#blueprint

1 messages Β· Page 154 of 1

toxic copper
#

ohhhh

dry scarab
remote shard
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I'm looking into the code I'm learning from, and I'm noticing that the code has managed to Cast to another blueprint that is specifically supposed to reset the entire world back to how it is originally. Is there better options for me to call a temporary save in the game besides doing this?

toxic copper
#

could it be this is needed for that event to work?

#

except its greyed out so i cant try it

maiden wadi
# dry scarab

You need to set this up like the video. Beginplay, CreateDynamicMaterialInstance with the material specified. Populate the return into a property.

dry scarab
#

so ill do it like video again

stoic ledge
#

@toxic copper i think what you are attempting, is to use a built in bind to a anim statemachine function. but your concept is more of a different method. if i understood correctly u said that jumping and falling are the same ?

maiden wadi
iron oar
#

hi guys, I have a question concerning optimization : let's say i have a data table for hundreds of NPCs, all the NPC are based of the same blueprint, how should I take care of updating the materials for each NPC ? Am-I better to create hundreds of material instances and replace the materials in my construction script of my NPC blueprint or have 1 dynamic material that update correspondingly to the current NPC ?

maiden wadi
#

@toxic copperRoughly this I think. Not in a jumpy project to test.

dusky cobalt
lethal ocean
#

I'm not sure if this is the right channel for this, but I'm having optimization issues with a blueprint based endless runner project. Been following a couple tutorials to base the project off of, and they all work by spawning a specific number of platform actors, deleting each platform as the player pawn runs past it, and adding a new one at the end of the chain. This all runs around 70fps at the beginning of the game, but as the player pawn runs the fps steadily drops till its unbearable. I'm not sure where to even start looking to fix this problem, as the game is constantly deleting actors and should thereby be recovering recourses. Any thoughts?

maiden wadi
dry scarab
stoic ledge
#

@toxic copper i misrepresented what that bind was doing ;/

maiden wadi
# dry scarab

This seems correct based on your material. This doesn't work?

dry scarab
#

is this suppose to be set as anthing?

toxic copper
dry scarab
#

cos it has 0 options

stoic ledge
#

@maiden wadi in your example to @toxic copper would the apex not immeditaly be reached as the jump began?

maiden wadi
dry scarab
dry scarab
dry scarab
maiden wadi
maiden wadi
dry scarab
#

nope doesnt work

toxic copper
dry scarab
#

this is 5.4

maiden wadi
#

Then show me the mesh you have in the cube thing.

toxic copper
#

Also it took me forever to find the Set Notify Apex node, i didnt notice you had it connected to character moevment

dry scarab
#

i did not have the marterial set as m_color before

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i chnaged that dunno if should of

lofty rapids
#

i feel like at some point you have to set the material you created

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and i don't see that

maiden wadi
#

It should be specified at the CreateDynamicMaterialInstance node.

dusky cobalt
#

take this m-color material and set this to none because you are setting it in the begin play ?

dry scarab
#

i think this does it no?

maiden wadi
#

No

#

SourceMaterial

lofty rapids
#

i thought that you had to set material

#

and the dynamic instance was seperate when it was created

dry scarab
#

o n start

maiden wadi
stoic ledge
#

@toxic copper im confused to how it actually changes 'at the apex' and not at 'event on jumped', is your problem solved?

maiden wadi
#

Click Apply here. @dry scarab

dry scarab
#

OMG IT WORKS

#

its very bright but i can see the hue lol

dusky cobalt
#

omg xD

maiden wadi
#

Useful to use HSV colors for random colors. πŸ˜„

dusky cobalt
#

it was working whole time lol xD

dry scarab
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AMAZING

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dont even needthis in my game but

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im learning how to reppstuff so yea

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P:D

maiden wadi
#

Slightly easier color randomizer.

dry scarab
#

so what was the issue co si dint click apply? in color thing

maiden wadi
#

H is color. S is amount of color, V is dark to light.

#

You didn't recompile the material. So it was showing old values. Probably without the parameter.

dry scarab
#

ahh

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sorry other guy who was helping me

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ahhaha

sharp python
#

When I have some spline meshes along a spline, and I change the location of a spline point, do I really have to trash all the spline meshes and regenerate them... every frame?

maiden wadi
toxic copper
#

so i think what happens is that unreal has a built in check for when a jump reaches its apex. the event "on Reached Jump Apex" seems to only work when this option "Notify Apex" is set to true

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so even though the bind event is set immediately after jumping, i think thats just tying that "apex check" to the jump that called it

maiden wadi
atomic prairie
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Hello there! I've a blueprint for my guards path and Ild like to have an event to reset this (go back to the first point) It seems simple, but I don't understand.. I tried to set the Target to 0 but that doesn't change anything theyre still trying to reach where they were previously, can you help me?

toxic copper
#

so its esentially the same as the get velocity < 0 version, tho im not sure what a ticked function is

dark drum
toxic copper
#

beautiful. my next question is was about to ask i answered on that last screenshot lol

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was having issue cause "isFalling" was still true the moment i landed and wasnt changing state. is landed should hopefully solve that

stoic ledge
#

@guids πŸ˜„

wise ravine
#

How would I make an array of blueprints If I needed each blueprint to be different from the other?

versed sun
#

array of Objects

dark drum
versed sun
#

or , the closest Parent class they have in common

wise ravine
stoic ledge
#

looks like ur trying to next

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nest*

versed sun
#

yup

wise ravine
wise ravine
versed sun
#

but , if everything in the array is an Actor, use Actor

dark drum
# wise ravine cant find actors

it would just be 'Actor'. If the blueprints will be things placed/spawned in the level, use actor instead of object. πŸ™ƒ

wise ravine
#

That works out, appreciate it both of yall

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and the quick response too πŸ˜…

trim matrix
#

no problem

dry scarab
#

how do i get this variable into code and add it to my widget?

dry scarab
dark drum
dry scarab
trim matrix
dark drum
dry scarab
#

well his guy who made that did it

#

in soething

dry scarab
dawn gazelle
#

Probably exposed it in C++, but doesn't appear to be available to blueprint.

wise ravine
dry scarab
#

anyone can write me code XD

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its not 100 needed but long run with 30 interactbles might be good etc etc

dark drum
dry scarab
stoic ledge
#

@wise ravine can u explain to me again what it is ur trying to do? load maps into an array?

dry scarab
wise ravine
#

yes

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I believe it might be better to load levels, but I don't know how to so I'm just compiling all of the objects into a blueprint

dawn gazelle
# dry scarab anyone can write me code XD

Untested. Needs more #inlcudes probably.

.h

UCLASS()
class YOURGAME_API UYourBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintPure, Category = "YourGame")
    static bool GetNetLoadOnClient(AActor* TargetActor);
}

.cpp

bool UYourBlueprintFunctionLibrary::GetNetLoadOnClient(AActor* TargetActor)
{
    return TargetActor ? TargetActor->bNetLoadOnClient : false;
}
atomic prairie
#

Anyone know how I can reset this path? I tried to set Target to 0 but it doesn't work

versed sun
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Custom Event

atomic prairie
#

Yes but what should I put in this Reset custom event?

dry scarab
#

what ones of theses do i need

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sorry nomrally a bp guy i m guessing im making new ones then naming them. h etc etc?

dawn gazelle
#

All Classes > BlueprintFunctionLibrary I think its called.

wise ravine
#

For this scenario, is casting the best option*? Can I use a BPI instead?

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Or is that not necessary?

dry scarab
#

what is thisjunk xd

versed sun
#

it looks like you want to reset when Target is the length of Destinations
Target = 0 will pull the first item from array, but i thing you would want to stop moving because you are at end of array
remove the Exec wire after Set Target 0
@atomic prairie

lofty rapids
atomic prairie
#

@versed sun Like this? This doesn't change anything for me, after being teleported the guard still wants to reach his old destination rather than restart the path again

dry scarab
#

how do i use code

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in nice style in discord

versed sun
atomic prairie
lunar sleet
#

Bro

dry scarab
#

lol what am idoing wrong

lunar sleet
midnight wadi
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are there any tricks or shortcuts to convert my blueprint to python script?

lunar sleet
dry scarab
#

nooo

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its right channel

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just i cant do it nice

lunar sleet
#

Yes you can it’s ```

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Followed by cpp

dry scarab
#

ok ty

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what does cpp mean

lunar sleet
dry scarab
#

ahhhh ok

midnight wadi
dusky cobalt
#

Also you might do incrementation before you check condition

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Not when you are doing branch

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Also on true you are not connecting exec pin

atomic prairie
#

YEs i reconnected it

dusky cobalt
#

Is it oath like with patrol points?

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Path

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You have 2 points ?

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Start and End ?

atomic prairie
#

I've 4 target point, the guards do patrol loops

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And I would like with this custom event the guards are teleported to their spawn (it works) but I want their target reset to the first of their array

dusky cobalt
#

Ok so you increment before branch, then you check if is lenght smaller than the target number, on true you use [index] of array you set, and in case of number > length you go false and reset target to 0

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And on false you call event

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Also use some strings so see where it finishes for debugging

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Basically the problem is in the branch node, just move increase mechanics to happen before branch and not while

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Also recommend to change destination to NumberOfPoints name of variable

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And target maybe to CurrentPointNumber

wise ravine
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Does calling a BPI activate the execution on the Receiver BP's end?

spring osprey
#

any idea of what is going on wrong here? it broke down because I deleted an unused asset that had nothing to do with this

drowsy anvil
#

hello, I'm trying to spawn a projectile, it only fires normally when the collision is set to "overlapall" but my code only works with "blockall", but when I have block all they only appear sometimes when I jump around, because the collision is messed up somehow?

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the collision comes from the root and I only spawn them 0,5 second apart, they are small as grain and shouldnt have big collision

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at some sized the bullets stayed on place and didnt move at all and start to pile up one after another, ALSO I scaled down the root in viewport for player and bullet if that messes it up? EDIT: I set it to be characterh mesh and it works now with correct sized collision

wise ravine
#

Hey what does Game State inherit from

atomic prairie
#

Thanks!

wise ravine
trim matrix
trim matrix
wise ravine
trim matrix
trim matrix
wise ravine
#

oh

wise ravine
#

I don't get a "Get Game State Base" however

trim matrix
wise ravine
#

no I did not

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do I have to set it in the game mode?

trim matrix
#

yes or else it bev the default game state (made by the engine)..

stoic ledge
#

set it in project settings

trim matrix
#

overrride the default value

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or just use a game mode >>

wise ravine
#

I just did it here

trim matrix
wise ravine
#

Wait nevermind, it executed

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I'm checking the results now

trim matrix
#

you have a check point thing on it lol

wise ravine
#

a breakpoint yes

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Got some failed cast, going to check those out now

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Everytime my train collides with the trigger box it triggers multiple times, I think that somehow results in multiple failed casts

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but it still executes at least once

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wdym?

trim matrix
#

ops

trim matrix
atomic prairie
#

It's finaly works!

wise ravine
cyan moon
#

Hey! I'm trying to analyse a video with blueprints, can I possibly do that?

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like object detection and tracking

trim matrix
trim matrix
wise ravine
trim matrix
wicked cairn
#

Anyone know how to get the wave function collapse plugin to collapse/generate during runtime? 😭

Trying one last time to see if I can get an island to get generated when the level begins

wise ravine
#

I put a do once and I guess that fixed it (this time)

wise ravine
spring osprey
#

hi, can someone help me on this? it stopped working out of nowhere

dawn gazelle
spring osprey
dawn gazelle
#

if you must have it as BP_FirstPersonCharacter reference, then on begin play you'd cast the return value to BP_FirstPersonCharacter and set the reference.

spring osprey
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so what should I do to fix it ? im new in ue5

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because what I did worked but suddenly broke

dawn gazelle
#

Part of the problem is also that you have two things named very similarly. You could be using the wrong one somewhere in your code on your character.

spring osprey
#

i noticed that after sending the message and deleted it but that was not the problem

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it keeps telling me the problem is here

dawn gazelle
#

You can get the owner of the component within the component. if you must have it as BP_FirstPersonCharacter reference, then on begin play of the component you'd cast the return value to BP_FirstPersonCharacter and set the reference.

obtuse kraken
#

Hey, I need some help. Can anyone tell me why this doesn't work yet when I add a branch and event tick to the branch it does? I have defined my input action as W btw.

dawn gazelle
obtuse kraken
#

ahhhh

obtuse kraken
spring osprey
dawn gazelle
#

Then if you'd want to set the "As BP_FirstPersonCharacter" from the cast into the "Connected Actor" variable.

stoic ledge
#

@signal thunder i think its ok, right? nearly the same as actor components which are uobject classes. or something like that. ;p

dawn gazelle
#

Are they actually doing something or is it just to use it to keep track of the state?

dry scarab
#

how do i get this widget node, blue on left

dawn gazelle
#

Are the variables different between them, or are they all the same? Like, using just a single class for all states?

stoic ledge
#

use a reference to self @dry scarab ?

stoic ledge
#

@dry scarab if u right click the BP graph and type 'self' it will create a node to the reference of the BP you are in.

spring osprey
dry scarab
spring osprey
#

because if its like that it makes the same error of accessed none trying to read property

dawn gazelle
dry scarab
#

trying to get

stoic ledge
#

@dry scarab right, since you are in another BP, you need to somehow send or retrieve the widget. not sure what the best case would be for you though. if i understand what your are attempting to do anyways ;p

dry scarab
spring osprey
toxic copper
#

given that by default characters use capsule components, even for 2d paper characters, and that half height cant be below capsule radius.. what's a good way to reduce capsule size below the radius while still maintaining the character's collision width while crouching?

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would it be expensive to spawn a collision box to handle overlaps while crouching and delete when standing? i could also have it exist all the time, but im worried about duplicating effects if overlapping with both capsule and this collision box

stoic ledge
#

@dry scarab so if the 'cube' is creating the widget, it should return its reference on creation. right click the return node and permote to variable. use that in place of that 'widget' node?

dry scarab
#

done

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ahh ok

stoic ledge
#

πŸ˜„

dry scarab
#

now last part before i some how make c++ code show in widget

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set cube bit

dry pecan
#

ok so I need some help, for some reason my bullets destroy themsleves when they spawn via my spawn actor which shouldnt be possible as my spawn actor has no collsion mesh. the way this should work is that when the bullet hits an character, it will know what it is and apply damage

dawn gazelle
dry scarab
#

mine is i cant get the set cuberep for mine

dry pecan
dry pecan
dawn gazelle
faint pasture
#

input AXES fire per frame when held down

dawn gazelle
#

When spawning it.

stoic ledge
#

@Noface its another referencing issue, the variable for 'Cuberep' does not have a target node for the widget reference to point to.

dawn gazelle
#

"Spawn Actor From Class" node has an Owner input.

dry pecan
dawn gazelle
#

Damage doesn't have anything to do with it

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You're spawning a bullet. That bullet is colliding with something.

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You want to make sure that bullet isn't colliding with the thing that spawned it.

stoic ledge
#

@Noface im guessing you're trying to plug those two nodes together

dry scarab
#

but mine is named cuberp

dawn gazelle
#

Owner should probably be self

dry pecan
dawn gazelle
#

is the thing it's colliding with that other thing?

dry pecan
stoic ledge
#

@dry scarab pull off the reference pin 'As W Bp' and type 'set cube'

dry pecan
dawn gazelle
dry scarab
#

with cont sen of it has this

dry pecan
#

seems that was the problem

spring osprey
#

@dawn gazelle found the problem and I fixed it. the ac_inventory i had in the bp_firstpersoncharacter disappeared due to a bug I guess and the game couldn't recognize what the I was referencing, thx for the help tho and sorry for being so dumb πŸ’€

dry pecan
stoic ledge
#

@dry scarab there needs to be an event that takes the argument 'actor' and does something, created in the Widget blueprint. it seems to me you named it 'Cuberep' or perhaps havnt created the event at all

stoic ledge
#

@dry scarab or it has a differnt name

dry pecan
dry scarab
#

dunno how to create a event

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in widget

dawn gazelle
compact fable
#

Hey everyone, could someone advise me on something. (Continuing from yesterday) i have set up a player state to hold me scoring and this displays to a widget at the end of a level.
Set up a game instance for saving and loading the unlockables.

First, where would I do the unlocking? In the end of level blueprint if the total score is more than the required score to unlock? Or do it on the player state?

Second after conpleting the level and unlocking, and the player returns to the home level. How to display a widget saying what was unlocked, only displaying if something was unlocked

Help is much appreciated πŸ™

dry pecan
stoic ledge
#

@dry scarab in ur widget right click the graph and type 'custom' to add a custom event, and name it 'Set Cube' and go back to the Acube BP, and try again

dawn gazelle
# dry pecan is there a way to lock rotation of my sawnder?

I'd say check to make sure if that's actually what is happening.
Like, maybe try printing the location & rotation of the spawner on tick (set the duration to 0.016 and make sure it's logging only to the screen) then you can see if it's because the bullet is actually moving it by seeing if the value only changes when a bullet spawns

stoic ledge
#

@dry scarab thats the designer, top right -> grapgh

dry scarab
#

o hahha im dumb

#

i havnt touched this stuff since jan sorry

dawn gazelle
stoic ledge
#

@dry scarab i had to check the editor to see if i was misinforming you of that

dry scarab
#

so now i just need the custom event doing something

stoic ledge
#

@compact fable tricky to answer. but if kept simple, at the end of the level if you didnt spend your pooints the player state would be lost and so would the points?

dry pecan
dry scarab
#

i need the custom event to run c++ code i think

dry pecan
#

I did a print string text with each spawn

dry scarab
#

to then show in the widget

dawn gazelle
#

You guys are really hurting my head tonight.

#

try printing the location & rotation of the spawner on tick

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Don't care about the bullet, the issue right now is the spawner.

dry scarab
#

op

dry pecan
dawn gazelle
compact fable
dry pecan
stoic ledge
#

@compact fable um i guess playerstate is persists. anyways, check the third post on this forum thread. i think its an ok explination. https://forums.unrealengine.com/t/what-should-i-do-in-gamemode-gamestate-and-playerstate/93584/3

Epic Developer Community Forums

GameInstance (an object spawned when you launch the application and that remains the same until you close it) GameMode (spawned when a level is loaded) GameState (spawned by the gameMode) PlayerState (spawned when a PlayerController is spawned = when a player arrives in the game) You have to pay close attention to what you do and where you d...

dry pecan
#

what should I turn off here so my bullets cant apply force?

dry scarab
#

i think im just gonna give up

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i dont need this 100 percent

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was just gonna be nice lol

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thanks for ru help

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unless u think tis real easy to fix

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i have c++ code already i just got get it print to widget now

dawn gazelle
stoic ledge
#

@Noface the custom event should have been named 'SetCube'

lone folio
#

hello. how do i reparent a blueprint with a different c++ parent? the cpp classes dont show in the drop down box

stoic ledge
#

@dry scarab sorry, because i type it out and dont select it

compact fable
dry scarab
#

ok

#

done

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now to do like 1-2 more steps!

still breach
#

except what you did won't work

stoic ledge
#

@dry scarab plug the taraget into 'As W BP' !

dry scarab
#

how do i tell the event do get 2 c++ code and insert it

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to widget

trim matrix
#

UFUNCTION

stoic ledge
#

and exposed uproperty

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'

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i donno.

dry scarab
trim matrix
dawn gazelle
trim matrix
#

the widget ref should

dawn gazelle
#

GetNet...Whatever it was

dry scarab
#

or editied it slighty

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and then i some how adde }: and messed it all up

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πŸ˜›

dawn gazelle
#

GetNetLoadOnClient

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It's a pure node so you don't need an execution path on it.

trim matrix
dry scarab
trim matrix
#

oh ok

dawn gazelle
#

Feed in the actor you want to check the value on. It'll pop out the value on the return value.

dry scarab
#

what actor lol

dawn gazelle
#

If you don't hook up anything or something invalid, it'll still return false.

dry scarab
#

like the said box?

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or word files?

trim matrix
#

if bool = 1, write true, else, false

dry pecan
#

ok is there any way for my player to essentially not simulate collsion phsysics in flying mode?

stoic ledge
#

@dry scarab umm. the ACube. is an actor

dry scarab
#

so i have to ref from my boxrep?

#

cuberep

dawn gazelle
#

Orrrr you could pass in the value from the actor itself.

stoic ledge
#

click that custom event, so its highlighted. then in the right panel scroll to the bottom and and under input click +. add the variable of actor type.

versed sun
#

in the

dawn gazelle
#

typo πŸ˜›

trim matrix
#

int'he

dry scarab
#

this panel?

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oo left panel

stoic ledge
#

@dry scarab

dry pecan
#

wait let me reword my question, is there any way to lock my player charcates X axis position

dry scarab
#

ok

stoic ledge
#

@dry scarab

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@dry scarab click the 'SetCube' Custom event, so its highlighted, in the right details panel there should be an option to add inputs.

dry scarab
stoic ledge
#

i still have ue4 ;/ i donno if it changed

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w.e

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anyways, back in ur 'ACube' BP, plug in the new node 'Actor' to 'self', as u intended.

edgy axle
#

hmm is there a way to monitor how fast certain parts of my BP are running?

dry scarab
#

ok this is done now

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now i need to fix the widget

stoic ledge
#

@dry scarab are you understadning?

dry scarab
#

my target on set cube is not right

dawn gazelle
stoic ledge
#

@dry scarab ;p

dry scarab
#

ohh

#

wellits 3. 24 am so

stoic ledge
#

lots of texts flying too

dry scarab
#

kinda just wanting it to work lol

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its not core gameplay just a rep thing so i can always use it when i make every thign i need to rep

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ease of acess thing

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so whats the last 2 teps then

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and thanks alot for u r help

stoic ledge
#

@dry scarab Is @dawn gazelle providing you steps?

dry scarab
dawn gazelle
#

I helped him a lil' bit.

dry scarab
#

this even is not doing anthing

#

event

dawn gazelle
#

You need to code it to do something.

dry scarab
#

yes

dawn gazelle
#

What do you want it to do with that value.

dry scarab
#

display in text on widget

dawn gazelle
#

Ok, so you need to get the text widget that you want to display it in and set its text value to the return value of the Get Net Load on Client.

trim matrix
#

as I said, if bool is true, set the text to be true, else, set it to false

dry scarab
#

so when said object does said thing, these vales can chnage based of the values

stoic ledge
#

have you created that display in the designer?

dry scarab
#

nope ill just create floating text lol

stoic ledge
#

so just set the variable of the "floating text" in the event graph pulling of the new custom event

#

@dry scarab is this an assignment needed to be complete tomorrow?

dry scarab
dry scarab
#

so u mean somthing like this , i know im doing ti wrong still sorry

stoic ledge
#

@dry scarab close.

dry scarab
#

how do i grab the text from

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the widget

trim matrix
#

you need to watch more tutorials manΓ 

dry scarab
#

i just dont understand where to implement it

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useing that to text and the c++ i have

trim matrix
#

if you just plug the bool, it will show a 0 or 1

#

if bool,

true --> Set text (TRUE)
false --> Set text (FALSE)

dry scarab
#

what bool where bool

stoic ledge
#

@dry scarab

dawn gazelle
#

You get the thing that can actually display it, like a "Text" field added to a widget. Not a "text" variable.

trim matrix
# dry scarab

the bool from the 'Get Net Load on Client', no need to create your own bool variable

trim matrix
stoic ledge
#

@dry scarab

dry scarab
trim matrix
#

plug the condition with the return value

#

no need to set a boolean

dry scarab
#

ok

#

now i need to ref the 2 text on true chnage and and false

dry scarab
trim matrix
stoic ledge
dry scarab
#

no silly

#

from the designer to the grph

trim matrix
#

igtg

dry scarab
trim matrix
dry scarab
#

enjoy synth prodcuts

#

πŸ˜›

dry scarab
#

we will be narnia soon

stoic ledge
#

@dry scarab in the top right while the textblock is selected, theres a checkbox 'Is variable' in the details panel at the top, check it.

#

@dry scarab see it?

dry scarab
#

woot

#

now i need to turn this blue thign into a string

#

and chnage it in string yes?

#

so the branch overwrties the sting

stoic ledge
#

That textblock is more than the text itself, u need to set the text, of the text block.

dry scarab
#

ok

dry pecan
stoic ledge
brazen pike
dry scarab
#

on the right lines?

#

oo wait red things need attaching?

#

xd

dry pecan
stoic ledge
#

@halcyon plover something here in the mesh physics?

brazen pike
#

but it will be a different event, rather than "hit" it will be "begin overlap"

#

its easier if you add a colision box around the bullet, then remove collision entirely from the bullet mesh

dry pecan
brazen pike
#

okay so you are already using it, even easier

hoary junco
#

so, because I hate myself I'm looking into how save/load systems work and thanks to Datura I have one potential system saved up, but I have 2 copies of my current project file, and on the second one I want to experiment with a different kind of save system, it's one that apparently can use manager classes to keep a hold of item data, but idk how manager classes work or how to use them, does anyone know any good tutorials or resources so I can start looking into it? I've tried googling it myself but results have been kinda sparse

little orchid
#

I'm a bit confused on what to do here, I've checked the skeletal mesh, and the bone names are correct, so im not sure if im to add something to the CR BP or not

dry pecan
#

first for my collider, other for my object in my collider, maybe its because my bullets is a moving object so it will feel push my player no matter what

#

is there any way for my bullet oebjct to have no phsyical properties?

brazen pike
dry scarab
brazen pike
dry scarab
#

o dear we borke my color for my box lol

dry pecan
#

its been fixed

dry scarab
#

why is that

dry scarab
stoic ledge
#

@dry pecan how?

dry scarab
#

if you just plug the bool, it will show a 0 or 1 (edited)
[03:35]
if bool,

true --> Set text (TRUE)
false --> Set text (FALSE)

as I said, if bool is true, set the text to be true, else, set it to false

dry pecan
dry scarab
#

i just dont know how to implemtn thtis

stoic ledge
#

@dry scarab

#

as an example, u dont need that branch

hexed cradle
#

I have a question is it possible to add a rows to datatbles at runtime using blueprints ?

dry scarab
#

so where do i get the bool options to pu tinto text here

trim matrix
stoic ledge
#

datatables are static

dry scarab
#

i understand i have on bool true output this pin

hexed cradle
dry scarab
#

but i dont have the bool goign to the text

dry pecan
#

don't know why but my health isn't changing when I get hit. left is my damage caused by bullet, other is my BP component for health

stoic ledge
#

@hexed cradle right, u can not add rows dynamically to unreals datatable

dawn gazelle
dry pecan
hexed cradle
dry pecan
dry scarab
#

why i smy color broken now

trim matrix
trim matrix
dry pecan
dry scarab
#

the widget one is also there

trim matrix
dry scarab
#

at top

#

it wasnt borken before this

#

weird

#

so its reading 0 for color material now for some reason

#

and its refusing to chnage color on overlap with colidder box

#

thats the full code

#

it was working now it dosnt

stoic ledge
#

@dry scarab its acessing none, why? find where the 'color material' variable is set, and determine why its being set as 'none'.

trim matrix
# dry scarab

Is there a space after the Color? if so, delete it

dry scarab
#

nope

worthy jasper
#

No it doesn’t have anything to do with the parameter value

#

It’s your color material variable

worthy jasper
dry scarab
#

ahhh

#

i think i found the issue

#

this got disconected some how hahaha

worthy jasper
#

That would do it πŸ˜‚

dry scarab
#

yep working now

#

lat 1 to narnia

main lake
#

For some reason this code calls a raycast but it keeps starting from the origin of the world instead of the character, why is that ?

worthy jasper
# dry scarab

Same as before. check that variable and make sure it’s getting set

dry pecan
worthy jasper
dry scarab
#

i cant sem to set a value here or drag that widget in

dawn gazelle
#

Like if it's using PlayerState or PlayerController as the avatar actor, then those would be at 0, 0, 0

main lake
dawn gazelle
#

The init part is usually done within C++

main lake
#

Like I derived from this BaseCharacter to create a blueprint character child, so is it supposed to work ?

dawn gazelle
#

In order to set up the ASC correctly, you would've needed to call InitAbilityActorInfo on the ASC somewhere.

#

It's basically feeding in the owner and avatar actor that it'll use.

dry scarab
#

i cant sem to set a value here or drag that widget in, is this what u mean @worthy jasper

worthy jasper
dawn gazelle
main lake
frosty heron
#

@dry scarab it's taking object ref not class

#

There is no instance to refer not a world

dawn gazelle
#

UAbilitySystemComponent is defined in C++

#

You would've likely created something that adds the ASC to it in C++

dry scarab
main lake
worthy jasper
frosty heron
#

@dry scarab I'm just gonna guess what you want to do don't make a variable of widget component. Instead add it thru the too left of the windoe

main lake
frosty heron
#

Add the component to the actor via the plus button

dawn gazelle
frosty heron
#

Get your pawn?

dawn gazelle
# main lake How to get the avatar then ?

You need a reference to the actor that you actually want to be considered the avatar. To make it more complicated you also need to ensure this is updated whenever that changes.

worthy jasper
#

Yes

#

Don’t make a variable add a component

main lake
worthy jasper
#

Then use that component as your reference

#

Setting the widget class you want

dawn gazelle
frosty heron
#

When you create a variable, you are just declaring a pointer. It can point to any component you set.

With the add button, you are actually making the component

frosty heron
#

Not that

#

The plus sign at the very top

#

Where the hierachy is

dry scarab
#

ahh

dry scarab
main lake
worthy jasper
dry scarab
#

ok done

#

still cant see any in widget tab

dawn gazelle
# main lake I'm not sure to understand the last part after the "OnPosses"

PlayerController has a reference to PlayerState. From PlayerState you need to get its ability system component and then call InitAbilityActorInfo().
You have the interface implemented to call GetAbilitySystemComponent on the PlayerState, so look up how you call that interface in C++ so you can get a reference to the ASC it has, then using that reference call InitAbilityActorInfo()

frosty heron
#

That's where you add component to your actor.

#

Skeletal mesh widget comp, w.e

dry scarab
frosty heron
#

Try to delete all the variable first related to widget comp. Compile save. Then add the component again

frosty heron
#

Top one

dry scarab
#

thats what i did before

frosty heron
dry scarab
#

done now i add it

obtuse kraken
#

This is my movement logic. Have the issue of pressing left and forward going too fast because its combining so I added logic to slow it down when both are pressed. Now when I start adding in movement for right and forward being pressed, it doesn't slow it down. Can anyone help me? 2nd image is the logic for the right movement.

dry scarab
#

now i drag this down and plug i tin and try add wdiget and nothign works

frosty heron
#

There you go, look into the detail panel

#

Add your widget there

worthy jasper
frosty heron
#

Man all this stuff can be found on YouTube btw

#

Take like 3 mins

main lake
worthy jasper
#

Then plug it in to your node there

frosty heron
#

Your widget class is still set to none so I don't know what you expect

#

And your node not connected yet

dawn gazelle
#

You could probably expose it though πŸ˜›

#

I wouldn't, but....

dry scarab
#

sorry

worthy jasper
#

One moment

dry scarab
#

oooo

#

i found it

worthy jasper
#

Ok good πŸ˜„

main lake
dry scarab
#

ok done drag and drop

#

and now should genrate something?

dawn gazelle
worthy jasper
#

πŸ˜„

dry scarab
#

ok no errors now

#

but i see no text at all hahaha

main lake
dawn gazelle
dry scarab
#

lol

main lake
dawn gazelle
# main lake That's hard for me to understand as I'm not a c++ guy πŸ˜„

What I said isn't even much to do with C++, it's just the flow of how things work.
Begin Play of the PlayerState doesn't necessarily fire when the PlayerController has possessed a pawn, so if you did it in PlayerState Begin Play, there's no guarantee that the PlayerController is possessing a pawn at the time, nor will it keep it updated as BeginPlay only fires once.

#

Furthermore, if your intention is to have this game multiplayer, it makes even less sense to have it in PlayerState BeginPlay as then all clients will be trying to call this function when a PlayerState begins play on their end (though I don't think it would cause any harm)

dry scarab
#

so it shows it but text wrong and its not chnage to false

#

wait

#

am i being dumb

main lake
dawn gazelle
frosty heron
#

I do mine on acknowledge possession for clients

dry scarab
#

@dawn gazelle was ur code doing 2 things for 2 varibles or just 1?

dawn gazelle
dry scarab
#

yay it says false wheni toggle client off

obtuse kraken
#

i fixed my issue for anyone looking to reply dont bother

dawn gazelle
#

If you don't check your refs in C++ you get hard crashes.

main lake
frosty heron
#

I guess

dry scarab
#

so its chnagesing this

#

when ticked

#

that works great thanks

obtuse kraken
frosty heron
#

It's normally a common courtesy to at least say briefly what you do to fix your problem so others that face the same issue can benefit

dawn gazelle
#

I have a few diferent set ups myself, but they all work in different ways XD

dry scarab
#

so all i need now is

frosty heron
dry scarab
#

replication varible as well in code

obtuse kraken
#

I had my branch statement on false continually updating my movement speed everytime I pressed forward, forcing it to be max speed even when I pressed right and forward. I had logic setup to slow it down but it wasn't applying when i did it for the right movement. TLDR, issue was the false statement updating the max movement speed even when i was pressing right

frosty heron
#

Iirc I called ability actor info both on server and client. Imma check again, I kinda do it thru tutorial hell

dawn gazelle
dry scarab
#

@dawn gazelle can u add a line of code for the replicate one?

#

πŸ˜„

dawn gazelle
#

Replicates is available in blueprints

frosty heron
#

If you don't get it, read again 9 more times with some practices. If still stuck, do a single player game first imo

dry scarab
#

soo

#

i need to find replicate node

#

in bp

frosty heron
#

What is even replicate node

#

Just read compendium for multiplayer

dry scarab
frosty heron
#

All the basic resource is laid there

dawn gazelle
#

It's a variable on actors.

#

If you're not on an actor, then the context sensitivity will be hiding it.

dry scarab
#

ok got it

#

now i just need to make it work to my widget lol

frosty heron
#

Widget just read values from the owner

steep escarp
#

Hi, Is it possible to add none- static mesh object to a spline? ex : Light, Decal, Skeletal mesh

dry scarab
#

but yea its amazing

#

im sure it will help me in my 5 years of deving this game

#

instead of goign details panel and typeing rep etc etc lol

#

nice its even showing on client

#

till i click false πŸ˜›

edgy axle
#

my brain aint working rn

#

how can I rotate my actor so it's Up vector faces the same way as the impact normal of a line trace?

#

and have it only set the pitch and roll but keep the current yaw

#

actually I can do that second part myself

lunar sleet
#

DOT product ?

edgy axle
#

doesn't that give a float?

lunar sleet
#

It gives 0, 1 or -1

#

Iirc

edgy axle
#

yeah I needa rotation tho

#

like how much I need to rotate the actor by so that both vectors are pointing the same way

obtuse kraken
#

Anyone know why this isn't working. Im trying to rotate the entire character left or right on mouse input.

gentle urchin
brazen pike
vivid notch
#

is there a blueprint equivalent to a dictionary or a map?

dawn gazelle
#

To create a map, create a variable, select its desired "Key" type, then where you would change it to an array, there's an option there for Map

#

Then you'll get the place to choose what variable type you want for the value.

vivid notch
#

Hmm am I doing something wrong? I dont see it

lunar sleet
dawn gazelle
vivid notch
#

It just shows these

dawn gazelle
#

That might be the variable type can't be supported as a map key.

vivid notch
#

I'm guessing it's the key type yeah

frosty heron
#

I learnt that we can have an array of function pointers πŸ‘€. They can be set in a map too, useful for attribute, delegate map

gentle urchin
#

Eh what?

#

Not in bp right?

frosty heron
#

Not bp

dawn gazelle
#

Oh.. There are ways...

edgy axle
#

aint that a event delegate

#

not a function poitner

dawn gazelle
#

Yea, but they can be made to call functions.

#

It's fiddly tho working with these nodes to do it.

vivid notch
#

I appreciate the effort tho

#

I think for my case there's prob a simpler workaround

compact fable
#

Sorry quick question, is playerstate persistent? Hoping the answer is no

dawn gazelle
compact fable
#

I am thinking of doing the unlockable logic there, seeing as the scoring is there and saving it to the gameinstance, that way when the player returns home and I load the game instance I can get the unlocked data

small gyro
#

I've been getting the unknown structure error when going to package lately, but it's been really inconsistent.
Last night I had a package fail with only a handful of the errors, today I didn't change anything in these files except restart my computer and all of a sudden by log is full of these errors

LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Nexus/Core/Player/BasePlayer.BasePlayer_C:PullUpHero:CallFunc_Array_Get_Item'. Unknown structure.

These are all really simple functions they grab a data structure from a map or array located on the Instance

From what I've read you're supposed to be able to fix this by refreshing the nodes but this hasn't worked for me, if anything it makes the errors happen more

Any ideas?

wise raven
#

turns out even after modifying a constraint class in cpp and making the angular rotation offset exposable to bp, it does not actually modify anything

#

even this way doesnt do anything

maiden wadi
small gyro
#

oof that sounds like it's going to be a lot of work :/

maybe it's time I finally stopped dragging my feet and start using c++

#

thanks. I'll give that a try

wise raven
#

is it really not possible to modify the angular offset of a physics constraint at runtime?

gentle urchin
dawn gazelle
#

Its tomfoolery within functions and connecting the delegates to the array and map wildcard nodes.

#

I wouldn't ever use this.

gentle urchin
#

Looks rather cursed πŸ˜‚

maiden finch
#

Anyone know any guides on how to make vehicle customizations? The idea is basically an apocalyptic world where i can add turrets and armor onto a car. Rn I can rlly only find tutorials on changing colors and such. Any tips appreciated

thin panther
#

Try not to think of it like vehicle customisation. Try to think how you would do anything else.

How did the templates attach a gun to the player? They spawned it and attached it to the player.

You can use the same logic for vehicles. Just spawn the things and attach where needed

livid flare
#

Hi! I'm trying to make an AI Character follow another actor component. I tried using Pawn Sensing and it works but I don't know how to set the actual location of the other actor component. This component basically is being launched to a random location, and at end of the launch I need the AI Character to pick up the component, since it won't move anymore after being launched perhaps it doesn't need to be On Tick?
Using Get World Location, it send the following actor to his original location, any help?

dusky cobalt
#

or wait, you don't even need location, you just need to connect the target actor to the AI Move To

frosty heron
#

Another bp struct victim πŸ˜”

#

@small gyro can you tell me what version of Unreal you are using?

steep escarp
#

Hi Everyone, I have created decal material to fake the light shadow. How can I repeat this decal along a spline? Is it possible to add other asset types other than static meshes

maiden wadi
frosty heron
# small gyro 5.21

Bp struct are error prone since its creation. One of the reason to not use bp only is bp struct.

Declare the struct in cpp and you wouldn't have to deal with the ticking time bomb

maiden wadi
#

It's dice roll every time you update the struct asset.

frosty heron
#

So like, there is a bandaid for unknown struct error but I rather you cure the core issue than applying band aid

maiden wadi
#

Mediiiic!

dark drum
frosty heron
maiden wadi
#

Lol. No, the issue lies in their need to go buy a fucking lottery ticket because they're oozing luck.

dark drum
#

I had that weird issue where the character component in the character class clears out. Very odd, still not sure what actually causes that one.

small gyro
#

I know it's a frequent issue of just bp just breaking randomly, I wish Epic would spend less money on super fancy tech and more money on just getting the ancient issues fixed

frosty heron
#

Survivors bias old_man_yells_at_unreal

frosty heron
#

5.2 onwards tho

dark drum
# frosty heron That happens to cmc too afaik

Yea, that's what I meant lol. Thankfully, I just reparented the character which fixed the issue and I just had to reset up the CMC. I can imagine it being a pain for someone that's made a lot of edits though.

#

Does anyone actually know what causes the BP structs to be so buggy?

small gyro
#

fuck it I'm adding c++ πŸ˜„

#

witch's curse

spark steppe
#

save everything, edit struct and save it, restart editor without saving anything else (as it tries to fix shit)

#

that gets you around the majority of problems with BP structs

dark drum
spark steppe
#

what was the issue in those BPs? as i had that origin problem, too

#

and i'm not quite convinced that i found the real culprint of it (just workarounds)

dark drum
# spark steppe what was the issue in those BPs? as i had that origin problem, too

Sometimes when an actors BP class has a compile error it'll revert its level instances values to default which includes the world location. Just fix the BP but don't save the level, when you reload it'll restore the original values.

I think more specifically, it's when you load the level and the BP has the compile error. (Like after a crash and some changes never saved in the BP resulting in errors

spark steppe
#

interesting, thanks

#

in my case i thought it was related to having a static scene root (which may cause the same issue 🀷 )

dark drum
spark violet
#

Hi! was hoping someone could help me figure out a blueprint to make my character not reload when i have a full mag?

dark drum
spark violet
maiden wadi
#

Then there's Pattym who we're still trying to convert. πŸ‘€

dark drum
maiden wadi
#

It's pretty amusing how little you really need to do in C++. I'm getting a ways into my latest personal project and like 90% or more of it is BP. Couple C++ overrides, a couple attribute sets for GAS, Some libraries for easier statics, and then my data assets for thing definitions.

gentle urchin
#

Conversion Therapy perhaps?

livid flare
dark drum
maiden wadi
random pulsar
#

hey, the trace is now just straight from capsule,how do i make the trace copy players rotation?

rotund barn
#

how can i get the variable from my other blueprint? im trying to get "score" and use it to scale a timer thats used for firing a gun.

sharp anvil
#

Can anyone find out why the level doesn't load when the sequence is finished?

versed hornet
sharp anvil
versed hornet
versed hornet
#

use this instead

frosty heron
#

He'll no ,that's error prone

#

There's a reason why they add the new node

maiden wadi
#

They do the same thing.

sharp anvil
#

The strange thing is that the blueprint works well on other levels.

frosty heron
#

I don't have issue with open level by object ref

versed hornet
maiden wadi
#

Because they do the same thing. πŸ˜‚ One just resolves the soft object path to a level name.

frosty heron
#

I never have it not work

maiden wadi
#
void UGameplayStatics::OpenLevelBySoftObjectPtr(const UObject* WorldContextObject, const TSoftObjectPtr<UWorld> Level, bool bAbsolute, FString Options)
{
    const FName LevelName = FName(*FPackageName::ObjectPathToPackageName(Level.ToString()));
    UGameplayStatics::OpenLevel(WorldContextObject, LevelName, bAbsolute, Options);
}```
frosty heron
#

Have to back track ro every node that use it

versed hornet
#

testing it won't hurt

frosty heron
#

I see no reason to use open level by name ever

sharp anvil
#

I think the length/time is not called in any way. I've to use another method. That may be the problem.

frosty heron
#

There is event that get triggered for sequence

#

On finished or w.e

#

You shouldn't even use delay to begin with

#

That's not gonna be accurate afaik

versed hornet
sharp anvil
#

Delay works fine.

frosty heron
#

If u alt tab etc

#

U gonna have miss match

versed hornet
#

hm i see

frosty heron
#

So use event on finished for sequence if u want something to run after the sequence finished

gentle urchin
#

Generally i'd say you'd want to use delegates if they exist

sharp anvil
#

Delay is used to play the media source. That is not the problem.

frosty heron
#

Nothing to do with your open level, but certainly an issue that I take if that we're my project

dark drum
gentle urchin
#

Is the event fired?

#

Or is time passed in = 0.0

#

Is input re-enabled? Controller is null there so i guess not

frosty heron
#

If you need any event called when inside the sequence, there is also the event track.

#

Doing it outside that in my experience result in mismatch (I used delay too in the past)

frosty heron
#

But again if u need to track when the sequence end, use existing delegate. Don't make a timer on your own

gentle urchin
#

Bind to sequence finished or smth?

#

But

#

Ur using current time

#

Its gonna be 0.0

#

So timer is invalid

#

You want total or remaining time

#

@sharp anvil

versed hornet
#

Why does Set Control Rotation node not work when using "Use Controller Desired Rotation" in character movement?

dark drum
versed hornet
#

Also, the control rotation gets updated, but resets next tick so the character doesn't rotate

dark drum
versed hornet
#

It works when i deactivate Use Controller Desired Rotation in character movement, and activate Use Controller Rotation Jaw in pawn settings, but then i don't have smooth rotation which i want from the character movement

#

if it doesn't work i'll just have to reinvent the wheel and write my own smooth rotation script

tight pollen
#

hi, when i Pause game then all widgets also paused, no animations etc. how can i still run animations in widget?

versed hornet
#

should work

dark drum
versed hornet
dusky cobalt
# livid flare Yes correct thanks! I just checked on another BP and it doesn't need location, t...

If you have AI on one actor, and you want to follow the 2nd one, you need to somehow tell first one to see the 2nd one. Either you can brute force it for testing, and if you have just 1 characters of class (for example, you are BP_Player, and the other is BP_Enemy), then you can get All Actors Of Class and choose BP_Player class, so the Enemy_BP (your AI), will know the ''target''. In the future you want probably other way for the Enemy (ai) to find the target, but this you can adjust.

tight pollen
dusky cobalt
#

If it's only for testing, you can also make variable type of Actor, make it public and editable in editor, then you go to viewport, and in the editor panel you can actually pick the exact target, you want the AI to forgot. And you plug that variable to the Pawn.

gentle urchin
#

Or just hand pick it if they're bit placed in the level

#

Yeah ^

tight pollen
#

but still doesn't work

dusky cobalt
random pulsar
dusky cobalt
tight pollen
#

someone can help?

livid flare
dark drum
#

I've been using uobjects for settings based data (data only) but currently looking into overhauling to use data assets instead. Does anyone know what the benefits are of using data assets over uobjects for data only stuff?

versed sun
#

it is easy to see/edit the data in a DA

dark drum
# versed sun it is easy to see/edit the data in a DA

Personally i don't see much of a difference from this aspect but I have just noticed, because that data assets are treated as objects, you can put functions into the primary asset as getters. As you can set a primary asset without having to manually construct it, it definitly makes it convientant.

inland crystal
#

You can create them in the editor without making a UFactory

#

You save create and save UDataAssets from blueprints easily using the Editor Subsystem thingie.

#

Basically it's a UObject with a generic factory, not a whole lot more.

livid flare
dark drum
#

Being able to do this instead of getting the class defaults is nice which I wouldn't be able to do without first constructing the uobject which is nice.

First image is in the primary asset, the next 2 or new and old method.

dusky cobalt
warped crypt
#

How is my branch running 320 times? I'm just looping through every bone in the mannequin skeleton.

#

there's like 150 max bones in that

#

ayoo what now the warning is goen

livid flare
glass nacelle
#

Hey @livid flare , I think you have AI MoveTo Node πŸ™‚

dusky cobalt
#

You are literally ''seting'' AI actor to be at place of your character location. So everything works with your code

#

just change node to be Event Begin Start, still you can use get actors of class to get Target Actor, use AI Move To node, connect Target Actor with your Target from Return Value (Get Actor of Class), and that's it.

#

thats it

livid flare
dusky cobalt
#

btw you dont even have to use event tick on ai move to, it will follow the target as long as it have it

livid flare
# dusky cobalt thats it

Thanks, that's is what I was trying to do but isn't working, I guess I need to double check other things

dusky cobalt
livid flare
versed sun
#

on begin play ,it might not exist yet
try Begin Play > Delay Until Next Tick > Get Actor

dusky cobalt
livid flare
#

same setup

dusky cobalt
#

do how you want

livid flare
dusky cobalt
#

i gave you solution, you are showing me something else, we are not one the same page, if you think better then do what you think its working

#

this will make ai move to your actor

livid flare
#

I did what you said, I just posted the earlier code

dusky cobalt
#

i dont need earlier code to check how you implemented my solution so i can tell you what is wrong

livid flare
#

I already tried, as I said this was my first attempt, I'll keep trying perhaps I have some mess elsewhere, thanks for your help

unique galleon
#

Hey guys, I want to create an expanding circle/torus that keeps the same thickness as the radius increases. Anyone know the best way to approach this? Splines?

trim matrix
#

I've noted that all the music stuff is handled by the GameInstance, is that a good way of doing thing?

vivid notch
#

Interesting, looks like maps are not supported in any control rig variable...

livid flare
#

still unclear why it wasn't working

unique galleon
#

dude is asking for money to help me, is that what can be expected here?

versed sun
trim matrix
#

block him

inland crystal
# vivid notch

you're mapping keys to values, the key is 'where you store it' the value is 'what you store', you can't use booleans as keys because there are only two states, you can use ints, names, strings, etc as keys and almost any other type of object as value (but not other arrays or maps)

trim matrix
#

unless you are asking for doing half your game lol

unique galleon
#

im just looking to get pointed in the right direction

unique galleon
trim matrix
#

sorry, I don't know how to do that

livid flare
vivid notch
unique galleon
vivid notch
thin panther
inland crystal
#

It only allows arrays

vivid notch
#

It does indeed

odd kiln
#

Hi all, I'm using the "Event Receive Particle Data" node to get some data from my Particles collisions

#

Anyone knows how can I get the "Actor" ?

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Which is colliding with my particle ?

vivid notch
thin panther
#

You get the source code by ticking the sourcecode box

#

bear in mind that version is read only except in some fringe cases where you need to fix a compile error that Epic pushed

inland crystal
#

Generally, if you have the source code downloaded visual studio will be able to locate the source code for classes and functions in blueprints, but this was actually broken for the control rig graph and I had to search the source code for 'ControlRigGraph' and follow the trail.

thin panther
#

Yeah it's broken for a lot of things

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Any K2 node won't work, for instance

#

Ctrl Shift F is your friend for finding things

odd kiln
#

`Niagara particles are for cosmetic purposes only, so you won’t get collision events from them.

If you want to hack it together you can use the Export data interface to export particle data to blueprint on collisions and then redo the trace in blueprint.`

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Someone can help me to understand this sentence please ?

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Someone from the Epic Games Staff said this, but I did not understand how to redo the trace in blueprint for each particle?

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Ok maybe I will try to spawn a "sphere trace" when each particle collides with the ground ?