make a input for Gamepad controller and it's trigger and when I use it (Axis1d) it always returns an Action Value of 1 for some reason, is there any fix to this? (5.3.2)

maiden wadi
#

Are you using the axis key and not the cardinal direction one?

flat kindle
maiden wadi
#

😄 Been there, facepalmed that.

pulsar geode
#

Hmm... Another issue.
I have a camera attached to a bone but the camera does not move with the bone and stays entirely stable.
Any idea why this might be?

rugged aurora
#

I would like to limit camera rotation, however checking the world rotation to be within a certain range (< and >) leads to the camera overshooting and getting stuck. How would I get around the overshoot problem?

twin shale
# twin shale Does anyone happen to know why I wouldn't be able to edit the CMC in one class b...

Not sure if anyone will run into this issue, but if you do: I had an addition plugin that had references in the details panel of the CMC. The plugin was uninstalled, but the reference still existed. Unreal doesn't throw an error or anything or (from what I can tell) have a way to deal with this scenario. I had to reparent the blueprint to AActor which lost a bunch of settings, then reparent it back to the original parent. I then looked at the DIFF from depot and tediously replaced all my settings in the newly re-reparented blueprint. This fixed the error in the CMC display window and I'm able to see it again. Interestingly enough, the reference viewer did not have a link to this reference when I originally uninstalled the plugin.

The only way I was able to determine the plugin was the culprit was by re-creating the broken state in another file. Basically retracing my steps over like 8 different revisions

toxic copper
maiden wadi
# rugged aurora

Depending on the use case, you can also set min and max values in the player's camera manager.

toxic copper
#

im trying to make a platform that has collision from above, but not from the sides or below (so you can jump through it from below/the sides). Any suggestions on how to implement this?

I had thought of using overlap events and comparing character Z value to platforms Z value, and based on that, disable or enable collision. however, this would mean other actors would fall if i disable collision while jumping through. is there a way to disable collision for the specific actor rather than the object type? Or any other suggestions on how to do this?

rugged aurora
maiden wadi
#

What camera style though? The movement component doesn't usually matter.

rugged aurora
maiden wadi
#

Is the camera on a spring arm?

rugged aurora
#

However I created a custom camera pawn.

#

so the camera is detached from the character

#

It does have a springarm

maiden wadi
#

If you can enable pawn control rotation on the spring arm then you can use the limits in the camera manager.

#

Alternatively. You'll need to get, alter, clamp and then set the rotation values instead of adding to the rotation by an offset.

rugged aurora
#

I am not sure how the clamp fits into this. Each input action adds to the local rotation. and what also confuses me is how the camera even overshoots

toxic copper
maiden wadi
#

7 pitch minus 12 is -5 pitch. Add does not care about your check until next time it ticks.

#

7 pitch minus 12 clamped to 0 to 90 is 0 pitch.

#

The thing is that you can't use clamp with the add call. You have to get the current axis value, add what you want to it. Clamp it. Then set it into a new rotator and set that rotator.

iron furnace
#

Question, I just added an exponential height fog into my map, but it doesnt seem to affect anything regardless of settings, but the local height fog does work. is there a specific bounds or something else i need to have to make it work?

rugged aurora
maiden wadi
toxic copper
#

how can I have a dynamic "Cast to" with a target depending on whoever triggers the event?

maiden wadi
#

Depends on what you need to do with it. Can use composition with an actor component or interfaces usually.

toxic copper
#

ok, never heard of interfaces.. something new to learn haha, thank you!

#

composition also sounds unfamiliar

#

on component begin overlap, i want the other actor to set their collision response to world dynamic to overlap, and back to block on end overlap

#

but im realizing that the component it calls to would likely be different for every actor, as its based on the component rather than the actor

maiden wadi
#

Sounds interface like if that's all you need. Just be mindful when reading up on interfaces related to Unreal. There is some really stupid info floating around regarding them.

versed crypt
#

how to: String + " " + String

toxic copper
toxic copper
rugged aurora
nocturne fossil
#

very nice node unreal

hoary junco
#

so this is more a question of general preference but, figured I'd ask to see if anyone has insight on it. I have a system where there's a sphere trace that comes from the camera on its own channel, if anything blocks it, and it's not overlapping a wall or an object that would block the view to the thing in question, you can interact with it

generally what's the best range in terms of length and width of the sphere trace for interactables? Like how far away should be the maximum interact distance?

Obviously I don't want you to have to shove your face into every object in order to open it, and I don't want you to have to look EXACTLY at the item, I do want some leeway but I don't want it to be too far

any suggestions?

maiden wadi
#

Depends on game style. First or third person shooter?

hoary junco
#

first person RPG, kinda elder scrolls style

maiden wadi
#

Then I would say one of two things. Either specifically at the distance you intend to allow interaction, or that distance plus say 30-50% where the name shows but not the interact key yet.

hoary junco
#

well what I'm trying to get is what would that distance be?

#

I've figured out that 160 is the distance between the person's face and the floor if you're looking straight down

maiden wadi
#

Hard to gauge without playing. I think most of my personal testing ranges are around 300. But I'm not sure where I would finalize that. 300 is a bit far. Feels like you can stretch arms. I'd assume 160 is too low. Need to pick up things on ground without crouching somewhat easy.

hoary junco
#

I have a hard time putting into numbers what the actual interact distance should be and I've been playing around with a few ideas but none of them feel.. right if that makes sense I'm having difficulty pinning down a number

maiden wadi
#

Just depends on game though too. If you're going for super realism then like 120. Make them crouch to grab things on the floor. 😄

hoary junco
#

realism isn't my top priority.. I want the game to be a bit more casual

#

like I'm absolutely enamoured by TES4: Oblivion and it has been a dream of mine since it came out in 2006 to make my own game in that style, obviously an open world game of that size for a solo dev is a near impossibility so right now I'm making a tech demo of a single city with a small amount of surrounding environment and a couple of dungeons to really kick off the project and gauge interest

maiden wadi
#

200-220 might not be bad. Not in an FPS project to test though. TBF this is also something you'll get some community feedback on.

hoary junco
#

that's true, I'll try 220 for now because 200 is what I'm sitting on atm and it feels too short, I think I tried 225 and it felt too long so 215-220 might be just right

#

thanks for the input, hopefully I'll have something to share of this project soon

maiden wadi
#

😄 Feel free to tag. I like Elder Scrolls.

hoary junco
#

is there anywhere in this server to self promo? I've only been at it for 3 days so barely got the inventory and some basic UI done, but I've been thinking of recording dev logs and uploading them to YT

maiden wadi
hoary junco
#

aah thanks they weren't on my channel list

#

like I said there's really not much to show right now, I'm still using the default first person map and character, I really want to see if I can show the full body and feet below the character instead of it just being empty eventually, but everything's gotta start somewhere 🙂

#

I am still getting a weird bug with volumetric clouds though... if I pause the game by opening the inventory UI they do this

silent stag
#

Is it possible to change the collision of only a certain part of the landscape?

hoary junco
#

someone will correct me if I'm wrong but, that's how I'd do it

maiden wadi
#

Pretty much. Default landscape in Unreal is largely terrible. It's good strictly for basic terrains made at editor time with no runtime changes.

versed crypt
#

is it possible to edit datatable, is is straightfowrad? I can GET datatable stuff anywhere, but i dont see set?

hoary junco
versed crypt
#

oh...

hoary junco
#

generally you pull a base value from a data table, store it as a variable, then change that variable during runtime

versed crypt
#

i made a character picking (with a store idea kinda), and made datatable to have booleans like (own it, etc), so if i cant edit those booleans, then datatable are just static mess?

#

like how would i make it, that i choose this char, I buy it, i apply it, and then when i press play game this will be the characte i will be as***

maiden wadi
#

Array of the datatablerowhandles of owned characters maybe. 🤷‍♂️

hoary junco
#

yeah I Was gonna say an array

maiden wadi
#

Stick it somewhere you can save/load it related to the player.

versed crypt
#

then what shall I use in this situation? To have player info (stuff he has, currency, unlocked characters) during life-cycle of game?

#

im trying to understand how data is being stored in ue

hoary junco
#

variables... lots and lots of variables.

versed crypt
#

so what do i make then?

#

like... where do i strore that data during life-cycle of game?

maiden wadi
#

I think a step back is in order.

#

What kind of game are we even discussing? What kind of game style? multiplayer, singleplayer?

versed crypt
#

its singleplayer

#

singpleayer/ puzzle

#

but will have API's in future hehe

hoary junco
versed crypt
#

what you mean save/load system? could you explain a bit in detail?

hoary junco
#

I've not tackled that part of UE5 yet, look up some tutorials on how to set up a save/load system

#

like you know how in most games when you hit the save button it creates a save file? I'm talking about that basically

maiden wadi
#

Writing to hard drive and loading from it. You make a child class of SaveGame. You put variables in it

hoary junco
#

^ yeah that

#

and in this case the owned characters would be part of that save data

versed crypt
#

doesnt that expose to exploit?

maiden wadi
#

Lol. You're making a singleplayer game. Just accept defeat there already.

versed crypt
#

heh, nevar

hoary junco
#

then you're going to be spending the next several years treying to exploit-proof your game only to have it cracked in 2 minutes.. it's not a game you can win

#

there's only 2 options to saving data
1: have it be an online only game that saves its data on a server where the player can't access that data
2: save the data locally and no matter what way you do this, it's prone to save exploits... there is simply no way around that.. As long as the data is on a player's computer, they can modify it.

versed crypt
#

I mean... that makes sense, any application you code, you will store either HDD/DB etc and user could edit unless you crack it up and encrypt sht

hoary junco
#

even encrypted save data can be broken really easily

maiden wadi
#

You don't necessarily need access to the saved data. You can edit the application at runtime too.

hoary junco
#

because that save data has to be unencrypted in order to be loaded into the game... which means someone can just create a socket between the encrypted data and the game itself and translate it.. that's how public APIs are generated for games that don't have them innately

versed crypt
#

i mean yeah sure... now it makes sense why sp games need internet connection

trim matrix
#

Wait, should save data be encrypted?? Im confused

hoary junco
#

there's no point in encrypting for reason I pointed out above

trim matrix
versed crypt
# trim matrix Wait, should save data be encrypted?? Im confused

yeah, basically, everytime user launches app, you give him a hash key from API, he then hapily decrypts data, everytime you save data, you encrypt it with different hash, so even if app is closed, its hashed with last key, and you store that key safely in DB 🙂

hoary junco
maiden wadi
#

Realistically it's a bad dev move to care. If you're making a singleplayer, and people want to abuse it, let them. 🤷‍♂️ If you want a competitive game, put it on a server with authoritive data.

trim matrix
hoary junco
#

then the game can be tampered with

#

simple as

maiden wadi
#

Refer to the don't care part. 😄

trim matrix
versed crypt
#

but its like, if i put in a store, where i could get a bit of money from you know... if kid with notepad++ can edit my stuff. man...

hoary junco
trim matrix
worthy jasper
versed crypt
#

isnt current AAA games require you internet connection even though theyre single player/

hoary junco
maiden wadi
#

Thing is, players can exploit multiplayer games too. But they just can't do it in a meaningful way if they're coded well. This is the reason stuff like EasyAnticheat exists for client side hack detection for aim bots and such because you can't reliably detect it from a server, and making aiming server auth feels bad to the player.

versed crypt
worthy jasper
hoary junco
#

your options are

1: server

2: your game can be exploited

there is no third options

maiden wadi
#

Which also doesn't work.

hoary junco
#

yeah DRM can be broken really easily

trim matrix
versed crypt
#

only custom DRM like rockstar are tough ones as i know

versed crypt
hoary junco
#

usually on a server farm

#

generally game devs that host server authorative games buy or rent out their own server farms to host the data on

trim matrix
#

So I'd need to pay for servers?

hoary junco
#

yep

trim matrix
#

ew

versed crypt
#

if you keep your pc open 24/7 you can host on your pc 🤷

hoary junco
#

I don't see why it's even an issue.. like I said if it's a single player game who gives a fuck if it gets exploited it's only ruining their own fun

worthy jasper
#

They really aren’t as expensive as you might think and if your game makes money can be offsetted

trim matrix
maiden wadi
#

It's a giant waste of money for a singleplayer game though.

worthy jasper
#

mhm

trim matrix
maiden wadi
#

Unreal has no P2P

#

And even a lot of Coop games don't really need cheat prevention honestly.

worthy jasper
#

I mean you could run an anti cheat but why?

trim matrix
maiden wadi
#

Realistically the only time you need cheat prevention is for public servers, or a competitive game.

versed crypt
hoary junco
# trim matrix but if it's a co-op game host system multiplayer..

then there's ways of doing client authorative servers
have 1 player be the host, or allow them to set up their own dedicated servers

then the host/server client stores the data.... that does mean if the host or the server client wants to cheat then they can... but the player clients that aren't hosting can't cheat.

but TBH if you want to stop the host/server client from cheating, that's bad because it also stops them from modding the game which... most co-op games survive the long term exclusively through modding

worthy jasper
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Huh?

versed crypt
#

i mean... ofcourse its backend (API and DB)

maiden wadi
#

Thing is, that stuff is still hackable. Like even in a multiplayer game with skins. You can force equip skins locally. Others won't see it , but you can.

trim matrix
worthy jasper
hoary junco
trim matrix
versed crypt
hoary junco
#

it's not peer to peer

worthy jasper
versed crypt
hoary junco
#

thing is, let me put it this way.... Final Fantasy 14, second biggest MMO in the world (or biggest depends who you ask) does not allow mods of any kind in its EULA, it specifically states no mods or addons

they have a huge modding community because it can all be done clientside and the server can't do shit to stop them, though it's mostly cosmetic changes that get made

worthy jasper
versed crypt
worthy jasper
#

Storing it is entirely a different can of worms

hoary junco
#

cheating happens in video games it's just a fact and even the biggest AAA corporations in the world can't stop it with their best efforts and in the end (like capcom) just end up hurting their modding community who actually loved the games and just wanted to change them a bit

us plebs just getting into game dev aren't going to stop it....

versed crypt
versed crypt
worthy jasper
hoary junco
versed crypt
hoary junco
#

nothing