#blueprint
1 messages · Page 153 of 1
sorry for not being clear also.
try #packaging , we havnt gotten that far
Kk
no, unless its very arcade, (ie a tank in a turn based grid)
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.
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.
like this one ? https://www.youtube.com/watch?v=-wlmiQ5KpoY&t=215s
5:21
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...
Yeah, sort of like that. Though you won't want the ForEach Loop to loop back onto itself. If the Branch doesn't find the correct index, just let it move on because the ForEach Loop will progress to the next index naturally once the code for the one it's on has resolved. Assuming you're talking about this up here:
you are legend
I have to go work 5 hours left for sleep but thanks to you finally I can go sleep at piece XDD
Is there any reason why when casting to the playerstate that i cant call the player struct from the player state?
Because it's called Splayerprofile
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?
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.
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/
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Not 100% sure on that, but so long as there's some kind of seamless loading (you're not moving the player between levels) then yeah, that could be a potential solution. Alternatively, you could use actors to represent your levels and just spawn and destroy them as needed.
I see, would I have a 'hub' blueprints that spawns and destroys actors when needed?
For the alternative option....
I know you don't know for sure, but does that sound about right?
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.
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.
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.
An example of forcing it into a function pin; It's clearly available, but I can't pull it up in the var dropdown
I’ll keep this in mind. Yea i’m not too worried about copying another game because I’m still a very new game designer. I’m just worried performance wise, about having 3 levels loaded when each level is about 50k triangles
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?
Where can I add to my show only actors list?
unrelated question: how do you change the color of the interface?
its a plugin, its either darker nodes or electronic nodes
I bought it because I personally think it makes reading the graph editor easier
did I do this right? bullet will spawn and move in a single direction, floating like a bubble
On "Begin Play" take your "Scene Capture Component" and you should see a "Show Only Actors" Variable I think. Connect an "Array" of Actors into it
How does interfaces work?
Be careful you are using the "Set Timer by Event" node in the same "Event" again and again.. I don't think it's a good idea
why's that?
What are you trying to do ?
I think you have to have an "Event_01" to call another "Event_02" that is "Looping"
well I'm trying to have this actor here via blueprints spawn an object each 2 seconds that will float across the screen slowly
At which rate do you want your bullet float across the level ?
Show only actors isnt showing up in the BP, i can only see it in the 3d viewport and I want to select the mesh of the BP
I want to use the 2d render as UI when the player opens the menu
I'd say at a walking pace, so 3 mph
Don't you have this node ?
ye but not really
did I mess up?
Pull out from the "Scene Capture Component 2D" node at the botton and search for "Show Only Actors"
should I have used a different transform node?
To make your "Actor" moving each tick, you can use "Event Tick" in the BP of the spawned Actor
So in the actual BP, just spawn a bullet each 2 seconds like that
I dont know what im missing
Then, open in the spawned BP, make your bullet moving "each tick" with the "Event Tick" node
Im trying to follow but i dont get it
To be sure that I'm understanding correctly, you want to set a list of actors for the "Show Only List" right ?
so you mean to say I should have my bullets move on their own?
Isn't that what you want ?
I put the 2d capture component on the BP to capture what would be a character ig, then when the player opens the UI or a speaker has text I want that character to show up in the UI. I want to set the mesh in the BP as the actor in the same BP
but im starting to think I might not be able to do that and I might need to separate things out?
can I ask how I would activate both custom events?
sequentially call the events?
Is that what you want ? https://www.youtube.com/watch?v=BeX9Cobo3_c
You can call your first event to "Spawn" your bullet each 2 seconds whenever you want. On "Begin Play" for example
Then your event that is moving your bullet will be called inside the bullet Blueprint itself, when it will be spawned
so will the charcater I want to activate the bullet spawner call activate or the spawn evemt?
pressing K but my debug string isnt showing
Try to make a "Print String" and tell me if it's showing
odd still nothing
ty that works, I was using a render target instead of a canvas render target
i think it will work at least
maybe it has to do with my enemy bullet?
Glad that it worked
Are you sure that when you press "K" something happens ?
Try to set a "Print String" just after your "K" pressed
I did and still, I even used event beginplay
So nothing is showing when you press "K" ?
weirdly
Maybe you set the code in the wrong Actor
I only use blieprints
You have to "possess" the actor to make the inputs working
Did you try to set a "Print String" on the Begin Play node ?
I thought it just happens on its own? thats what I was hoping for
If nothing happens it means that your actor is not spawned in your World
You have to put your Actor in your World (Level) to make it running code
but I placed it into the world though
oh it is working
I think I may have done this wrong
This is in your Bullet blueprint ?
ye
The "Begin Play" node is executed only once
To make something moving continuously, you have to use a "Timeline" or the "Event Tick"
Projectile Component ftw
like this?
Is there a game mode base for each map created?
this makes the bullet move 1 uu per frame
so at 20 fps you move 20uu/s
while at 100 fps you move 100uu/s
crap, I need it to move 5 mph
Depends on your game. You might use the same game-mode for all maps
yea true
5mph = 5 / 60 miles per minute = 5 / 3600 miles per second
oups
1 mph = 0.44704 meters / second
5 mph = 2.2352 m/s
so you want to do
GetActorForwardVector x Speed(2.2352) x DeltaSeconds
right or wrong? still not moving slowly
You'd want to add that to the actors current position
so getActorLocation + (the result of your previous math)
I think because in UE the default unit is cm/s
Try to set your speed to "253.52" maybe
IT WORKS!!
Glad for you !
I just need to get colision to work now
Tick the "Sweep" on the "Set Actor Transform" node
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.
did I do this right? it checks the object iy hit and applys damage
good catch, me forgetting to * 100 converting to cm 😛
I guess, try and see if it works
is there any way to have the bullets spawn in the direction of the spawner?
Get Actor Forward Vector of the Spawner
would I do that in spawner of bullet?
Yes you have to do that where you spawn the bullet
odd their still moving forward world wise but not to the spwaner
did I do it wrong?
You need to set the rotation into the "Spawn Actor" node
odd I dont see rotation
Right click on the "Spawn Transform" and split it
You will see Location, Rotation and Scale
Exactly
okay now this weird, the byllets arent facing the direction the spawner is facing
So what are they facing ?
the direction I rotate the spawner I placed in teh scene to, I use an arrow to show its front
So you mean if you hit "Play" and then rotate the Spawner the bullet is still facing the default rotation of the spawner ?
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
So the issue is the rotation when they spawn or the direction they move ?
direction
So they spawn correctly ?
So the bullet spawns with the correct rotation but don't move forward ?
They should move forward related to the code
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
I need some screenshots of the issue
If the bullet spawns with the rotation of the spawner it should work cause the bullet moves forward itself
as you can see they are not moving in the direction my spawners arrow
The bullets are on the right ?
yes those object moving forward are bullets
And your spawner arrow is the red one ?
yes
And if I see it correctly their rotation are good, right ?
yes, its just direction
So they don't move forward related to themselves
Show me the code of the direction of the bullet please
They seem to move in the direction of the player
Can you split the "New Transform" and just set the location
all pins?
I mean the math you did earlier to set the speed etc..
Take the pin of the "+" and connect it to the "New Transform Location"
Yes
still forward
Yes connect it now
there we go!
ok now I need damage to work
seems that its not working, the moment it spawns it destroys itself
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.
You mean via a branch?
you can also offset the spawn location for the actor so it doesnt overlap with the shooting thing
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
if I try set it to Read-Only then I can't set it at the start of every tick like I need
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
Do you mean local variables perhaps?
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
nah it's a normal variable
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
only be able to read them
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?
Aside from that, you can't encapsulate a BPs variables from itself
I would prefer to use the variable
I guess the only other way would be to add a seperate component to handle that
Seems overkill to add a component just for that
yeah I was gonna say that
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?
well it's for a movement component and I want those variables to be guaranteed safe so you get the same value anywhere in the blueprint
meaning it's kinda gotta be read-only in the rest of the blueprint
and I'm just being abit picky as well cause I don't like calling Get World Locatione etc every time I need it
Why do they need to be read-only?
- Because they need to be read-only.
Not helpful 😄
I'm just being abit picky as well cause I don't like calling Get World Locatione etc every time I need it
What would be the issue in doing that?
I just said why the needed to be read-only wdym?
^
if it's not read-only then it could get changed somewhere in between so the variable couldn't be considered fully safe
Running in circles here 😄
not really
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
even with block all, the bullet still goes thru the floor
I'm 99.% sure that the root of your actor does not have a blocking collision.
here's what I have, I've tried mixing what is blockall or overlapall or making them both the same, idk really what I am doing, which object should I make what?
I tried without the added sphere and box collisions too
DefaultSceneRoot is your problem I think
when I search for collision, it says I cant add one?
just gives me this
Replace the DefaultSceneRoot with your "Projectile" static mesh by drag & dropping it onto the DefaultSceneRoot
seems the code is now doing something, things get deleted, but the bullet became huge
Call it a feature
it reset the scale because you changed the root
it almost works now, thanks for the help
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.
You could get owner and get components by class using Primitive component as the class type. You could further refine it by adding a tag to the primitive component you wish the targeting system to search for on the component.
Oh hold up, that's really smart, using tags to find the correct component. The only potential issue are situations where I want to use a mesh as a collider (overlap) rather than primative. I suppose I could use logic via tags, or just some simple checks, to determine what kind of object it is?
A static mesh is a child of primitive component so will be picked up.
That's really cool. I guess the only way to make the component self sufficent is to have it try and find that prim, right? From what I can tell, there's no way to configure it in editor (similar to the 'instance editable' thing)
Other than running some kind of initialization function where I feed it that primative
On the begin play of the actor component just run something like this. It would then just be a case of adding the tag the the primitive you want it to use in the actor. Of course you should add some additional checks to make sure it finds a valid prim.
Amazing!
Apparently there's a issue with Catch2, I just found out cause I tried rebuilding the project completely and it said the same error as in this: https://forums.unrealengine.com/t/ue-5-4-compile-error-catch2/1770453/12 I'm pretty sure this is the thing stopping the project from properly being re-generated.
just wanted to put that here in case someone else is having the same issue
Looking good; this also allows me to have multiple colliders if I want, which opens up some future stuff. Probably won't use it but it's a nice to have.
Yea, the get component by class nodes are very powerful and add a lot of flexability.
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
Where is your score currently calculated and stored?
currently in the end of level widget
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
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
the check, would that be in the player character as well?
I wouldn't do it in the level BP, this will just result in a lot of copy pasting logic.
what about the game mode?
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.
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.
@dark drum could I use the same gamestate for every level?
You can if you want too, you would need to include some logic in the actor component to determine what level the player is currently on so it can check the score correctly and give the right reward if needed.
is does mention best not to use game state for player specific things
technically, you're wanting a level-specific thing
end of level reward isn't player specific
okay, so game state is okay here?
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.
The data should also be put in a data asset for better data oriented design based on what gets granted for what scores, etc.
^
so you are saying should be stored in a player state class?
What determines the score? is a global score or specific to the player?
the remaining health, amount of time elapsed, amount of items collected
These all feel player specific.
they are
I feel like only the health is player specific haha. The other two could be specific to the level. You could just put the actor component on the game mode itself.
Players can take different amounts of time to complete, and collect different amounts of items.
time elapsed is the only one that doesn't sound player specific to me
items collected are pretty specific
time elapsed could just be from the level time
Not always.
PlayerA can die, stop, finish before PlayerB in some game cases.
might be a singleplayers game
it is a singleplayer game
We can just put it all in the level blueprint then. 😂
Kidding. Please don't.
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.
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.
@maiden wadi I guess playerstate then
and is there an easy way to get that data from the playerstate into the end level widget?
The widget probally won't need to get it. The component managing the score at the end of the level would decide what widget to display and pass the relevant data to it to display.
okay, will give it a try
giving it a try with the health scoring first, how do I keep them updated?
this is how I am getting the player health score in the PlayerState
I think it is best to get this scoring at the end of the game?🤔
Are you getting health or setting total score?
Why the function name
Not sure if I would ever use interface for something forward like this too
Why not just get player state, give me my health
yes sorry thats what I might do
I just copied what was from my widget where I originally got the scores
this is my player state though
I'm not understanding then, player state is where you would have your attributes live, if you are going with player state route
So maybe you want to keep your health in character but score is kept in player state?
yeah that is what I am doing I think
Does anybody with a brighter mind then mine know why this doesnt work:
But this does:
Case Sensitive name ?
avoid By Name, it just adds headache later
there aren't any Inputs on DealDmg , is there ?
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.
there are but the entire function is never called in the first example. Even the print string is never printed
in the example images i just had not hooked the char ref back up.
yah , Timers dont work with Inputs
It cant remember what the input was after the delay , or something like that
but that still doesn't explain why the entire function isn't called does it?
like even if i remove everything and leave only the print string it doesn't print it
the Set Timer By Event used dmgtemp, with no input , thats why it works
Likely reason is the argument.
and when in debug view it is visible the timer gets called but the function does not.
Yeah, what Ryck said. 😄
Also, you should prefer to never use written names like that. At most use a CreateEvent node.
okay but then why does this also not work?
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.
Capital T
And if people are using examples using the named version, they're bad examples.
thats the auto capitalization of the node if you look at the function in the list its not capitalized
Should technically work. I'd be curious to know if it works as an Event instead of a Function.
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
@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
🤷♂️ Dunno. But I'd still really avoid using the named one. Someone can cause a bug by coming along and renaming the function with no immediate issues showing. CreateEvent is an easier way to not use a custom event node. And it'll only let you pick the functions you can actuall call.
thats very useful. will do that from now on.
As singleplayer I'd probably just keep the savegame object around in the game instance and write to it as necessary. Then your end of game can just grab it and set your skin thing to true of it wasn't already.
I don't think I have a game instance 😓
minor follow up question, as the function does not show up in the create event list?
oh wait does that also not support inputs?
you cant use a Function/Event with Inputs
Think it has to be a custom event not a function
in which case how do i cast the damage to the player?
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 😄
hmmm whats the advantage of this over directly hooking the event into the timer?
Clutter and preference
fair point
thats perfect for that use, but sometimes the red wires clutter up the graph
Whether you like nodes or wires, yea
yeah that makes perfect sense. thank you so much for your time and explanations both 🙂
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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unreal engine 5,u...
is there actually a way to expose these constraint parameters into the graph?
they usually are, what are they in?
physics constraint component
hmmm, I dont see it, might not be exposed to BP
so its true that its not exposable to bp?
Sometimes it is inside a struct that you have to change , but i dont see that either
neither do i
My game instance isnt working.
Created the game instance and have a save game and load game function.
For testing purposing saving and loading one unlockable skin.
Then in my skin selection widget, I call the load game. which should load the game.
but when clicking the button to select the skin its returns false
did one of the engine devs forget to make it exposable to bp?
maybe , or there could be something about it that would break if changed in game , so the didnt expose it
sometimes the var is boueprintReadOnly for the purpose of limiting your excess to it, but there might be a helper setter function for it
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
if you really want to get excess you can make a child of the class you're working with and add a setter function
not always a good idea though
a setter function ?
yeah
it doesnt offer a way to set in bp
yep, but cpp can do it )
I figured out a workaround how to effectively change the offset at runtime, which allows me to switch door directions or make them swing either in a single or both directions: Image: Two instances of the same Blueprint, the one on the right has no offset and will swing both ways, while the one on the left is only allowed to swing in one dire...
just found this, and yeah it mentions changes in cpp as well
then i wont be able to update the engine
you extend it in a sense
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
from the link
yeah
no touching the source code required
ok understood
sounds fine then
yeah that's exactly what i'm talking about
so ill have to replace all my base constraints with the new cpp version?
sorry if i mess up the explanation, not a native speaker )
yeah you can do that
since it's a child all cast will still work
should not be any problem in most cases
i see
just dont forget to call any parent super's if there's any
parent supers? i didnt get that XD
let me recall the BP name...
this
but you should probably call those in cpp child if you're extending the logic
isee
yeah that should be done automatically
if you are not overriding any function, don't worry about it
ill give it a try and let you all know
make sure you have source control
installing required components to add c++ class might take you a while
protected:
virtual void BeginPlay() override;
void ATZ_EnemyBase::BeginPlay()
{
Super::BeginPlay();
}
like this
wut
i have visual studio
still need the required components as stated in the doc
but gl anyway
he'll probably have to override some if he's extending, no?
I think that
virtual void BeginPlay() override;
shouldn't be there
From the example, it's just a setter and getter function
not overriding any existing function
probably true
can always call Super if paranoid
tbh ive never touched cpp much at all before so idk how tricky this may be lol
good time to dip your toes
for your case this is pretty simple to do and no overrides needed
lmao i guess
well you probably gona hate it for some time XD
but it's super nice to have cpp at least on a basic lvl
ive always hated it
can't really code without plugin
Intelisense is broken and can't understand Unreal Macro
i hated cpp really bad before i droped VS and switched to Rider
it's much more friendly imo
yep
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 )
rider is an easier way of visual studio?
imagine intelisense working for starters )
same thing, it's just preference. JetBrains have the plugin for Visual studio, it's called Re-Sharper
it also adds includes and offer making basic things without you doing it manualy, i't just quality of life things
if you are student, you can get the lisence for free in the meantime
but not if you're a student of a wrong coutry lol
That is not source control.
you should really look into setting up source control as a priority if you do not have it yet.
what is a "Switch Case" called in UE ?
perfect.. haha thanks, thougth there was just a "simple" on, so didnt try those
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?
From the "Other Actor" pin, use a == node and plug the specific reference you want
thank u
trying to make keypad door but for somereason when i walk it opens the door
it helps if you show the code that actually opens the door :P
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
Ah so I pulled a stupid
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"
anyone know why ? 🙂
this is what I'm trying to make it do, since I know I didn't explain it very well
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?
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?
Select node, set the divisor to 5 if true, 1 if false.
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
yeah, perfect thanks
yes its from mixamo and I retargeted before and it was working well however, when I made another BP for enemy npc it started behaving bad. How can I fix it exactly?
you'll probably want to enable root motion
this meaning it has active root motion?
hahahhahah now it get more funnier
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
incase no one gives a better answer in a timely manner, ill give my 2 cents (im a complete beginner), there is a blueprint node called "press key", which allows you to select a key press internally to happen when whatever you hooked it upto triggers.
i just hope im not completely misleading you
youre not
i think this would work
but i cannot find the oculus quest keys within that list for some reason 😭
You mean like a custom event?
kinda
How should it get triggered in the first place?
once completing the game, the menu pops up
well you could add an extra button in the DMC and use that, i think
idk if youve ever used the VR template before
yeah that is what i was gonna do
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.
Escape will close the PIE window but works in a packaged build.
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
good luck! and as long as things work, it doesnt matter what happens under the hood.
did you mean like this? or am i doing it wrong
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
I´m not sure why the Bar is not triggering it, but instead of selecting it, try and create a reference to the gold bar itself and plug it
Don't focus on calling the input, just invoke the code that the input invokes
instead of key pressed -> do thing and something happens -> fake press key
just
key pressed -> do thing and something happens -> do thing
Wait a sec, how exactly are you trying to open the door, because usually you get a collision box that activates with a specific actor (in your case the mesh) but in the BP i see Actor Begin overlap
Try to add a collision box and use "OnComponentBeginOverlap" see if it works then.
Place it in the place you would drop the gold bar
this blueprint is within a pressure plate, after this pressure plate is activated it opens a door
i’ll show u it all when i get back on in 2 min
Pressure plate BP
this is in the door bp
alreadyhave this
it worked perfectly with any kind of actor that overlapped it before i added the ==
That will be checking for a very specific actor.
What do you want this to respond to?
A certain specific instance of an actor, a certain type of actor, or a certain mesh contained in an actor?
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
and it has to be only that one gold bar?
And any of them can be used?
yep
Do all 3 need to be used?
no
Or just any 1 of them on the plate
is that >= the same variable ?
yes
Does the gold bar have a base class that isn't an engine class?
just realised
dont know what you mean
I.e. did you make a base class for it in bp?
or is this just a static mesh placed in the world
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?
any reason why you don't cast ?
So, you could cast other actor to the type of the blueprint
because im shit at development lol
i have to finish this course to get the degree anyways
i prefer 3d arts and technical arts
Any clue why it's not letting me select the UnitClass on the BattlePosition?
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
so this?
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
is it comming back not valid ?
The GoldBar also has to have that tag if you are going for that approach
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
what is is enemy placement boolean supposed to be doing ?
it's a variable you set, but i don't see where you use it
oh are you saying unit class is not in the defaults ?
probably because it's private
i need help in blueprint in unreal engine
can someone help me?
yeah ive done that
thanks
It's usually best to just frame your problem and expectations. If someone can, they'll reply.
when i done this everything work like the video
go 58:00
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
You're missing a white line.
you chase is missing an execution line comming from it, unless you disabled it for some reason ?
If he doesn't move, ever at all, do you have a navmesh as well?
i fix that now and the problem is not solved
i did exacly like the video
i dont know how to solve that
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
i am waiting... thunks
fix and not solved i steal have the problem
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
the problem is that before i wrote that
the enemy was moving
like in the video link that i send
and after i wrote that image
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
well your chase just says to goto 0,0,0
so why in the video that i send
that work for him
when the Destination is on 0,0,0
that work for him
question, can you overide the default spawn actor to relate to player controllers?
im struggling to get the character selected spawn working
the target actor is your player character, are you possessing a character ? or is the camera free flying around ?
i dont know, i am steal learning the software, can you call me maybe in private and i share screen
?
i noticed you set the target so it 0,0,0 should be fine if your character is there
In fact, just show your scene outliner
thats what i got so far
you mean that @thin panther
yep, so you've got one
i did like in the video everything shpuld be good
Try to create event from the start or set these functions again. Not sure why you have different names. Try to call it again.
i'm just going through the debuggin i didn't and am not going to watch the video, it could be several things
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
how to do that/
?
i am new in this
i don't think the curve is a problem, it does this when you pie ?
Try to check in the right top corner settings in the widget you have settings like desired size etc. use full size or something like that, if you have set desire size
can someone call me on private pls and share screen with me pls
i want to finish that
and move on
- Delete all 3 events you have that are called Chase.
2.Create new red custom event, call it Chase.
3.Call this event in these 2 places.
Also I might see the problem. Do you have 2 characters one is called Player and one is Enemy?
you mean to create 3 custom red ? and call them chase?
i have that
this?
Yeah, here, and you can try to play with your size, maybe try to do 1920 1280 or something like that.
oh ok thanks
yes, but delete it and do it again
i delete those 3
and did that again
is that good?
that steal not good
i have the problem
from the level, from your map
i dont know
Did someone steal it? 🙃
you were not possessing a character
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 😄
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
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
i understand thunk you very much!!
yh but i didnt know where i was srong becuase everything was looks well
i learn well from videos, i just pause it and try to understand and mess around as i go
i didnt fukky understand you, can you explain me again how to learn well from the video?
yea it can work if you already are familiar with basics 😛
You can watch video on 1x speed or 1.25 speed first, but don't try to repeat things that the guy is doing in the video. Just watch. When you finish, watch again, this time repeat what he is doing.
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...
and @lofty rapids thunks us well bro
I recommend this for the start
okay
https://www.youtube.com/watch?v=IipvT6aGinM&list=PL2A3wMhmbeAq3WOT7kQ0EGby1YMb0zj5_&index=1 and then this is really good
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...
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
I want to populate my variable in blueprint by passing it in on the command line:
mygame.exe ?charactername=Bob
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
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
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
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...
If it happens you can discconnect the boolean or others that might collide with the Q and then connect it again. I know it's not the best solution. Also search for flat nodes in unreal market place, they are a little bit better.
you could have them in an array, and loop through checking the rotations, just put them in a specific order, if they all match switch a boolean or something
match against an array of rotations, or even a variable for the state if you hard code the rotations
I already do that but I want a final solution to not have to do that over and over again each time. I already have the plugin "Electronic Nodes". I don't like the esthetic of "Flat Nodes".
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?
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.
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.
I've been cleaning up Blueprints with custom events and calling those. Maybe that might be something for you too?
Not the same, but still..
Is it on purpose you are setting "Tool tip text"?
(First screenshot)
Pure nodes are executed for each "pull" off of them. You're basically getting different random numbers a bunch of times from here.
Why branch detect 0 > 0.1 as true :_: what wrong with my code
The solution is to promote the random number to a local variable and use that to feed into your GET.
Ohh! I do that to float, but forgot about integer
when i opened my saved project i have black screen
why is that?
@dusky cobalt @lofty rapids
your level is named Untitled ?
the outliner doesn't show much thats odd
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 )
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?
Would this be part of gameplay like a city builder? Or is this more like an editor tool so that you can speed up development times for making static meshes in a desirable layout? If its the latter then check out #pcg-framework that's going to be helpful.
Oh cool just saw that you can use PCG at runtime now in 5.4
You can use it at runtime in 5.3 too.
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.
What's procedural about it?
where the roads are? Or just the placement of things along a set road?
i made the array and compared in for each loop like you told
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
The general form for things like this is to check for success whenever something changes
and the door rotates even if the clows are not 0 0 0 grades
because your code will open if any single one of them is at 0 rotation
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
did you fill the array anywhere ?
Get Material > Create Dynamic Material Instance > Set Vector Parameter Value > Set Material
you created the instance but where did you actually apply the texture ? or set material ?
i made it instance editable in the door and assigned each of them
@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
so in each item that you have / can interact with you have function that increases the count or array
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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You forgot to Get Material before your vector, did you not read my response?
i did but i dont understand cos im very new 😄
There are also getters that make that easier.
is this seapret code? cos he dosnt have that in this code
so u want me to add it before this
6:25
like this?
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
Event probably
Alright, I'll do that
yea try it
what are you setting as color?
😛
no, return a boolean
return false if any are not successful, true if the loop completes
i think this is the issue?
@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
?
If it fails, return not successful
if the loop completes, return successful
do you understand what I'm describing?
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.
Enter function -> loop body -> did this one fail? -> yes -> the whole thing failed
-> loop completed -> the whole thing succeeded
are you looking for something like this ?
use local variable
so it resets each time it runs
sorry where
you don't need local variables or anything
it's literally this simple
why would it get random color, try it, if everything is well conected maybe it will work
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
so its default m _clor now its, ill try a diff color lol
Just to clarify, this is how to make a game state right?
How do i do something only if a specific actor is hiting something
Which actor and how do you know?
is the actor of a certain type? Is a it a specific set instance of that type?
My custom actor
nope that's not workign either,im in voice chat streaming if u wanna watch
its just actor
oh shoot
Cast to see if a thing is an instance of another thing
Through a box collision and a cast node most likely
i dont have local variables
Hit -> cast to YourCustomActorClass -> ??? -> profit
4.27 doesnt have them?i thought it has
im on vc if u wanna watch stream
yeah made it
yup so you know if OtherActor is AN axe
with a == node?
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
so if the cast succeeds then you know it's an axe right ?
and if it fails then its not
It should but idk how to make sure it is
if it succeeds then it is, as long as your casting to that bp
What do i put in red pin though?
thanks for everyone who helped @lofty rapids @faint pasture 
in the branch ?
Yeah
you don't need a branch
Really?
if the cast succeeds or fails can be your branch
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?
😦
I dont understand why I can have a box collision component when I cant drop a Game State in a level
Ohhhhhhh Im slow sometimes thanks lol
hold ctrl, take mesh and connect it to Get Material
now it will work, sorry
You can add actor components to a game state, which is pretty handy. The collision component is one of them. 🙂
why is my cicon different
his is thi sone
Corporate wants you to find the difference between these two pictures
It's the same
Yes, but how do I utalize the collision component if I cant put the actual game state in a level
you have such a mess in your blueprint, no wonder you get lost what you doing
You don't
you didnt have something connected and that is why it didnt work
so how is a box collision supposed to be used in this case?
nah
from what his code was i def had all conneted
urs im workign on still
why is using the level blueprint 'bad' again?
its not good to put stuff where it doesnt belong?
But why doesn't stuff belong in the lvl blueprint?
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?
scope and design
things that are part of the level should be in the level code.
change location of the Playe Start in the viewport of the game?
okay i guess
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.
@wise ravine i read above, what objects are colliding?
I have and it spawns correctly but when I try launching in the VR view is when it teleports me say 30 feet into the air.
dropping a game state in the level? wut
@wise ravine i suspect the object colliding should also handle the collision.
I know it's not possible, I just dont understand why a box collision component would be needed in a game state if the actor can't be placed into the level
not sure what you mean by this
an actor can be placed into a level, but not the game state
Basically, what is the purpose of a box collision in a game state?
Yes
The player and the hitbox
There is none. The only reason you can add it, is because it is an "Actor" blueprint which accepts scene and actor components.
still nothing haha
You sure you using the same node?
check again, i recommend you to really put these nodes in nice configuration because its a mess
That's strange. Anyway, how do I get a game state to communicate with an overlap collider?
for what reason ;D
i do have a plugin for it but cant rember shortcuts anymore
an interface?
Maybe explain what you're actually trying to do
the thing with the overlap collider can talk to gamestate, sure
or the gamestate can bind some event to the collider's OnOverlap dispatcher
@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:
no spoonfeeding
search for Vector Parameter
instead of holding 3
name it color
now it will work i can let you cut my hand
#blueprint message I explain it in this message. I already got a very useful answer before, but I think I might be misinterpreting it tho or I dont fully understand how to execute the advice I was given..
it's this node which is wrong
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.
- how can i access this event notifyJumpApex? not finding it controller blueprint
- any pros/cons between either of these 3 apparent methods?
get rid of go back to old ?
You choose (cube) when you call it, it's not needed, call clear function
Anim Blueprint?
mmh I think I know the game you are trying to do, just forgot the name tho
no just regular playercontroller blueprint
What do you need jumping in the playercontroller for?
just connect the color to the value that i gave u
thats where i built the jump logic. its also where im setting variables and calling animation state function
err where i put all my input actions logic
apex function would be more related to the anim
@dry scarab holy shit bro you are insane, i swear
CHECK THIS 3 TIMES you have wrong connections
you didnt connect material to the return value of create dynamic material
and i swear if you made these nodes be nice next to each other it would be 500 times better for u
Should mostly all be in your character. But what do you need to know the IsJumping for specifically?
@dry scarab
so its for a few pieces of functionality. I've yet to use animation blueprints so not sure if ultimately better there but
it dosnt like me lol
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.
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
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
Exit 8?
yes lol
Getmaterial is wrongly connected
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.
(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?
@dry scarab
Get Material first node
Return Value to Target
not to source material
That makes a lot more sense to me
Gotcha. The character has an event called OnJumped. You can bind to OnReachedJumpApex there and set jumping to true and set it to false in the event you bind.
@dry scarab you still used wrong Create Dynamic Material Node 😄 idk why you call Primitive Component
i think its ok this time
connect it
You use too many nodes.
would the game mode be better for these stuff?
No, just actors in the world
like so?
he said in the game state
Doesn't really matter in this style of game.
Yes but also set IsJumping to true before or after the bind.
Would it matter if I used to BP_train to communicate with the gamestate? Because I believe that much is possible, tho correct me if I am wrong.
true but it sounds wrong
When the train hits the station, the station can tell the GameState or GameMode that the train reached it and the gamestate or gamemode can do something in response
Start with:
Station:
On overlap -> cast thing to train or otherwise detect that it's the train -> get gamemode -> cast to YourGameMode -> do something
Which is better in this situation, GameState or GameMode?
eh doesn't really matter, it's a matter of taste. Many people like to put logic in GameMode and state in GameState
QQ but doesn't find the answer anywhere, is there a way I can force a call to parent event for my Event Destruct?
Right click on it
any way i can give u the project hahaha?
Geez, I knew it was something stupid. Thanks
can we see them ? I'm curious lol
😄 All good. Would be really nice for some sort of small button on the node to put that in.
@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?
if + / -
idk but im tired
get easier tutorial and learn basics
You just need to restart. You're struggling with an extremely basic concept and you need to run through the tutorial again until you understand why.
Can't I do this logic in the train blueprint? because I have a timeline movin the train, so wouldn't I be able to execute that code after the timeline finishes?
the issue is it wasn really a tutorial
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
is on overlap make 3 random colors and aplly to cube mesh lol
and it dosnt work
The things you're struggling with are all in the screen at 6:25 as I stated before.
learn about materials
this bit
doing it on begin play?
Yes. This creates a new material instance with the M_Color on that StaticMesh
Then on overlap it sets a parameter in that dynamic material.
yes and i created a m_color material
quick qeustion:
Is it better to do in the construction script?
Not unless you need it at editor time.
doesn't seem to be triggering
3d stuff seems great
With prints or debug points, you don't get anything from those events?
yeah pretty much, i think itd work fine, just thought if there was an internal way to check for the apex, would be cleaner to use that instead
@toxic copper as far as i can tell theres nothing firing that custom event, to state its at the apex?
i tried a print and got nothing
ok i got that ish
so what is failing ::D
ill start from 0 again
Did you test that the overlap is running?
yes
What about the jumped event?
so to be honest, ive never used delegations or binds before, so im not entirely sure how it works. it seems like Jumping ties the defined event to that specific jump, but no idea
jumped event works fine
What do you currently have atm code wise?
@dry scarab watch video again and @maiden wadi good luck xD
Why cant I just promote the variable here, do I have to cast to the game state to get a reference of it?