#blueprint

1 messages · Page 153 of 1

vapid ice
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Build Faind error(crash) on packaged game when trying to set scalability to epic

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Works fine in pie

bleak wraith
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sorry for not being clear also.

vapid ice
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Kk

supple dome
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no, unless its very arcade, (ie a tank in a turn based grid)

agile ridge
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In that case, you'll want to get AllActorsOfClass(BP_TopDownCharacter) then you'll want a ForEachLoop that checks for that value. Then in LoopBody, Branch that checks if LoopIndex == Self(True, do nothing (as in don't plug it into anything), False (Get PlayerIndex(LoopIndex) then on the GetPlayerCharacter(PlayerIndex = LoopIndex). For this to work, you'll want to check for that value on BeginPlay and have PlayerIndex be a dedicated Integer Variable. It should work fine from there, assuming that there are only 2 actual BP_TopDownCharacter Actors in the actual scene. If there are more than that, the logic will get more complex.

Edit: You can also have the Variable just be an Object Reference for BP_TopDownCharacter and just plug that directly into the AIMoveTo Target.

pine tiger
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I've got an actor component with a ptr to another actor in the level. Changing any values on the property at runtime causes the property to be remade, which seems to copy everything across except the reference, which goes nullptr.

This ONLY happens when the actor is part of a blueprint object, and doesn't happen when just placed on an actor in a level.

Any ideas of where I should start looking here?

Do I need to mark actor components with something other than BlueprintReadWrite properties? Seems like changing ANYTHING recreates the entire actor for every change.

bleak wraith
# agile ridge In that case, you'll want to get AllActorsOfClass(BP_TopDownCharacter) then you'...

Welcome to the 3rd tutorial in this Introduction to AI Tutorial Series for #UE4. In this video, we will add in our enemy AI and make this AI chase our friendly pawn.

In the next video, we will discuss finite state machines (FSM)

Create Enemy AI Controller - 0:52
AI step 1a: Finding target (friendly) pawn (version 1) - 1:20
AI Step 1b: Chase t...

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agile ridge
bleak wraith
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I have to go work 5 hours left for sleep but thanks to you finally I can go sleep at piece XDD

queen dagger
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Is there any reason why when casting to the playerstate that i cant call the player struct from the player state?

dawn gazelle
queen dagger
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ahhhh

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so the real reason this didn’t work is cus im stoopid

wise ravine
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Hello, so I'm making a game where the player rides a train between different stations. After a certain point the previous station will delete, and the next station will load, but it will be slightly different (like an anomoly). I was thinking I could store the different types of levels in an array, and somehow randomly spawn stations. Is this the best way to do this?

dawn gazelle
# wise ravine Hello, so I'm making a game where the player rides a train between different sta...

Not sure about the best way, but it sounds like it would work.
If you want to mimic Exit 8, you'd use an array as you mentioned and shuffle it, then pull from index 0, remove it from the array and load that level. If there is nothing at index 0 (you've run out of levels to load), you repopulate the array and shuffle again. You may also want to keep track of the array through save games, so that if there are unseen levels when they leave the game, save the array and use that the next time you load up so that they can continue to see the unseen first.

wise ravine
# dawn gazelle Not sure about the best way, but it sounds like it would work. If you want to m...

This helps a lot, especially since I'm just getting into arrays. I've never had to load and unload levels before, would that be something like sublevels explained in this video? https://www.youtube.com/watch?v=z5Yjnr7ryuA

Here's how to dynamically load and unload sublevels at runtime in your Unreal Engine 5 projects!

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

Check Out My Game Studio: https://www.copagaming.co.uk/

#UE5 #UnrealEngine5 #UE5Tutorial
__________________________________________________________________...

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dawn gazelle
wise ravine
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For the alternative option....

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I know you don't know for sure, but does that sound about right?

dawn gazelle
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You probably always need 3 levels loaded.
The one behind you, the one you're in, and the one that is in front of you.
As you cross the threshold to the level in front of you (which can be an overlap collider), you can communicate with whatever to spawn your next level. Doesn't need to necessarily be a separate blueprint, but coudl be the gamestate if you want.

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If you really wanted to mimic Exit 8 then going "backwards" usually indicates you saw an anomaly, so based on which way you go, it either increases your score or resets it if there actually was an anomaly or not, but in either case, it loads up a new level.

undone galleon
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I'm having trouble understanding why I can't find this class. I can drag it onto the pins of a function and it'll assign properly that way, but I need it in my structure so I have a handy package of information of a perceived target.

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An example of forcing it into a function pin; It's clearly available, but I can't pull it up in the var dropdown

wise ravine
hasty shard
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I have a question. I have a mesh, basic character without any clothes... I get a way to add cloth on it by creating another skeletal mesh on it (the cloths) so I juste need to change the asset into this one... and they share the same animation blueprint... is that a good way to do it, or it have better way?

junior quest
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Where can I add to my show only actors list?

wise ravine
junior quest
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I bought it because I personally think it makes reading the graph editor easier

dry pecan
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did I do this right? bullet will spawn and move in a single direction, floating like a bubble

odd kiln
trim matrix
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How does interfaces work?

odd kiln
odd kiln
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What are you trying to do ?

odd kiln
dry pecan
odd kiln
junior quest
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I want to use the 2d render as UI when the player opens the menu

dry pecan
junior quest
dry pecan
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did I mess up?

odd kiln
dry pecan
odd kiln
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So in the actual BP, just spawn a bullet each 2 seconds like that

odd kiln
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Then, open in the spawned BP, make your bullet moving "each tick" with the "Event Tick" node

junior quest
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Im trying to follow but i dont get it

odd kiln
dry pecan
odd kiln
junior quest
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but im starting to think I might not be able to do that and I might need to separate things out?

dry pecan
stoic ledge
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sequentially call the events?

odd kiln
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Then your event that is moving your bullet will be called inside the bullet Blueprint itself, when it will be spawned

dry pecan
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so will the charcater I want to activate the bullet spawner call activate or the spawn evemt?

dry pecan
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pressing K but my debug string isnt showing

odd kiln
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Try to make a "Print String" and tell me if it's showing

dry pecan
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odd still nothing

junior quest
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i think it will work at least

dry pecan
odd kiln
odd kiln
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Try to set a "Print String" just after your "K" pressed

dry pecan
odd kiln
dry pecan
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weirdly

odd kiln
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Maybe you set the code in the wrong Actor

dry pecan
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I only use blieprints

odd kiln
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You have to "possess" the actor to make the inputs working

odd kiln
dry pecan
odd kiln
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If nothing happens it means that your actor is not spawned in your World

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You have to put your Actor in your World (Level) to make it running code

dry pecan
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but I placed it into the world though

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oh it is working

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I think I may have done this wrong

odd kiln
dry pecan
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ye

odd kiln
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The "Begin Play" node is executed only once

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To make something moving continuously, you have to use a "Timeline" or the "Event Tick"

gentle urchin
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Projectile Component ftw

dry pecan
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like this?

trim matrix
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Is there a game mode base for each map created?

gentle urchin
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you could have

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but its not made by itself

gentle urchin
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so at 20 fps you move 20uu/s
while at 100 fps you move 100uu/s

dry pecan
worthy jasper
gentle urchin
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oups

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1 mph = 0.44704 meters / second
5 mph = 2.2352 m/s

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so you want to do
GetActorForwardVector x Speed(2.2352) x DeltaSeconds

dry pecan
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vector * float * float?

dry pecan
gentle urchin
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You'd want to add that to the actors current position

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so getActorLocation + (the result of your previous math)

dry pecan
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ok they're moving but way too slowly

odd kiln
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Try to set your speed to "253.52" maybe

dry pecan
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IT WORKS!!

odd kiln
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Glad for you !

dry pecan
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I just need to get colision to work now

odd kiln
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Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.

dry pecan
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did I do this right? it checks the object iy hit and applys damage

gentle urchin
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good catch, me forgetting to * 100 converting to cm 😛

odd kiln
dry pecan
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is there any way to have the bullets spawn in the direction of the spawner?

odd kiln
dry pecan
odd kiln
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Yes you have to do that where you spawn the bullet

dry pecan
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odd their still moving forward world wise but not to the spwaner

dry pecan
odd kiln
dry pecan
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odd I dont see rotation

odd kiln
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Right click on the "Spawn Transform" and split it

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You will see Location, Rotation and Scale

dry pecan
odd kiln
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Exactly

dry pecan
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okay now this weird, the byllets arent facing the direction the spawner is facing

odd kiln
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So what are they facing ?

dry pecan
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the direction I rotate the spawner I placed in teh scene to, I use an arrow to show its front

odd kiln
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So you mean if you hit "Play" and then rotate the Spawner the bullet is still facing the default rotation of the spawner ?

dry pecan
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so the bullets would also move in that direction. also the spawner is already positions as needed, its just my bullets moves forward on the screen and not the direction the spawnder is facing

odd kiln
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So the issue is the rotation when they spawn or the direction they move ?

dry pecan
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direction

odd kiln
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So they spawn correctly ?

dry pecan
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yes

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they spawn and move as they should

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just not in the direction I want

odd kiln
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So the bullet spawns with the correct rotation but don't move forward ?

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They should move forward related to the code

dry pecan
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essentially what I want is if the spawner faces left, bullets move left, spawner faces right bullets move right, same for up and for down

odd kiln
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I need some screenshots of the issue

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If the bullet spawns with the rotation of the spawner it should work cause the bullet moves forward itself

dry pecan
odd kiln
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The bullets are on the right ?

dry pecan
odd kiln
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And your spawner arrow is the red one ?

dry pecan
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yes

odd kiln
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And if I see it correctly their rotation are good, right ?

dry pecan
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yes, its just direction

odd kiln
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So they don't move forward related to themselves

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Show me the code of the direction of the bullet please

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They seem to move in the direction of the player

dry pecan
odd kiln
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Can you split the "New Transform" and just set the location

dry pecan
odd kiln
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No sorry I mean set the whole math thing

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But only in the location pin

dry pecan
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all pins?

odd kiln
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I mean the math you did earlier to set the speed etc..

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Take the pin of the "+" and connect it to the "New Transform Location"

dry pecan
odd kiln
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Yes

dry pecan
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still forward

odd kiln
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Delete the "Set Actor Transform"

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And use "Set actor location"

dry pecan
odd kiln
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Yes connect it now

dry pecan
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there we go!

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ok now I need damage to work

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seems that its not working, the moment it spawns it destroys itself

dawn gazelle
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Could be because it's colliding with whatever spawns it. Add an owner or instigator to when you spawn it (it can be set to "self" as this then makes whatever was spawning it the owner/instigator). Have your overlap check if "other actor" != either instigator or owner (whichever you use) and only apply damage/destroy if true.

long breach
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you can also offset the spawn location for the actor so it doesnt overlap with the shooting thing

edgy axle
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is there a way to do something like
const FVector Location = whatever
in BP, so it's read only for the rest of the BP but I can still set it at the start

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if I try set it to Read-Only then I can't set it at the start of every tick like I need

jagged sedge
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so it's read only for the rest of the BP but I can still set it at the start
can't set it at the start of every tick like I need
That means it's not read-only, that's a mutable variable

edgy axle
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yeah I didn't explain that well

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I need it to be hidden from the rest of the BP

jagged sedge
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Do you mean local variables perhaps?

edgy axle
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I can use like a pure function or macro to grab it but I don't want anywhere in the BP to be able to set it apart from a specific function

edgy axle
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I mean this is pretty much what I want to do, but then make it so you can't set those variables anywhere else in the BP

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only be able to read them

jagged sedge
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I mean the UpdatedComponent is exposed right? You can just have pure functions to get those. That's about as encapsulated as it gets.
Do you need it as a variable explicitly?

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Aside from that, you can't encapsulate a BPs variables from itself

edgy axle
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I guess the only other way would be to add a seperate component to handle that

jagged sedge
edgy axle
jagged sedge
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Would help to know what exactly you're trying to achieve with those variables, and why they would need to be read-only for the rest of the blueprint?

edgy axle
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meaning it's kinda gotta be read-only in the rest of the blueprint

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and I'm just being abit picky as well cause I don't like calling Get World Locatione etc every time I need it

jagged sedge
edgy axle
edgy axle
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if it's not read-only then it could get changed somewhere in between so the variable couldn't be considered fully safe

jagged sedge
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Running in circles here 😄

edgy axle
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not really

drowsy anvil
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Hello, I made a moving projectile that hits an enemy, but nothing gets print stringed with this code when they hit? what type of collision do I need or what to fix? nothing seems to work to make it print

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even with block all, the bullet still goes thru the floor

maiden wadi
drowsy anvil
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I tried without the added sphere and box collisions too

jagged sedge
drowsy anvil
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just gives me this

jagged sedge
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Replace the DefaultSceneRoot with your "Projectile" static mesh by drag & dropping it onto the DefaultSceneRoot

drowsy anvil
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seems the code is now doing something, things get deleted, but the bullet became huge

edgy axle
drowsy anvil
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it almost works now, thanks for the help

jolly oriole
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Hey everyone, I'd like my actor component (AC_TargetingSystem) to handle its own "get overlapping actors" call. The problem is I have no clue how to give (ie, feed through) the actor component the collider I'm using in the given blueprint.

I wish to use any collider, box, sphere, mesh, in the future.

This is important because I'd like the targeting system to run on its own tick every frame and check for things without relying on the parent actors to run it on tick.

Is there a parent object type I could feed through? My only other solution rn is to feed through an object using an interface or base class, which can be asked for stuff in its range. Then its just a case of making various of those objects.

dark drum
jolly oriole
dark drum
jolly oriole
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Other than running some kind of initialization function where I feed it that primative

dark drum
jolly oriole
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Amazing!

edgy axle
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just wanted to put that here in case someone else is having the same issue

jolly oriole
dark drum
compact fable
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Heys guys! Would like some advice on how to set up end of level rewards.

Currently when a level ends, a score is calculated, the player returns to the home base.

Best way to implement how to get the score if its high enough will unlock the reward

jolly oriole
compact fable
jolly oriole
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It'd be good to put that logic somewhere else with a more "global" scope, perhaps your level blueprint or even on your character, and then do the final calculation there too

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And you could just do a greater than check on your score vs your threshold to determine if it's met the requirement to get the final reward

compact fable
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the check, would that be in the player character as well?

dark drum
dark drum
# compact fable currently in the end of level widget

I would probably create an actor component that manages the score and place it on the game state. When the level is completed, this component will then check the score and decide what UI it should show and if nessasarry, give rewards to the player.

compact fable
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gamestate?

dark drum
# compact fable gamestate?

You can create a new BP using the game state as the base class and then you can set your level to use it in the Game Mode.

compact fable
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@dark drum could I use the same gamestate for every level?

dark drum
compact fable
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is does mention best not to use game state for player specific things

edgy axle
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end of level reward isn't player specific

compact fable
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okay, so game state is okay here?

maiden wadi
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GameMode should house the granting logic along with the level ending logic. It's authoritive and should be server only.

Scores should life on PlayerStats. GameMode should be able to get playerstates and grant rewards based on the end of game's current state.

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The data should also be put in a data asset for better data oriented design based on what gets granted for what scores, etc.

edgy axle
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^

compact fable
dark drum
compact fable
maiden wadi
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These all feel player specific.

compact fable
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they are

dark drum
maiden wadi
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Players can take different amounts of time to complete, and collect different amounts of items.

edgy axle
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time elapsed is the only one that doesn't sound player specific to me

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items collected are pretty specific

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time elapsed could just be from the level time

maiden wadi
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Not always.

edgy axle
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depends on how they're calculating time elapsed

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ig

maiden wadi
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PlayerA can die, stop, finish before PlayerB in some game cases.

edgy axle
compact fable
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it is a singleplayer game

maiden wadi
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We can just put it all in the level blueprint then. 😂

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Kidding. Please don't.

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But in that case it doesn't really matter in the end unless you want to follow common design. But yeah time taken becomes more global at that point.

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I use my own premade systems so I'd be inclined to just use my inventory component for the collected items.

I'd use GAS's attributes for the health. But in BP only land it's fine enough just to have some floats on a player related class. But it should probably go on the character or the playerstate. Character if you never really die or only care about the end health. Playerstate if you kill off the pawn for like restarts or whatever.

compact fable
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@maiden wadi I guess playerstate then

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and is there an easy way to get that data from the playerstate into the end level widget?

maiden wadi
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GetOwningPlayer->PlayerState

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And cast it, cause that will be APlayerState level

dark drum
compact fable
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giving it a try with the health scoring first, how do I keep them updated?

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this is how I am getting the player health score in the PlayerState

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I think it is best to get this scoring at the end of the game?🤔

frosty heron
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Are you getting health or setting total score?

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Why the function name

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Not sure if I would ever use interface for something forward like this too

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Why not just get player state, give me my health

compact fable
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yes sorry thats what I might do

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I just copied what was from my widget where I originally got the scores

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this is my player state though

frosty heron
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I'm not understanding then, player state is where you would have your attributes live, if you are going with player state route

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So maybe you want to keep your health in character but score is kept in player state?

compact fable
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yeah that is what I am doing I think

tulip anvil
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Does anybody with a brighter mind then mine know why this doesnt work:

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But this does:

versed sun
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Case Sensitive name ?

tulip anvil
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capitalization is correct.

versed sun
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avoid By Name, it just adds headache later

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there aren't any Inputs on DealDmg , is there ?

tulip anvil
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well i can easily just make it an event. and thats not really the issue. but as far as i can find in the docs and in tutorials, this should work.

tulip anvil
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in the example images i just had not hooked the char ref back up.

versed sun
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yah , Timers dont work with Inputs

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It cant remember what the input was after the delay , or something like that

tulip anvil
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but that still doesn't explain why the entire function isn't called does it?

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like even if i remove everything and leave only the print string it doesn't print it

versed sun
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the Set Timer By Event used dmgtemp, with no input , thats why it works

maiden wadi
tulip anvil
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and when in debug view it is visible the timer gets called but the function does not.

maiden wadi
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Yeah, what Ryck said. 😄

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Also, you should prefer to never use written names like that. At most use a CreateEvent node.

tulip anvil
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okay but then why does this also not work?

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i will just swap to an event for it, but i'd really like to know why it doesn't work when every example of this shows it functioning like this.

maiden wadi
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Capital T

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And if people are using examples using the named version, they're bad examples.

tulip anvil
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thats the auto capitalization of the node if you look at the function in the list its not capitalized

maiden wadi
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Should technically work. I'd be curious to know if it works as an Event instead of a Function.

tulip anvil
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as an event it works perfect. even if i call the function from a custom event and timer by event it works. just not directly from the timer by name

compact fable
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@maiden wadi sorry to bother you again, I was able to move all the end of level scoring logic to the Player state, tested and it works on the end level widget.
I was wondering how to do the end level rewards if any.
The reward is pretty simple, the player will unlock a new character skin if they get a high enough score, Also the skins if they are unlockable are set in the save game as booleans

maiden wadi
tulip anvil
maiden wadi
compact fable
tulip anvil
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oh wait does that also not support inputs?

versed sun
compact fable
tulip anvil
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in which case how do i cast the damage to the player?

versed sun
tulip anvil
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i'm just asking to improve my workflow, as i can hack it together with a custom named event. but if there is a better/more optimal way i'd rather learn that 😄

tulip anvil
# versed sun

hmmm whats the advantage of this over directly hooking the event into the timer?

versed sun
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Clutter and preference

tulip anvil
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fair point

versed sun
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thats perfect for that use, but sometimes the red wires clutter up the graph

jagged sedge
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Whether you like nodes or wires, yea

tulip anvil
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yeah that makes perfect sense. thank you so much for your time and explanations both 🙂

tepid raft
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https://www.youtube.com/watch?v=khjUY5To7qI&t=1094s i used this video to make a inventory system and now want to make it so if i use something like a door key thats in there it goes away and not sure where to start do i start making a door lock and key or wat very confused

Hello guys, in this quick and simple tutorial we are going to learn how to make a simple inventory system in Unreal Engine 5

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wise raven
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is there actually a way to expose these constraint parameters into the graph?

versed sun
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they usually are, what are they in?

wise raven
versed sun
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hmmm, I dont see it, might not be exposed to BP

wise raven
versed sun
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Sometimes it is inside a struct that you have to change , but i dont see that either

compact fable
wise raven
versed sun
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maybe , or there could be something about it that would break if changed in game , so the didnt expose it

blazing kiln
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you can have a struct to store data but never expose it for BP if there's a posibility of braking the logic with direct setting of the data

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if you really want to get excess you can make a child of the class you're working with and add a setter function

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not always a good idea though

blazing kiln
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yeah

wise raven
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it doesnt offer a way to set in bp

blazing kiln
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yep, but cpp can do it )

wise raven
# blazing kiln yep, but cpp can do it )
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just found this, and yeah it mentions changes in cpp as well

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then i wont be able to update the engine

blazing kiln
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nah you dont have to change engine code

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idk the specifics but

frosty heron
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you extend it in a sense

blazing kiln
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if there's a class you use, like camera manager, you can make a child of it, add some logic there and use it instead of the engine default class

frosty heron
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from the link

blazing kiln
frosty heron
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no touching the source code required

wise raven
blazing kiln
wise raven
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so ill have to replace all my base constraints with the new cpp version?

blazing kiln
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sorry if i mess up the explanation, not a native speaker )

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yeah you can do that

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since it's a child all cast will still work

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should not be any problem in most cases

wise raven
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i see

blazing kiln
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just dont forget to call any parent super's if there's any

wise raven
blazing kiln
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let me recall the BP name...

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this

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but you should probably call those in cpp child if you're extending the logic

wise raven
#

isee

wise raven
frosty heron
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if you are not overriding any function, don't worry about it

wise raven
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ill give it a try and let you all know

frosty heron
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make sure you have source control

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installing required components to add c++ class might take you a while

blazing kiln
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protected:
    virtual void BeginPlay() override; 

void ATZ_EnemyBase::BeginPlay()
{
    Super::BeginPlay();
}
#

like this

wise raven
frosty heron
#

but gl anyway

blazing kiln
trim matrix
#

I think that
virtual void BeginPlay() override;
shouldn't be there

frosty heron
#

not overriding any existing function

blazing kiln
#

probably true

frosty heron
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can always call Super if paranoid

wise raven
#

tbh ive never touched cpp much at all before so idk how tricky this may be lol

frosty heron
#

good time to dip your toes

blazing kiln
wise raven
blazing kiln
#

but it's super nice to have cpp at least on a basic lvl

wise raven
frosty heron
#

can't really code without plugin

#

Intelisense is broken and can't understand Unreal Macro

blazing kiln
#

i hated cpp really bad before i droped VS and switched to Rider

#

it's much more friendly imo

blazing kiln
#

i still get some stupid errors sometimes as most people do XD

#

today had the module missing in build.cs and i had no clue that it should be there )

wise raven
blazing kiln
#

imagine intelisense working for starters )

frosty heron
#

same thing, it's just preference. JetBrains have the plugin for Visual studio, it's called Re-Sharper

blazing kiln
#

it also adds includes and offer making basic things without you doing it manualy, i't just quality of life things

frosty heron
#

if you are student, you can get the lisence for free in the meantime

blazing kiln
#

but not if you're a student of a wrong coutry lol

tulip anvil
#

you should really look into setting up source control as a priority if you do not have it yet.

dense thicket
#

what is a "Switch Case" called in UE ?

versed sun
#

Switch on Int
Switch on String
Switch on ENUM

#

Or Select if you want Values

dense thicket
#

perfect.. haha thanks, thougth there was just a "simple" on, so didnt try those

undone nebula
#

hey, would anyone know what i would have to do to make this blueprint only activate if a specific mesh overlaps with it instead of any?

waxen mason
tepid raft
thin panther
#

it helps if you show the code that actually opens the door :P

tepid raft
#

sry

thin panther
# tepid raft

Even if the door hasn't been opened, you're closing it on leaving.
So when the door is it's neutral state, you leave the box and open the door backwards

#

you aren't checking to see if the door has been opened, before you close it

tepid raft
#

Ah so I pulled a stupid

prisma crag
#

Having an issue with 5.2.1, When I'm going to promote something to a variable it doesn't also let me set the variable. This is what it ends up doing (Even though when I'm trying to promote it to a variable, I keep dragging it off from "As Unit Base"

bleak wraith
prisma crag
dark drum
#

If I use the add component node to add a component to the actor, who is the owner of the actor? the BP that called the node, or the actors it's been added to?

placid cove
#

hi guys, i have this float that i want to divide whenever the boolean is true, any way i can do it without making a branch?

dark drum
thin panther
# bleak wraith anyone know why ? 🙂

Looks like this might be a mixamo animation?
Anyway, it looks like the pelvis is your root bone, and it's not a root motion animation, so the root bone remains locked in place

placid cove
bleak wraith
thin panther
#

you'll probably want to enable root motion

bleak wraith
#

this meaning it has active root motion?

#

hahahhahah now it get more funnier

undone nebula
#

is there a way to activate an input within a blueprint? So that after a trigger occurs, the menu opens up naturally without the player having to press Esc to do so?

#

my game is within VR and I have used the VR menu where it appears on the players left hand and you use the right hadn for navigation (pointer)

#

so its not like a main menu or anything

rotund barn
#

i just hope im not completely misleading you

undone nebula
#

i think this would work

#

but i cannot find the oculus quest keys within that list for some reason 😭

undone nebula
#

kinda

broken wadi
#

How should it get triggered in the first place?

undone nebula
#

once completing the game, the menu pops up

rotund barn
undone nebula
#

idk if youve ever used the VR template before

undone nebula
broken wadi
#

Okay so once completing the game you just call a custom event that does the same thing as your input is already setup to do.

undone nebula
#

if i just add escape to this it would work

#

ill give it a try

broken wadi
#

Escape will close the PIE window but works in a packaged build.

undone nebula
#

ah yea

#

ill just use P

broken wadi
#

I setup two keys, escape and another for testing

#

yeah

undone nebula
#

if you use P within VR then its a them problem at this point

#

i got 7 hours until deadline for this assignment and i quite frankly couldnt care if thats not an industry standard

#

ive had too many issues with packaging to care about this now

rotund barn
#

good luck! and as long as things work, it doesnt matter what happens under the hood.

undone nebula
#

thank you for ur help

#

both of u

undone nebula
#

as it does stop other actors from overlapping and triggering the vent

#

but it also stops the gold bar (which is the item i want to overlap)

#

from triggering it

waxen mason
thin panther
#

instead of key pressed -> do thing and something happens -> fake press key
just
key pressed -> do thing and something happens -> do thing

waxen mason
waxen mason
undone nebula
#

i’ll show u it all when i get back on in 2 min

#

Pressure plate BP

#

this is in the door bp

undone nebula
#

it worked perfectly with any kind of actor that overlapped it before i added the ==

thin panther
undone nebula
#

okay so

#

in the game, its an escape room for VR

#

you find a gold bar in a hidden room, you pick it up and then drop it on the pressure plate which allows you to open a door

thin panther
#

and it has to be only that one gold bar?

undone nebula
#

yes

#

well theres 3 of them in the game

thin panther
#

And any of them can be used?

undone nebula
#

yep

thin panther
#

Do all 3 need to be used?

undone nebula
#

no

thin panther
#

Or just any 1 of them on the plate

undone nebula
#

just any of the 3

#

yeah

lofty rapids
undone nebula
#

yes

thin panther
#

Does the gold bar have a base class that isn't an engine class?

undone nebula
#

just realised

undone nebula
thin panther
#

I.e. did you make a base class for it in bp?

#

or is this just a static mesh placed in the world

undone nebula
#

nop

#

its a blueprint just placed in the world

#

i can add it to a class and then reference the class instead of the bp in the code?

lofty rapids
#

any reason why you don't cast ?

thin panther
#

So, you could cast other actor to the type of the blueprint

undone nebula
#

i have to finish this course to get the degree anyways

#

i prefer 3d arts and technical arts

prisma crag
#

Any clue why it's not letting me select the UnitClass on the BattlePosition?

thin panther
#

Alternatively, add a tag to each gold bar in the world, and check if other actor has the tag, with the ActorHasTag node. It's not scalable, but if there's only ever 3 gold bars, and this isn't being used across levels, it's not an awful solution

undone nebula
#

so this?

thin panther
#

You could also have an array of actors on the pressure pad, click the eye icon, and then add each gold bar to the array on the pad in the world. Then check if other actor is in that array on overlap

lofty rapids
waxen mason
prisma crag
# lofty rapids is it comming back not valid ?

It's just not appearing as an option at all, it should be appearing as a drop-down menu on the battle position units to choose what one will spawn, though it's just not appeared at all

lofty rapids
#

it's a variable you set, but i don't see where you use it

lofty rapids
#

probably because it's private

prisma crag
#

Nvm, I sorted it-- I forgot to make it Instance Editable

#

sorry again

remote rapids
#

i need help in blueprint in unreal engine
can someone help me?

lofty rapids
#

possibly

#

blueprint*

undone nebula
#

thanks

maiden wadi
remote rapids
#

so

remote rapids
remote rapids
remote rapids
# remote rapids

and my problem is here
after i finish that the enemy doesnt move at all
and the perpuse in this blueprint is that the enemy will chase me

maiden wadi
#

You're missing a white line.

lofty rapids
# remote rapids

you chase is missing an execution line comming from it, unless you disabled it for some reason ?

thin panther
#

If he doesn't move, ever at all, do you have a navmesh as well?

remote rapids
remote rapids
#

i dont know how to solve that

ocean pier
#

Anyone know why it is only putting the image on half of the screen? I have a curved monitor if that is doing anything to it

remote rapids
#

i am waiting... thunks

remote rapids
lofty rapids
# remote rapids

is the ai moving to 0,0,0 ? and is the problem that your running chase but it isn't doing anything ?

#

it would most likely move to 0,0,0 and just stay there

remote rapids
#

the enemy was moving

#

like in the video link that i send

remote rapids
#

my enemy doesnt move at all

#

and he should chase me

#

like in the video link

#

when i run he should run to me and when i stop he should stop with me

lofty rapids
remote rapids
#

so why in the video that i send

#

that work for him

#

when the Destination is on 0,0,0

#

that work for him

lofty rapids
#

does the ai move around ?

queen dagger
#

question, can you overide the default spawn actor to relate to player controllers?

#

im struggling to get the character selected spawn working

lofty rapids
# remote rapids

the target actor is your player character, are you possessing a character ? or is the camera free flying around ?

remote rapids
#

?

thin panther
#

Have you ever dragged a navmesh bounds into the scene

#

You'll know if you have

lofty rapids
thin panther
#

In fact, just show your scene outliner

queen dagger
#

thats what i got so far

remote rapids
#

you mean that @thin panther

thin panther
#

yep, so you've got one

remote rapids
dusky cobalt
lofty rapids
ocean pier
#

Anyone know why it is only putting the image on half of the screen? I have a curved monitor if that is doing anything to it

remote rapids
#

?

#

i am new in this

lofty rapids
dusky cobalt
remote rapids
#

can someone call me on private pls and share screen with me pls

#

i want to finish that

#

and move on

dusky cobalt
#

Also I might see the problem. Do you have 2 characters one is called Player and one is Enemy?

remote rapids
#

you mean to create 3 custom red ? and call them chase?

dusky cobalt
#

No, create 1 event called Chase

#

and then call it

remote rapids
#

i have that

dusky cobalt
# ocean pier this?

Yeah, here, and you can try to play with your size, maybe try to do 1920 1280 or something like that.

ocean pier
#

oh ok thanks

dusky cobalt
remote rapids
#

like that?

dusky cobalt
#

yes, but delete it and do it again

remote rapids
#

i delete those 3

#

and did that again

#

is that good?

#

that steal not good

#

i have the problem

dusky cobalt
#

go to view port (where you see your player) and click P

#

and send me screenshot

remote rapids
#

v

dusky cobalt
#

from the level, from your map

remote rapids
#

that?

dusky cobalt
#

yeah

#

where is your Player Start?

remote rapids
#

i dont know

lunar sleet
#

Did someone steal it? 🙃

dusky cobalt
#

put it into the level, on the map

remote rapids
#

omgggg

#

thunks

#

that worked

#

what was the problem??

lofty rapids
#

you were not possessing a character

dusky cobalt
#

this is reference to the ''Player Start'' in simple words

#

and not to the BP_Player1

#

if you wanted to put BP_Player1 in the world

#

thn you would have to change it here

#

to instead Get Player Character, use for example Get Actor Of Class

#

and then you choose class BP_Player1, of course its not perfect way but it's brute forcing 😄

lofty rapids
# remote rapids what was the problem??

if your on a video and something seems wrong, you'll most likely need to go back over it you missed something, or even i have seen sometimes they correct mistakes later on which is a pain

dusky cobalt
#

Also my advice, watch video first on 1.25x, cut your hands with knife

#

and then watch it again slowly and repeat things from video

#

i can guarantee you if you try to follow video step by step, you learn nothing

#

you are not paying attention to what he is saying, how it works, your brain only cares on repeating what you see

remote rapids
remote rapids
lofty rapids
#

i learn well from videos, i just pause it and try to understand and mess around as i go

remote rapids
dusky cobalt
dusky cobalt
remote rapids
#

ok

#

thunk you

#

you realy helped me a lot

dusky cobalt
#

Welcome to my new course - Learn to Code with Unreal Engine 5 with Blueprints!

This course will focus on teaching you the basics of programming with Blueprints. We will focus on learning fundamental coding concepts by using simple, practical examples. We will focus on teaching you the "why" instead of the "how."

Once we learn all the basics we...

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remote rapids
#

and @lofty rapids thunks us well bro

dusky cobalt
#

I recommend this for the start

remote rapids
#

okay

dusky cobalt
#

Are you looking to learn how to use Unreal Engine Blueprints and visual scripting? This unreal engine blueprint tutorial is the perfect place to start! Welcome to: The Visual Scripting Crash Course Series! In this series, I'm breaking down all of the essential blueprint building blocks for understanding visual scripting in Unreal Engine. Star...

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#

first is short things you need to know, and 2nd one is really detailed one and slow so you can take time and understand everything

hearty tartan
#

I want to populate my variable in blueprint by passing it in on the command line:

mygame.exe ?charactername=Bob

lofty rapids
#

probably c, but you usually don't use a url query like that on the command line

#

ig it wouldn't matter you can parse it, but i'm not sure you can do it in blueprint

random pulsar
#

guys hello

#

i am trying to make a door that opens if you rotate correct a few objects
i have a door blueprint and a claw Mechanism blueprint ,i just can get how to link this ,i made also a blueprint interface and a trace in character

#

can anyone explain how i link them

#

and also how to store the correct combination

#

and where to check it

main lake
#

is there a way to make BP nodes linked together with the exec pin + other pins align itself only on the "exec" pin when pressing "Q". Because it keeps aligning by taking the average of all the pins and it doesn't look perfectly aligned when it does that. Here's an example with 1 node + a branch you can see the white line isn't perfectly aligned nor the redline

dusky cobalt
# random pulsar i am trying to make a door that opens if you rotate correct a few objects i have...

The Observer Pattern:
Software Design Patterns are like a manual on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

I hope this first video in the series gives you a good intro on what design patterns are and how the observer design pattern can be used.

This will be done through the u...

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dusky cobalt
lofty rapids
#

match against an array of rotations, or even a variable for the state if you hard code the rotations

main lake
latent venture
#

Does anyone know why are those variables private?( first pic)
I created this widget blueprint: (second picture)
when i change the title in the blueprint it changes, but when I go to an another widget blueprint i can`t use it? why?

upbeat magnet
#

I just have to say, after spending a couple of days creating materials and having the cleanest looking material graphs that I've made in years, I sure wish normal blueprints had named reroute nodes.

storm stream
#

Hi, does anyone know why my branch doesnt work property? I want to select enemy data though percent change and for this i generate random float and use operator with branch on loop, but code somehow still selecting data what has 0 % chance to select.

young meteor
#

Not the same, but still..

storm stream
young meteor
latent venture
#

you are right

#

that was the problem, it was a mistake :)))

dawn gazelle
storm stream
#

Why branch detect 0 > 0.1 as true :_: what wrong with my code

dawn gazelle
#

The solution is to promote the random number to a local variable and use that to feed into your GET.

storm stream
#

Ohh! I do that to float, but forgot about integer

remote rapids
#

when i opened my saved project i have black screen

#

why is that?

#

@dusky cobalt @lofty rapids

lofty rapids
#

the outliner doesn't show much thats odd

remote rapids
#

i need to drag testing4? this is the last save

lofty rapids
#

file open

#

but you probably want to set the default map in your project settings

undone galleon
#

Style Guides: Avoid crossing wires and no passing under other nodes
Me: Hehe, target makes pretty header~
(I keep the rest clean I just do this to help reduce horizontal sprawl; don't @ me :p )

main flume
#

Does anyone know how to make my own procedural road system with intersections and traffic lights? And roads that I can connect, like highways and such, especially with road markings and such?

broken wadi
maiden wadi
#

You can use it at runtime in 5.3 too.

broken wadi
#

PCG at runtime seems like it would cause some massive hitches. There has to be some sort of pause in gameplay for it to work properly imo. Something like the way level's load during an elevator ride in the half-life games.

faint pasture
faint pasture
#

where the roads are? Or just the placement of things along a set road?

random pulsar
#

i made the array and compared in for each loop like you told

dry scarab
#

i need help my code doesn't change my box color any idea , As u can see in 2nd picture it def has random color its just refuse to aplly to box

faint pasture
random pulsar
#

and the door rotates even if the clows are not 0 0 0 grades

faint pasture
#

Literally make a function called CheckForSuccess

#

in there, do your check. Have it return a bool

#

It'll be like this:

For each Thing -> is it in the success state? -> false -> return false
-> loop finished (all of them were successful) -> return true

dry scarab
#

i just found this cant put my m_color in

lofty rapids
dusky cobalt
# dry scarab

Get Material > Create Dynamic Material Instance > Set Vector Parameter Value > Set Material

lofty rapids
random pulsar
dusky cobalt
# random pulsar

@random pulsar this is wrong way to do it, but for each thing that you did correctly, you can add it to array, when the array length is equal to 3 then you set boolean true and open door

lofty rapids
#

or even just a count

#

integer

dusky cobalt
#

so in each item that you have / can interact with you have function that increases the count or array

dry scarab
# lofty rapids you created the instance but where did you actually apply the texture ? or set m...

so im following this guys code lol, i gueess he has other code else where https://youtu.be/4Tnbf44NjXo?t=370

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dusky cobalt
dry scarab
dusky cobalt
maiden wadi
#

There are also getters that make that easier.

dry scarab
#

so u want me to add it before this

remote shard
#

Just wanted to ask for a quick second: Would it be preferable to make a 'On Death' function a custom event, or an action input? Need to know since I'm not too sure on which is preferable in this situation

dusky cobalt
dry scarab
#

i have all code he has other than widget

remote shard
#

Alright, I'll do that

dry scarab
#

like this?

dusky cobalt
#

yea try it

dry scarab
#

nope

#

i did plug the forgotten pin

dusky cobalt
#

what are you setting as color?

dry scarab
#

😛

faint pasture
#

return false if any are not successful, true if the loop completes

random pulsar
dry scarab
dusky cobalt
#

@dry scarab this value, what is inside variable?

#

what are you connecting here

#

and what is default value of that variable that you are connecting

random pulsar
faint pasture
#

if the loop completes, return successful

#

do you understand what I'm describing?

dusky cobalt
# dry scarab

Create new Variable, search for Color (it's type of variable), Compile blueprint, go to default value and pick color, Get variable connect it with the Value.

faint pasture
#

Enter function -> loop body -> did this one fail? -> yes -> the whole thing failed
-> loop completed -> the whole thing succeeded

lofty rapids
#

use local variable

#

so it resets each time it runs

dusky cobalt
#

Value

#

hold ctrl and drag onto value

dry scarab
#

wont this get rid of the random color?

#

on enter

faint pasture
#

it's literally this simple

dusky cobalt
#

why would it get random color, try it, if everything is well conected maybe it will work

faint pasture
#

Enter -> loop body -> did this one fail? -> return false
-> loop finished -> return true

#

return bails out

#

if you hit the return false the loop will not continue

dry scarab
wise ravine
#

Just to clarify, this is how to make a game state right?

paper smelt
#

How do i do something only if a specific actor is hiting something

faint pasture
#

is the actor of a certain type? Is a it a specific set instance of that type?

paper smelt
dry scarab
paper smelt
#

its just actor

random pulsar
#

oh shoot

faint pasture
wise ravine
random pulsar
#

i dont have local variables

faint pasture
#

Hit -> cast to YourCustomActorClass -> ??? -> profit

random pulsar
#

4.27 doesnt have them?i thought it has

dry scarab
faint pasture
#

It's that simple

paper smelt
#

Well

#

That didnt work

#

😂😂

#

There

random pulsar
#

yeah made it

faint pasture
paper smelt
#

with a == node?

faint pasture
#

The test is if the other thing is an axe, right?

paper smelt
#

If it is an axe do something if not then dont

#

Its a VR game so im just making sure the axe is the thing hitting the tree

lofty rapids
#

and if it fails then its not

paper smelt
#

It should but idk how to make sure it is

random pulsar
#

wow

#

magic

#

its working

lofty rapids
paper smelt
#

What do i put in red pin though?

random pulsar
#

thanks for everyone who helped @lofty rapids @faint pasture old_man_yells_at_unreal

lofty rapids
paper smelt
#

Yeah

lofty rapids
#

you don't need a branch

paper smelt
#

Really?

lofty rapids
#

if the cast succeeds or fails can be your branch

sharp python
#

Hmm... I successfully made a spline and spline mesh (chain) at runtime. So far so good, but I want to move the end points of the chain around during gameplay and have the spline mesh adapt to it, and apparently the recommended way is to destroy and recreate the spline mesh every frame??! This can't be right, can it?

#

😦

lofty rapids
wise ravine
#

I dont understand why I can have a box collision component when I cant drop a Game State in a level

paper smelt
dusky cobalt
#

now it will work, sorry

sharp python
dry scarab
#

his is thi sone

sharp python
#

Corporate wants you to find the difference between these two pictures

dusky cobalt
#

It's the same

dry scarab
#

lol

#

other than the blue

#

😛

wise ravine
dusky cobalt
#

you have such a mess in your blueprint, no wonder you get lost what you doing

dusky cobalt
#

you didnt have something connected and that is why it didnt work

wise ravine
dry scarab
#

from what his code was i def had all conneted

#

urs im workign on still

wise ravine
#

why is using the level blueprint 'bad' again?

stoic ledge
#

its not good to put stuff where it doesnt belong?

dry scarab
#

this is how it set the color

wise ravine
eternal spruce
#

Hi there! I'm currently using the Collab Viewer template to do a test on some VR and Desktop working together. Everything is working as it should but when I press the VR button it takes me to the player start but like way above where it is on the level (high in the air). I've tried teleporting the player pawn back down to the start location but cannot get it to work. Any solution you may have?

stoic ledge
#

scope and design

dusky cobalt
stoic ledge
#

things that are part of the level should be in the level code.

dusky cobalt
dawn gazelle
# wise ravine why is using the level blueprint 'bad' again?

Code put into a level blueprint cannot be reused. Almost everything you make in a video game could potentially be reused in some way. Even the things that you'd think would be great to have the level blueprint do could probably be better handled by an actor.

stoic ledge
#

@wise ravine i read above, what objects are colliding?

eternal spruce
trim matrix
stoic ledge
#

@wise ravine i suspect the object colliding should also handle the collision.

wise ravine
trim matrix
#

an actor can be placed into a level, but not the game state

wise ravine
#

Basically, what is the purpose of a box collision in a game state?

wise ravine
dawn gazelle
dry scarab
dusky cobalt
#

You sure you using the same node?

dusky cobalt
wise ravine
stoic ledge
#

for what reason ;D

dry scarab
stoic ledge
#

an interface?

faint pasture
#

the thing with the overlap collider can talk to gamestate, sure

#

or the gamestate can bind some event to the collider's OnOverlap dispatcher

dusky cobalt
#

@dry scarab 1more thing
Click on mesh of your Cube
On the right go to Material
Click 2 times on material, turn it on
and now do this:

trim matrix
#

no spoonfeeding

dusky cobalt
#

search for Vector Parameter

#

instead of holding 3

#

name it color

#

now it will work i can let you cut my hand

wise ravine
dusky cobalt
#

it's this node which is wrong

toxic copper
#

im trying to identify the moment my jump has reached the apex so i can change an "is jumping" boolean to false. as I was writing out a couple of different versions (get velocity and Z < 0, vs event "On Reached Jump Apex") to ask you all for pros/cons of each, I noticed a "Notify Apex" tickbox, which mentions an event notifyJumpApex() to controller.

#
  1. how can i access this event notifyJumpApex? not finding it controller blueprint
  2. any pros/cons between either of these 3 apparent methods?
dry scarab
dusky cobalt
#

You choose (cube) when you call it, it's not needed, call clear function

trim matrix
toxic copper
#

no just regular playercontroller blueprint

maiden wadi
#

What do you need jumping in the playercontroller for?

dusky cobalt
#

just connect the color to the value that i gave u

toxic copper
#

thats where i built the jump logic. its also where im setting variables and calling animation state function

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err where i put all my input actions logic

stoic ledge
#

apex function would be more related to the anim

dusky cobalt
#

@dry scarab holy shit bro you are insane, i swear

#

CHECK THIS 3 TIMES you have wrong connections

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you didnt connect material to the return value of create dynamic material

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and i swear if you made these nodes be nice next to each other it would be 500 times better for u

maiden wadi
dusky cobalt
#

@dry scarab

toxic copper
dry scarab
#

it dosnt like me lol

toxic copper
#

Essentially I want "isFalling" to be a bit more specific, as it considers jumping the same as falling. so im building an isJumping boolean so that when I call an "update animation" function, it will set flipbook to my jumping flipbook.

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however I want is falling (and isjumping=false) to set a falling flipbook. these same two scenarios are also how i was planning on implementing my platform logic

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so that when falling (but not jumping), my character collides with platforms, but otherwise overlaps if jumping.. which i suppose could just be simplified to "is jumping = false", but for that i still need to have "isJumping" set to false as soon as upwards velocity stops

trim matrix
dusky cobalt
#

Getmaterial is wrongly connected

dawn gazelle
# wise ravine https://discord.com/channels/187217643009212416/221798862938046464/1234643814606...

So to do what I was suggesting, you'd need to use an actor that contains the colliders.
You can either have them directly call to the gamestate and have the gamestate do something, or as Adriel said, you could have the gamestate look for those actors and then bind to their overlap events. You're likely better off having them call to the gamestate themselves as you'd probably be spawning them throughout the runtime of your game.

prisma crag
#

(this is all one line)

For some reason, my camera isn't being set to Camera_Top_Down even though I've set it up for it to do so. Is the blueprint wrong?

dusky cobalt
#

@dry scarab

#

Get Material first node

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Return Value to Target

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not to source material

wise ravine
maiden wadi
dusky cobalt
#

@dry scarab you still used wrong Create Dynamic Material Node 😄 idk why you call Primitive Component

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i think its ok this time

#

connect it

maiden wadi
#

You use too many nodes.

dusky cobalt
#

noo it was good one and you deleted it

#

good

maiden wadi
trim matrix
faint pasture
trim matrix
dawn gazelle
maiden wadi
wise ravine
trim matrix
faint pasture
#

Start with:
Station:
On overlap -> cast thing to train or otherwise detect that it's the train -> get gamemode -> cast to YourGameMode -> do something

wise ravine
#

Which is better in this situation, GameState or GameMode?

faint pasture
#

eh doesn't really matter, it's a matter of taste. Many people like to put logic in GameMode and state in GameState

still breach
#

QQ but doesn't find the answer anywhere, is there a way I can force a call to parent event for my Event Destruct?

dry scarab
still breach
dry scarab
#

i cant guve u assets tho

#

i paid for them so there under leincence

trim matrix
maiden wadi
stoic ledge
#

@toxic copper i donno ;D in your method id think that up or down velocities would work fine, just a check on a int sign right?

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if + / -

dusky cobalt
#

get easier tutorial and learn basics

maiden wadi
wise ravine
dry scarab
#

it was more this does this , he never did the full thing from scrath so i dunno if im missing things uses material etc etc

#

all its suppsoe to do

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is on overlap make 3 random colors and aplly to cube mesh lol

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and it dosnt work

maiden wadi
#

The things you're struggling with are all in the screen at 6:25 as I stated before.

trim matrix
#

learn about materials

trim matrix
#

doing it on begin play?

maiden wadi
#

Yes. This creates a new material instance with the M_Color on that StaticMesh

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Then on overlap it sets a parameter in that dynamic material.

dry scarab
#

yes and i created a m_color material

trim matrix
#

quick qeustion:
Is it better to do in the construction script?

maiden wadi
#

Not unless you need it at editor time.

dry scarab
toxic copper
trim matrix
maiden wadi
toxic copper
stoic ledge
#

@toxic copper as far as i can tell theres nothing firing that custom event, to state its at the apex?

toxic copper
dry scarab
dry scarab
#

so what is failing ::D

#

ill start from 0 again

maiden wadi
#

Did you test that the overlap is running?

dry scarab
#

yes

maiden wadi
dry scarab
toxic copper
#

jumped event works fine

maiden wadi
dusky cobalt
#

@dry scarab watch video again and @maiden wadi good luck xD

wise ravine
#

Why cant I just promote the variable here, do I have to cast to the game state to get a reference of it?