#blueprint

1 messages ยท Page 157 of 1

steady night
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it works when it gets moved ontop of him O.o ?

queen heron
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is there a more optimal way to call out dialogues from specific groups?

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or is enum the most optimal way?

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excuse my naming convention btw ๐Ÿ˜„

oak gust
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This node is always returning the local player pawn, but for example my widget (helath bar) is attach at every player so why is there is 3 player on my screen, this node for each health bar return the same pawn (the local) and not the pawn the healt bar is attach to ?

obtuse kraken
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I absolutely despise the use of TAA in games

night bone
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anyone know where to start with doing a shape recognition mechanic? like drawing a circle and it activate a fireball and things like that no VR just the mouse and the right stick

thin panther
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You're definitely out of the scope of blueprints on that one

strong roost
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Hey guys,
I'm currently learning unreal for a university class and im making an elevator as part of my assignment. I've run into some errors when following this tutorial here: https://youtu.be/EXEOfcwXzn8
I've double checked that the line is being drawn and hitting the component of my elevator blueprint, and theres also no issue when i plug the function directly into the "move component to" node, the elevator is moves to the position specified.
so im assuming that theres possibly an issue between the line being traced and then comparing the tags of my components? I've already triple checked that my components have the correct tag attached to them so im quite stuck as to why no code is being executed at all. I've also fiddled around with the collision settings of the button to see if that would help, but nothing.

any help would be greatly appreciated :)

Subscriber requested tutorial -

In this video I show how to set up the code to make an elevator work between multiple floors quick and easy to set up and easy enough for new starters to Unreal Engine 5 to follow along.

If you enjoyed this video consider subscribing to support the channel and help it grow I appreciate it alot :)

โ–ถ Play video
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these are the pictures of my code made from the tutorial + the line being traced in my scene

abstract zealot
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Hi noob here. I am working on a pose recognition system that saves the recording. How can I change the name while in game so I can create multiple recordings and or delete. Can this be done through a widget. Do I need to promote stuff to a variable to work. Any help would be greatly appreciated thanks.

barren tangle
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guys i have some simple block here.
They have a color. If the main character step on the block with the same color, it's increase is max walk speed.
How will you manage that?

I use to do it with the Even Tick + a Collision Box to check all the time what is the color of the block. (it's working)
but I would like to know if there is a better solution. to achieve the same result.

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alos the block has a simple material. and the color of the block can change. too

rotund barn
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i have no idea where i went wrong, this is my health system. it works until im colliding with more than 1 enemies at the same time, then my health just stops ticking down. anyone have any idea whats happening?

dawn gazelle
dawn gazelle
rotund barn
timber crystal
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hello anyone an idea why the "PostProcessVoulume"
Just works when i have an "infinite Extent (Unbound)"?
Its a 2d game waht i make

dawn gazelle
# rotund barn any idea what to select as the object for the cast? i tried get player character...

You probably want the cast immediately on the collision event - you don't want to start damaging just because they overlap something. Same thing with end overlap - you don't want to stop damaging unless you know they stopped overlapping with the player.
Once connected correctly and assuming this is single player, you should be able to promote the value from the cast to a variable and use that instead of get player character.

rotund barn
# dawn gazelle You probably want the cast immediately on the collision event - you don't want t...

sorry, im a bit confused, im very new to this. so where do get the variable from? and yes its single player. also the other actor did correctly recognize only the player, the AIs overlapping didnt trigger it, or my bullet actor. and it started and stopped correctly when overlapping a single enemy. and with multiple it just stops, sometimes does work, but randomly stops when colliding with multiple enemies.

dawn gazelle
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"Other Actor" from the collision events is the thing triggering the event.
You'd cast that to BP_ThirdPersonCharacter. You can promote the "As BP_ThirdPersonCharacter" from the cast to a variable.

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StartCollision > Cast > Damage
EndCollision > Cast > StopDamage

rotund barn
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is this what you meant?

rotund barn
tight matrix
tight matrix
# tight matrix

Does anybody know why this is happening and how can i fix it?

rotund barn
steady night
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could this cause any colliding issues

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since its a child of a collider ?

rotund barn
# tight matrix

sorry, im not too good with animations. i just thought i should mention its most likely because of something there incase you didnt know. hopefully someone more knowledgeable arrives soon

plucky ice
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Hi all, I've been working on my grid based star spawning since yesterday and I am having a little trouble with the second part of this function. I produce an array and shuffle it, and I am now trying to take only the first 10 entries of that array to put into a new array. My values for Grid Size and Total Stars are both 10, if that is helpful. For some reason, if I use print strings to debug, Star Spawns is 1000 entries long and I don't understand why. My goal is to be able to take the number of entries corresponding to the Total Stars variable to set those randomly shuffled sets of x,y,z coordinates as the spawn location for each star.

steady night
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anyone plsss this have been bugging me for hours

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Why the begin overlapp dont work !!

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it only works if the box is moved ontop of the character

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ideas ?

maiden wadi
steady night
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use using a click to move system when i click where to move i teleport a box collider to location

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so when palyer reaches the goal it should overlapp

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but it only triggers if i click on self (move box directly on self )

maiden wadi
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Why do you need the overlap at the goal location?

steady night
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basicly im using "simple move to location"

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and i need a "finnish" node reallly

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this is a workaround

barren tangle
granite elk
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Sorry for late reply, thank you for verifying.

barren tangle
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So I have to overload the overlap and the end overlap event to make all the controls. What Iโ€™m trying to do for the moment. But is it the best solution?

steady night
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@maiden wadi ideas :/ ?

maiden wadi
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I'm about 140% done with unorthodox, weird implementations today, sorry. :/ IMO, just use an AI controller and give the thing commands to move using normal AI movement.

steady night
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well its MP, so cant use the AI controller

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but its ok ill go cry in a corner somewhere untill i solve this fakking thing

bleak wraith
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Can someone help me why my animation not playing on my TopDownChar?
My Player is RTSCam and I am controlling Top down controller by clicking on it. I clicked on my player and forwared into the stone but nothing is playing.

waxen mason
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Hey guys, quick question.
Has anyone managed to combine a variable + plain text?
Everytime I add an item to the inventory, it displays the correct name, because I have a struct where he gets the name from.
I also have an Amount variable that each item holds, if i plug the Name and Amount it displays correctly (e.g. Door Key added OR 5 Bullet added).
The problem is with the latter case, I would like to add an "S" if the Amount is greater than 1, but the moment you plug the variable, it stops me from adding any manual text.

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I can add another little box in the Widget and condition it to display only if the amount is greater than 1 but I would like to know if any of you know an easier fix

grim sand
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Does anyone know if there is an event in blueprints that detects if we are playing with keyboard & Mouse or some other kind of input device (like a controller)?

thin panther
dusk kayak
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Does anyone know how to properly "get" the surface type of a landscape layer or layer info that the player is standing on and not the landscape material's physical material and surface type? UE5 (and 4) definitely uses landscape layers and because of that, the physical materials aren't placed on the landscape material itself. All of the data is in the physical material and layer infos, but I can't figure out how to get that data from blueprints.

I have a master landscape material with many things going into a landscape layer blend node. Ultimately, I want to make the player's footsteps respond to the surface types of the layers that the player is walking on but I can't seem to figure out how to "get" the info for the surface type on each blended layer, and instead am only getting the surface type of the landscape which is the default since there is nothing assigned as I am using blends.

steady night
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@thin panthercontrolling a player ?

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well i solved that issue tho

maiden wadi
steady night
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oh, well not i spent yesterday only to get the click to move work so ill go with this for now ๐Ÿ˜›

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how can i check if the overlapped other actor is owned by same player as overlapping ?

steady night
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the get owner is an actor not controller

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the owner is a controller now actor

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or am i thinking wrong ?

thin panther
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I mean a controller is both a controller and actor

maiden wadi
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Owner is either a controller, or something owned by a controller, or null.

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You normally have to walk up the ownership chain by getting owner on the owner until you find a playercontroller or an invalid entry.

steady night
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yeah right

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advice on how i would check then :/

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nevermind that im dumb

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is it better to check with a Cast or a Branch ?

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cost wise ?

barren tangle
odd kiln
barren tangle
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so imagine, i put a trace. i detect that i'm on the good color. but then appear a new surface. that will slow down my character like the mudd.
but the slowdown depend on the color under the surface. the trace will be blocked by the mudd and i will lose the block color?

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  1. Trace option
  2. Overlap option
  3. Tick option
odd kiln
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Do you want to change your speed again if you stay on that block or not?

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You can change the color of the block to yellow for example and set a timer of 1 second before firing the trace so if the player don't move from that block before the 1 second timer it will change his speed again

young meteor
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Hey folks

I somehow get an infinite loop error. I have tried manually looking through my BP, but I can't seem to figure out what is triggering it.
The error at least tell me which BP is causing it, but not what function/part specifically.
Is there an easy way to find the actual issue from that?

odd kiln
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Show screenshot of error please

young meteor
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Replicating it again. One sec

young meteor
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Or was it the Output Log?

odd kiln
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Function: Inputs you can click on it

young meteor
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Think I got a better snap:

odd kiln
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Or on the absolute right there is another link I guess that redirects to the code which is looping

young meteor
odd kiln
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Hum I see so maybe this is the Receive Hit / Take Damage thing

young meteor
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I mean to be fair I can kind of tell what the loop is based on the screenshot where I mark the functions with colors.

I just don't understand how it can happen, since I feel like I put functions in place to break that loop.

odd kiln
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Usually I go to the end of the line of the error and I click on the last link and it tells me where is the problem

young meteor
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That makes it very hard for you to answer for me though without seeing the code.

odd kiln
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That's not easy for sure ๐Ÿฅฒ

young meteor
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It is sort of an intentional loop. It is a tower defense, and I have a function (skill) where hitting an enemy also gives nearby enemies a percent of that damage.
Problem is, that if I have 3 enemies near each other, the damage can jump from Enemy 1, to Enemy 2, to Enemy 3, Back to Enemy 1, to Enemy 2, and so forth.

odd kiln
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So your logic is an infinitely loop lol

young meteor
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So maybe a better question would be how would you ensure damage could not jump back to an Enemy that has already been hit by it.

faint pasture
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or a tag on damage that allows the primary damage to be spread but not the secondary

young meteor
faint pasture
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Show your code for the damage spreading. Is it like a chain lightning?

young meteor
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(This is the part supposed to stop the loop)

faint pasture
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why is attack id a float?

young meteor
odd kiln
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Integer is better I guess

faint pasture
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at least use an int

young meteor
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After sending damage I increment:

young meteor
young meteor
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So using the decimals for the attack ID part, and whole numbers for the tower ID part

barren tangle
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but if now it's something different than a block for example mudd. then the trace will not know that i'm on a yellow box with mudd or on a red box with mudd

young meteor
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Thought of using a "Set" of integers, but I have not tried working with sets, so not sure how they actually works.

faint pasture
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use an int

young meteor
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1 Int is not enough.

faint pasture
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sure it is

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how long is a tower ID

young meteor
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So either a Set maybe? (Not sure if that would work), or something else

faint pasture
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and how long is an attack ID

young meteor
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I could have 100 different towers for example. so 3 digits. But attack could run into 100's too.

faint pasture
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ok and you can go up to over 2 billion

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ID = TowerID * 1000000 + AttackID

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tower 32 shooting attack 1324 would be 32001324

young meteor
faint pasture
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TowerID = Combined / 1000000
AttackID = Combined % 1000000

young meteor
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You think it is the Float messing it up?

faint pasture
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It certainly could

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since equality and such is weird with floats

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I'd use a struct but in BP only you'd have a bad time as you'd have to implement equality for it

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if you had C++ it'd just be implementing == for the struct and calling it a day

young meteor
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So a struct with 2 int variables?

faint pasture
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or 2 GUID or 2 of whatever you want

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but for addunique or find to work you'd need to implement == for it

young meteor
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I could set up the Structs in C++, but I'm very new to C++ so beyond that I'm quickly lost.

odd kiln
faint pasture
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since when, always?

barren tangle
faint pasture
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Evidently you can just make a BP struct and it'll Just Workโ„ข๏ธ

maiden wadi
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As long as I've been using UE at least. So 4.23. It just hashes the properties or something. ๐Ÿคทโ€โ™‚๏ธ

odd kiln
faint pasture
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@young meteor Good news for you, evidently you can just make a BP struct and it'll work. I'd do that. Int can be fine for tower and projectile ID but GUID would have reasons too.

barren tangle
young meteor
faint pasture
young meteor
odd kiln
barren tangle
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or what you are saying is, the block change is color so sent a signal to the actor to ask him to fire a trace?

odd kiln
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To change the color of the block you fire an event, right ?

barren tangle
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yes into that even you will add to ask to the main actor to fire a trace as well?

odd kiln
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Exactly. In the same event which changes your block color, fire the event to trace again

barren tangle
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if i have 6 actors. and 6 block color i will trigger 6*6 call to ask them to fire a trace

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also to fire that trace each time i overlap a new actor and if i end overlap a new actor

odd kiln
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Why 6*6 ? You fire a trace only when the block changes color. You can't be on 6 blocks at the same time right?

barren tangle
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but 6 block change color at the same time

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and they will have to notify all the characters

odd kiln
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Then it will only fire 6 traces (one trace per block when it changes color)

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You don't have to fire trace with the characters

young meteor
# faint pasture It certainly could

Changed it all to Integers instead of floats. Still get the infinite loop sadly.
I see in log it says Divide by zero. Is this normal or is this a glaring clue?

maiden wadi
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This is like, attack one thing and things around it take damage?

young meteor
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yes

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but I try to prevent a loop by giving the attack an ID, and checking if the enemy was already given that ID before giving it damage.

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Obviously not working right ๐Ÿ˜„

maiden wadi
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Sounds like a problem to be solved with a Set of damaged Actor pointers and a recursive function that takes that set in as a ref.

young meteor
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Not sure what that means at all sadly.

odd kiln
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To prevent a loop could you not just use a simple boolean variable ?

young meteor
maiden wadi
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Like.. showing might be easier than writing it out.

young meteor
young meteor
dawn gazelle
maiden wadi
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@young meteorIs it only your towers that do this?

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The AoE I mean. I assume more than just them takes damage.

young meteor
# maiden wadi <@386542032954327040>Is it only your towers that do this?

The intended function is:
A tower can apply an "effect" on an enemy for a duration.
If an enemy is hit while it has this effect, X percent of the damage it receives will also be dealt to all other enemies within Y radius.

Two or more close enemies could both/all be having this effect. (which is the situation creating the loop)

maiden wadi
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What are your effects? How do you apply them or detect them?

marble tusk
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If the damage is all originating from a single damage event, then you could use an array to store the actors hit, then before you apply damage check if the array contains that actor. If yes, don't damage. If not, apply damage and add the actor to the array.

young meteor
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Tower can apply the effect.

maiden wadi
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Are you using the default ApplyDamage nodes to send damage events?

young meteor
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No

maiden wadi
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Does this have a delegate anywhere for when this thing has taken damage?

young meteor
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Yes, but not related to the skill.

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So basically right after taking damage, there is a Dispatch for the tower.
Mainly used to track damage dealt by the tower.

bitter plover
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hey guys

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I have a question. I have a widget on the screen and it's blocking the hardware input (left mouse) and I can't click the 3d widget I have in the world. Any help?. I've tried "Non-hit testable" and it doesn't work...

young meteor
# faint pasture does it chain or is it aoe?

Kind of both. It is aoe based on whether the Enemy has this status/effect.

But if multiple enemies next to each other or in a line all have it, then it would chain for that reason.

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So it could chain, but I don't want it to be able to loop back on itself.
Neither does the engine ๐Ÿ˜„

maiden wadi
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LOLOL

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So I'm making this and I just about die.

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They ACTUALLY put this shit in, because people won't fucking stop using small timers instead of just using tick.

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Omfg. My sides.

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@young meteorSo anyhow. Rough draft, but my proposition would be. For starts, turn your curse into an actor component. Basic start. Set lifetime. Calls while it already exist simply set the lifetime again instead of making a new curse component.

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Thing takes damage, and applies it to itself. Then checks if it has that component and tells the component to do the AoE.

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In the component we have a recursive call to map out all applied actors and their related percentages(for scaling percents, you can ignore that if you want them to all be the same. But like if chains lower as they go out.

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Percentage there is wrong. Should have been 1.

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This is a recursive function. First loop gathers all actors for this component, adds them to the map with the right percentage. Second loop then triggers any nearby ricochet components to do this if they have not already been put in the map.

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GatherActorsForAoE in here is empty for me, depends on your game. Can be a simple sphere trace and loop to get all allied things to this component's actor.

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So you end up with one function with a basic recursive call to gather all necessary things to damage with the data you need to damage them. Then you just apply that damage.

young meteor
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Oh wow, you went and set up the whole thing!
Thank you man. Will need a minute to digest it before I have anything intelligent to say.

young meteor
maiden wadi
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Correct. Though I just realized that last function has a slight flaw. Sec

kind estuary
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I know that niagara can do some stuff with collision, but so far couldnt find a way to make an overlap event out of it in blueprints.
so im shooting a beam with niagara, but cant know when it hits an enemy...
How do i detect overlap collision of my niagara light beam in blueprints?

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by overlap i mean, when it hits an enemy, do something but in blueprints

young meteor
maiden wadi
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Yeah. Emitter is visual. Trace should set beam end user parameter on the emitter and do gameplay logic for hits.

kind estuary
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i see. though theres a problem

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other attacks are not a light beam but more like a wave that goes in one direction

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or like fire balls

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they go slowly into the enemy

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so perhaps trial and error, until its more or less the same speed, the projectile and the niagara?

young meteor
young meteor
# maiden wadi I think this is more correct.

I'm somewhat reluctant to not use the same "damage actor" path though. I have a bunch of logic that seems stupid to duplicate instead of doing a check. Like:
Updating health
Updating shield
Updating health/shield bars
Checking for other skills
Sending back numbers for statistics
Death logic
Etc.

young meteor
steady night
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On Begin Cursor over

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dose it only work on player owned actors ?

maiden wadi
kind estuary
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its not like a bullet

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so its hard to make that consistent with the collision sphere that will actually detect the hit

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so the niagara makes an effect that goes in this direction at 20 miles per hour ->

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so then i must also spawn a collision sphere that goes at the same speed

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though its not very consistent

maiden wadi
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You can put a niagara particle attached to the sphere?

young meteor
kind estuary
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its not on one place

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like a shooting star

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comet

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its done in niagara

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the path

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so what im trying to do is to vinterp the separate collision in blueprints that will actually detect when it hits the enemy

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more or less at the same time as this niagara effect makes its comet effect

maiden wadi
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Do you need to care about the path after the comet part passes?

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Like is the path just visual, and the rock is what needs collision detection, or?

fast stag
maiden wadi
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Then your niagara effect needs changed. The trail effect should be able to be moved and leave it's particles in place where they were.

kind estuary
kind estuary
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another thing

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i forgot how to move stuff in a direction

steady night
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both actors children of same BP this one

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mouse over dont trigger on the NPC ???

fast stag
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I make this by making a projectile and attacking the trail to the projectile. Here's my bomb/rocket setup on a prototype @kind estuary

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the trail fx is just in the blueprint

burnt obsidian
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Hi, I'm busy making a leap attack for my enemies. I have managed to do this by calulating the arc and then moving the enemy on that arc but the issue is that he gets stuck at the end as the enemy isnt on his feet at the end

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like shown in the enemy this is the end position of the enemy

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is there a way to just tilt him back on his feet after he finished the attack?

kind estuary
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Does Pawn Sensing not work when its implemented in Pawn?

wise ravine
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Is there any other method to move objects thats not using timelines? My animations keep getting obstructed with every time the game lags even a little

pulsar geode
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With "Event AnyDamage" is it possible to get which specific component of the actor has been damaged?

rotund venture
rotund venture
bitter plover
rotund venture
rotund venture
steady night
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hey question

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i have floating healthbars on units

pulsar geode
steady night
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what would be a good way to toggel show on/offf ?

rotund venture
rotund venture
rotund venture
steady night
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logic

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i mean a simple way would be doing this

rotund venture
steady night
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but "get all actors of class"

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each time

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but that is bad

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dont wanna get alla actors of class

dawn gazelle
steady night
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really ?

dawn gazelle
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yep

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If you're using just "actor" then it becomes problematic.

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And only more so if you're doing it in a loop or on tick or something silly.

rotund venture
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your not doing super complex logic with it so its essentially "light weight"

steady night
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@dawn gazelle

rotund venture
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@dawn gazelle how you doing today?

steady night
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so this would be "ok" even if i have 20000 units

dawn gazelle
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Yikes.

steady night
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not that i will but i tend to never use the get all actors of class

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how would i else do it ?

dawn gazelle
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I mean.. it's rough on account that you would need to do it on 20k units.

steady night
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yeah well i will have maybe 1k max

rotund venture
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an alternative would be using an interface to message the actors

steady night
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or maybe not at once idnno

dawn gazelle
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Interface still requires a reference to the actor.

rotund venture
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yes not much more efficient then what he has lol

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actually the same thing ๐Ÿ˜‚

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I just like using interfaces lol

dawn gazelle
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Well, you can try it, see what happens.... What is kind of killer there is if you have thousands, that'll bog down the loop because BP loops can be slow.

rotund venture
dawn gazelle
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The Get Actors of Class would arguably be faster than the BP loop afterwards ๐Ÿ˜›

steady night
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well i have 10 mobs now

rotund venture
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but i would cross that bridge when you get to it

steady night
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and when i press i get minifreeze

wise ravine
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I'm sharing an interface that has 2 variables. In this case I only want to change the boolean, and not the vector. How do I know change the value of the vector, or by keeping it at 0,0,0 does it not affect the value?

dawn gazelle
steady night
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hm okey

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so any way to improve that ?

rotund venture
rotund venture
wise ravine
dawn gazelle
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Using Lyra's nameplate component system which would effectively create a widget for each unit within a single widget and you can hide and show that single widget. No more finding the actors and showing/hiding their component.

But as I know that's not an option, a better solution would maybe be to try hiding the widgets that are contained within the components rather than setting the visibility of the component itself?

wise ravine
wise ravine
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ohh makes sense, thanks

rotund venture
wise ravine
rotund venture
wise ravine
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How does it know which component to animate?

rotund venture
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it will move the entire object

rotund venture
lusty oak
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So I made this function to handle swapping textures for facial animations on low poly models. This specifically is for a blink animation. This function gets called on the EventBlueprintUpdateAnimation of the event graph of the characters animation blueprint. I feel like this is somewhat inefficient though and I'm wonder if there is a better way of doing it? I'm also concerned this will interrupt other face animations like when the character takes damage or goes to sleep, etc. It will just over write it. Anybody know a better way of handling this? https://blueprintue.com/blueprint/aczc1n-r/

wise ravine
rotund venture
rotund venture
lusty oak
rotund venture
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especially when debugging things become a disaster for awhile ๐Ÿ˜‚

wise ravine
# rotund venture

there is a tradeoff with having a set 2nd location vector variable, bc my train will be constantly spawning in different locations in the map

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i didnt have to wrry about that with timelines

rotund venture
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you can just call the interp movement to move it where you want instead of respawning it

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so adding point A -> B as a smooth action then when arrives at B teleport to C and so on

wise ravine
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idk If that will work for my situation

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I might just get the origin location (or point A) and then add 50 for example

rotund venture
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mess around with that component see if it works for what you need if not we can relook at not using a timeline

wise ravine
rotund venture
wise ravine
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which one?

pulsar geode
#

you would break the hit result from the

wise ravine
rotund venture
#

try changing the behaviour type then

wise ravine
#

I'm not running it on Construction Script

#

could that be why?

wise ravine
#

without an animation

rotund venture
#

in the details panel again

kind estuary
#

why do people say to stay away from multiplayer

#

looks so easy and simple in unreal

#

just creating 2 events, one that runs on the server and then call the other event that multicast

dawn gazelle
#

The OOP part is a big one. A lot of people dive in to Unreal without any programming experience seeing bluerpints as an easy way to "avoid code", head right to multiplayer, and then have trouble understanding what objects are, how to get references, and don't seem to understand how objects can be instanced, only to be met with the additional complexity of understanding that the object can exist on more than a single computer at once, and that code executes at different times in different places.

just creating 2 events, one that runs on the server and then call the other event that multicast
Even this is a very coarse understanding of what actually should be happening as you don't always need to multicast, nor should you strictly use multicasts for everything, nor do you need to necessarily have the client tell the server to do something, the server is capable of executing code itself without any client input.

thin panther
#

There's also the part where nearly any multiplayer game, in order to be made well, needs some amount of C++

#

There's a lot of gotchas to multiplayer

#

It gets complex fast for things like prediction if you want super custom behaviours the engine doesn't provide

thick trellis
#

Im making wingsuit/plane type movement in my game and wanted to calculate the euler angles (pitch roll and yaw) to apply them to a curve to control charcter movement. What would generally be the best way to do that in Unreal engine 5.3? So far I've cobbled this together for my "Get Pitch Angle" Function

kindred galleon
#

Hi I need help with quick logic
so like target actor works on player controller, etc but it wont work on an actor parent class. What do I need to do to validate as an actor object

stoic ledge
#

wierd

lunar sleet
kindred galleon
#

This worked but Idk why

lunar sleet
#

Spawn actor Actor? ๐Ÿ˜€

kindred galleon
lunar sleet
#

Ok so whatโ€™s not working exactly

kind estuary
kindred galleon
#

target actor works on player controller/etc but

lunar sleet
kindred galleon
#

random static mesh idk how to get the location of that

#

sec sec

lunar sleet
#

Youโ€™d need to use the visual logger to see why it wonโ€™t travel to it. Could be itโ€™s not on the navmesh, could be lots of things

kindred galleon
#

its on navmesh

#

this only works when i give the NewStuff BP the location

#

so im assuming normal actor class dont got any location value set?

lunar sleet
#

Get actor of class will get whatever instance it finds first

lunar sleet
#

Actor class itself should not rly be used for anything else

kindred galleon
lunar sleet
#

You create bps of class Actor

#

And place those

kindred galleon
#

oh i just had to do this?

dawn gazelle
# kind estuary > you don't always need to multicast (...) nor do you need to necessarily have t...

Replicated but shouldn't? You replicate only what you absolutely need to. There's been plenty of cases where people are replicating things themselves that are already replicated to begin with, or using RPCs to send events to clients that already receive a similar event automatically. There was a post earlier where a person was sending a client RPC to the owning client on the "On Possess" event - there is already an event on the pawn that notifies when the controller is changed and executes on the client.

Multicast and shouldn't? Anything stately. Your player's name? That should be in a replicated variable, not multicast to everyone to tell them what your name is. Attempting to move an actor? Have the actor set as replicated with replicated movement and set its location on the server instead, not multicast the location so each client does it separately.

In other words...
Use replicated variables wherever possible. These can have OnRep functions associated to them that can fire on clients when the value changes which you can then utilize to drive further logic when that value changes.

You use client RPCs only when you need the client to do something that isn't or couldn't be tied to a replicated variable of some kind.
You use server RPCs when you absolutely need to have a client tell the server to do something or send the server some data. Not everything should be marked as "Run On Server" simply because you want to indicate it's running on the server as this is actually opening up a means for a client to tell the server to execute something.
You use multicast RPCs almost exclusively as unreliable for visual or audio effects and other non-gameplay important things that wouldn't matter if they were dropped.
Reliable multicasts are kind of an odd one as they can really gum up the network and should be used extremely rarely. Maybe a good example being if you wanted to send a chat message and wanted to make sure everyone eventually received that message.

kindred galleon
#

oh nvm got it

#

dont get why it didnt work the first time hmm

kind estuary
dawn gazelle
# kind estuary thanks. though theres something i dont understand... it doesnt make much sense t...

RPCs only fire at the time and if the client has that actor relevant at the time of the call.
Let's say you're making a "player list". Everyone joins the game, and starts setting their names, but you do it VIA RPC. If I happen to join later on in the game, I wouldn't have received that RPC. Now, that's not to say that you coudln't still attempt to RPC the values from everyone else to that client that joined later, but then you're basically doing exactly what a replicated variable would do anyway.

If you mark a variable "Rep w/ Notify" or "On_Rep" then you receive a function that gets called when that value is updated on clients. You can use that function to then drive UI changes. An example would be creating an event dispatcher called "OnPlayerNameChanged" on the playerstate that you call in the OnRep function of a "PlayerDisplayName" variable that exists on the PlayerState. When the PlayerDisplayName gets changed, the clients receive the new value, and their OnRep will fire, broadcasting the event dispatcher - so then it's just a matter of having your UI reference the specific playerstate and binding to that event dispatcher and then update itself with the new name from the playerstate that its bound to.

An RPC is used differently than a replicated variable, it's not about what is worse, it's about how to do what you're doing the correct way without reinventing how Unreal already handles it.

kind estuary
pure heron
#

I have a parent actor that takes some inputs. I want the children of that actor to react to those inputs. Is my best option to create an event dispatcher in the parent and bind an event to it in the children?

#

Or maybe parent function that gets overloaded in the children? Or something else entirely?

dawn gazelle
#

Parent function with overrides in the children if the children need to have different behavior.

pure heron
#

Not really different, just a behavior

dawn gazelle
#

If they use the same behavior, then you don't need to override it at all.

pure heron
#

Basically, the parent sets a bunch of stuff up on input, then it should be continued in the child

#

I'll go with the function overload, then

#

Though, I admit, I'd like to just add my custom event instead, akin to beginplay or tick lol

dawn gazelle
#

You can

pure heron
#

Oh? Do tell

dawn gazelle
#

Input > Call Event
Override Event in child for whatever they need to do when that event gets called.

#

Or, don't override and it'll just do what is set in the parent.

#

Or, override, but add a call to the parent event/function so it still executes, then add waht that the child does.

pure heron
#

Uh, where would I add it in the parent? Just a custom event?

rancid hull
#

yo how would i make my gun or players head not go through walls when bending down or walking into them

unique galleon
#

has anyone had problems with a pawn only generating collisions when moving and know how to fix?

stoic ledge
wheat zodiac
#

Anyone have any issues with SceneCapture2D not working when going from 5.3 to 5.4? I can't seem to pin point why nothing it being captured anymore.

hard sinew
#

I'm still trying to grasp blueprints which explains this dumb question.

How can I interp my character movement from a curve?
Basically acceleration. I'm using the default ue4 third person bp and i understand you use the get floa value node, but like... How do I use it?

stoic ledge
hard sinew
#

no, i want to use specifically from a curve

#

because im also wanting to limit the rotation aswell

iron furnace
#

can anyone show me a video or give me some advice on how to use the memory stomp allocator? Im getting a fatal error in my game and have been told thats what i should use to find it, but am unsure as to where to start using it, and info online is sparce.

signal bane
#

Anyone know why being idle causes this jitter when detecting collision? I've had this type of problem for years. This is a base "Character" with no changes, and a static mesh with an InterpToMovementComponent. It works perfectly when moving while next to the platform or in the air, but jitters when standing still.

trim matrix
#

'InterpToMovementComponent'

#

read about it

#

the first sentence that I saw about this is: "Move the root component between a series of points in given time"

#

use other movement component

iron furnace
trim matrix
#

at the line 1438 or close

iron furnace
#

how do i get there? I dont use C++ so im not familiar

trim matrix
#

ctrl + click

#

normally

#

did you code it?

iron furnace
#

no, ive only been using blueprints for everything

trim matrix
#

Is there some kind of bp error?

iron furnace
#

and from what research ive been doing, mallocbinned is the memory allocator for ue5

#

also no errors in any of my blueprints

trim matrix
#

because a cpp file would probably not just break like that

iron furnace
#

Ive also tried verifying my installation, no dice

trim matrix
iron furnace
#

will do, thanks

spark violet
#

hi! I was hoping someone could help me with making drawers close in reverse once its already open? ive attatched blueprints for the drawer and linetrace

dawn gazelle
# spark violet hi! I was hoping someone could help me with making drawers close in reverse once...

This is an extremely basic example, and I wouldn't recommend a flipflop normally, you're better off using your own bool that you flip, but....
Disconnect your "open" event in your drawer.
From your open event, plug into a FlipFlop node.
On the "A" output of the flipflop, plug into "Play" pin on the timeline.
On the "B" output of the flipflop, plug into the "Reverse" pin on the timeline.

Now you should have a drawer that can move in and out, and can even be interacted with midway through the animation.

spark violet
#

thank you so much, worked perfect!

ripe comet
#

is there any way to like stamp other actors into another one

#

what i mean by that is my main dungeon actor is one giant mesh with all the spawners as its own nodes

#

right now the only way to posistion them is to manually copy paste it and more it using the axis

gloomy stag
#

How can i get "Get Move Right" in UE5.5 if im using the enhanced input actions?

dawn gazelle
#

So if you're using IA_Move, Get IA_Move, then you'd probably need to break or split the value.

#

One the axis would be the "Right" axis.

gloomy stag
ripe comet
#

whats the keyboard shortcut to bring the currently selected object to the camera

ripe comet
#

you know i dont really get the appeal of lumen

#

from my experience it causes more lighting artifacts and other various issues than its worth

gentle urchin
#

Used and tuned properly its pretty good imo

hoary junco
#

If I have a player inventory component that has an array of structs containing inventory data, and I want to save that data as well as the player's transform, and I have a struct in the save blueprint called player data which has a slot for the array of structs and a slot for the transform, would this function save that data or is there an issue here?

marble tusk
hoary junco
#

idk if it's my save or my load system that's messing up so I need someone to let me know where I went wrong

trim matrix
#

seems good for single player game

hoary junco
#

ok, so here's the reverse version for loading

#

somewhere along the line something isn't working because I tried saving and loading using these 2 functions and it didn't work

trim matrix
#

loading with USameGame object?

hoary junco
#

what?

trim matrix
#

are you trying to save when the player leaves so he can come back with the same stats or smt

hoary junco
#

no I have a save button that I can press in game at any time to save the game, and then it loads the data when I launch the game if save data is present (if not it creates a save file)

both these functions are on the gameinstance for the time being just for testing, and they are set to fire when the rest of my save/load functions are which.. those other functions are working just fine, I even added in printstrings and everything seems to be firing off

trim matrix
#

what you are showing with 2 screenshot is literally storing datas but not saving them, nor loading, check this please:
https://www.youtube.com/watch?v=14wmGdbhLOA&ab_channel=GorkaGames

Hello guys, in this quick and simple tutorial we are going to learn how to make an easy save and load system in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,save and load,tutorial,quixel,megascans,u...

โ–ถ Play video
#

testing by a print string here doesn't mean it works, it just means it triggers, check the data to see if that's what you expected

hoary junco
hoary junco
#

here's the load one

#

as you can see the save one has a lot of shit going on.... but to focus on the function on the far left side there next to the custom event, that's where the save player data triggers then all the way to the bottom right after it's saved a bunch of other stuff it does the save game to slot

#

I know these are executing because all that other data that's getting saved and loaded is working perfectly fine, that stuff's all focused around saving the positions and stats of items in the level, like I can spawn in a ball mid gameplay, knock it around as a physics object and it will save the fact I spawned it in and did all that, and load it all in correctly, similarly items I added in the editor will delete themselves if on the save file they got removed from the level for some reason (like the player picking them up etc)

lunar sleet
hoary junco
strong roost
#

i have a question :) i have an elevator blueprint, and within that blueprint are buttons to floors which are also their own blueprint. i have an interface so i can interact with the buttons which then calls an interface to move the elevator. what im struggling with is how to tell the code which button was the one pressed. how would i go about setting up variables that tell the code that "floor 1" specifically was pushed

hoary junco
#

so does anyone know why my player's rotation refuses to save?

#

I finally managed to fix the issue of not being able to save inventory and transform, but now I run into a new issue.. when I try to save the player's transform it just keep counting the rotation as 0

#

so the player will always spawn facing the same direction, not where they were last facing when they saved

dull crest
#

heyo, so I've got a character set up such that when the camera looks up/down, the character's torso/spine hinges (pitches) with the camera direction using an IK rig setup.

In other words, the character looks up and down with their torso rather than with their head.

Basically, I'm trying to set up a 1st person camera that follows the head position when this happens. Right now I've got a spring arm set up attached to the hip bone, which means that the camera does not move with the head, resulting in the character mesh "detaching" from the camera when the torso rotates.

Is there a convenient way to make the camera follow the head joint without being directly attached to it? i.e., by following, like, the bone pose after IK animation but before traditional FK animations?

I considered parenting the spring arm to the head/neck meshes, but they are animated, resulting in unbearable head-bobbing.

I'm open to hearing various ideas regarding how to approach this, if you have any.

Thank you ๐Ÿ™

strong roost
hoary junco
# strong roost they're physical objects in the level

then what you'll likely need to do is add an integer variable on the button's blueprint that states what level the elevator goes to when the button is pressed, then make that variable instance editable, once you've done that go into the level editor window, find each button, you'll see in the options list in the bottom right your variable will be there, edit each button's level variable and have the blueprint code read it so that when a button is interacted with, it reads the variable then outputs to the elevator the floor number it's supposed to go to

strong roost
#

my buttons are nested into the elevator blueprint itself, so how would i go about setting the integer

strong roost
hoary junco
strong roost
#

yea just components

hoary junco
#

like are they mesh components or blueprint components?

strong roost
#

blueprint components. they have their own event graph so i can interact with them without interacting with the whole elevator bp

#

if that makes sense

hoary junco
#

which means you can edit the variables quite easily

#

do you have the floor number variable in the button component?

strong roost
#

yea i do, i was just wondering how i would actually set each instance of the button with its own number, since when i select them in the level editor (the children of the elevator bp) i cant actually acess the details panel

#

would i have to set it in the blueprint itself somehow?

hoary junco
#

so, to take an example of my own blueprint which has a component on it, I have the box selected, in the bottom right you'll get a list of components that instance of the blueprint has right?

#

like select the elevator in the level editor and you should see a list similar to this with your components listed

strong roost
hoary junco
# strong roost

ok.. yeah this is the issue.. child actor components do not have the same functionality by any means....

strong roost
#

ohhh sorry im so new to coding

#

so is there a way i can instance them that allows me to access the variable?

hoary junco
#

so, first a question, how do you have the interaction system set up? Like how have you set it up so that the game knows which button is pressed by the player?

strong roost
#

the player casts a sphere trace and whatever it hits, it checks if it has my "interact" interface, if it does and the player left clicks on it, then the "interact" event is called and the code is run

#

if thats what you meant

#

and then from the interact event in the button bp, i would send a message to the elevator move interface to be called in the elevator bp

hoary junco
#

ok so another way you could do this without overloading it too much, is by having those buttons just be mesh components on the elevator, have the sphere trace output hit components, get the name of the component hit then send that back to the elevator blueprint, then do a switch on string, have each of the names of the buttons as potential outputs, then from each of those outputs have set a variable set to a number, say the Z value you want the elevator to move to, and then have each of the floor buttons trigger the movement using the variable that was just set as the destination. This has further functionality because you can add switch on string elements for the open and close door buttons and instead of them feeding into the movement have them go to whatever system you have for opening and closing the doors

#

@strong roost makes sense?

barren tangle
#

Hey the max walk speed control the max speed. Is there a way if I change the value to control the time to reach that value with a kind of curve? I would like for example to go from 1000 to 500 but by keeping the value 1000 during 2 second before going to 500 in 1 second

strong roost
hoary junco
#

it's still a component, it still has a name

hoary junco
strong roost
#

okay i think i get it, i'll see if i can get it working!! thank you for your patience ๐Ÿ˜ญ

hoary junco
#

also figured out my own issue.. didn't realise I had to set the rotation through control rotation rather than just applying it to the character's actor transform...

#

on the upside, that's helped me figure out how to improve the save system even more, it now remembers what direction you were looking in

twilit jacinth
#

Is it ok to have Tick on components? Since we can turn them on and off from owner actor?

barren tangle
#

because the final speed can change a lot timeline is not good because it's change the value when the new value is supposed to be something else.

#

i'm using a timeline for the moment and there is a lot of issue with it

#

that's why i'm asking if there is a better way to control that

hoary junco
barren tangle
olive pasture
#

hello everyone, i was curious waht happens from an execution flow perspective when you call a BP event midway thru a function?
does the function get abandoned? does it execute both simultaneously ?

gentle urchin
#

It execs the event as far as it can, then continues on its original path

olive pasture
gentle urchin
#

It gets to the latent part , then continues the function part

#

So you're in a bad spot if tge function telies on latent data

olive pasture
gentle urchin
#

Youd wamt to use a delegate in those cases and go from there whenever data is made avaliable

compact fable
#

Trying to get a socket location and pass it through an interface, returns 0,0,0

gentle urchin
#

Valid socket name ?

compact fable
vivid notch
#

How do I create a reroute node when I pull a new connection out of an existing one? Strangely I couldn't find the answer online.

#

There should be an add reroute node but I don't see it. Maybe it's a control rig thing.

#

Turns out I can duplicate the control node.

marble tusk
#

If it's like the blueprint editor then you could hold R and click to place one that's not connected to anything

halcyon heath
#

I get array errors when trying to cook my game and have determined one of these arrays to be the issue. I'm more of a creative than a programmer and am particularly inexperienced with arrays so any help would be greatly appreciated.

The error is as follows:
LogWindows: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h]

My understanding is that the array is trying to access a value beyond its range so I'm not sure what's causing it

First image shows my code (If I delete this it cooks successfully)

The next two show my reference settings of each array

and then the last shows my little RNG function

Thanks

strong roost
# hoary junco it's fine, we've all been there ๐Ÿ˜›

i got it working!! i cant lie as i started trying your way i got a little confused haha! but i read about some things using integer parameters in my interface. so i assigned each child component (the buttons) a number kind of like how you were mentioning when i first bought up the issue, just in a way that i can actually access and set the numbers this time! and then i just set them in my elevator bp, so when i call the floornumber variable thats plugged into the input parameter it shoots it out the other side and will check which number its equal to, and then it will execute that code to get to that floor :DDD thank you so much for your help, its for an assignment due tomorrow and i dont focus on code as much as visuals for my studies ๐Ÿ˜… thank you again!!!

random quail
hoary junco
halcyon heath
#

ok, so I deleted the troublemaker code and just remade it exactly and it's fine now...

#

I'm sure there's some user error somewhere in this whole mess but as it stands currently, it ain't broke

barren tangle
#

Do i make something wrong?

#

A = 1000
B = 500

#

Alpha = 0 during 2 Second then increase to 1

#

result is that:

lunar sleet
barren tangle
#

same if i inverse them

#

i go from 1000 to 500 directly

#

but i use correctly the lerp i guess

#

it's just that

#

0 to 1 to make the A goes to B when alpha = 1

lunar sleet
#

Oh

#

Youโ€™re asking why itโ€™s not a smooth transition?

#

Are you trying to gradually decrease the float from 1000 to 500?

barren tangle
#

yes

lunar sleet
#

Can you show whatโ€™s plugged into B?

#

And also what kind of track did you add to the timeline?

barren tangle
#

ok thanks

#

i understand

lunar sleet
#

Those were questions

barren tangle
#

yes i put a breakpoint into it

#

and B becomes 1000 during the process

#

he start to 500 but i have a double call to the function

#

one form the Start Overlap and one from the End Overlap

lunar sleet
#

So itโ€™s fixed now?

barren tangle
#

i will more investigate

#

no, but i will investigate

lunar sleet
#

Make sure your track is a float track

#

And also that A and B are cached into variables and do not change during the course of the timeline

#

Gl

willow plover
#

Learning the blueprints can someone tell me what this part of the code is doing I'm currently on a button widget

sterile spindle
willow plover
#

on player_BP which is the blueprint the item selected var is already referencing the Item info struct I made and on the widget the var ItemInfo is also referencing the Item info struct so why am I plugging the nodes in like this?

wise ravine
#

Code :

barren tangle
#

Do you know if there is a branch that split into >, = and < ?

#

i would like to have the 3 cases

#

instead of adding lot of branches maybe it exist one that split that = into 3 parts?

marble tusk
#

"Compare Float" might be a thing

barren tangle
#

i create it ๐Ÿ˜„

#

but it was that ๐Ÿ˜„ thanks

stray rock
#

Hi yall i been trying out geometry scripting and I'm trying to make a wall that is made out of 2 cubes so that they each can have different materials , tried to change the materials per face but didn't work so this is my workaround but I cant make the materials work, only one shows up both of the meshes , I found a blueprint online of a desk with holes and that had multiple materials and it works there but I cant seem to wrap my head around on how to make it work on my wall bp

working 2 materials : https://blueprintue.com/blueprint/hdgth8vd/

my bp : https://blueprintue.com/blueprint/63eargjw/

barren tangle
#

Hello, Im stuck with the Timeline.
I play the animation from start each time the trigger occurs. then if i spam the trigger. that animation will never finish.
If I put on PLAY, it will play once only...
What can i do to avoid multiple call reset

stray rock
#

hm maybe some more info buddy idk what you are trying to make

barren tangle
#

i guess i have to manually controll what will trigger that timeline and remove the call if condition are not good

stray rock
#

๐Ÿค”

#

maybe show more than one block of blueprint lol

rotund venture
odd kiln
#

Or you set a condition (boolean variable) so if you call this timeline before it finishes, then do nothing, else play it again

untold ivy
#

How come there is no debug data? I'm quite certain I should have some value in there.

maiden wadi
untold ivy
wise ravine
#

Can I put another actor blueprint inside another actor blueprint like I can widgets into other widgets?

maiden wadi
maiden wadi
wise ravine
#

Is it not recommended to run a line trace off of Event Tick?

maiden wadi
maiden wadi
wise ravine
#

so I have an array of blueprints, which hold components and act as levels or parts of the level that I load when needed. But I'm not sure how I would include other blueprints like BP_Button for example, inside of the blueprints (b/c as you said it doesn't work like that). Do you know any solutions?

trim matrix
wise ravine
tawdry walrus
#

and make it looping

trim matrix
tawdry walrus
#

oh I didn't read it properly

compact fable
#

Whats the best way to display how many coins you have in the HUD? without using a cast to character?

#

Interface or Player State?

tawdry walrus
compact fable
#

I got it working with casting to playerstate but BPI would be more performant right?

tawdry walrus
compact fable
#

player character does indeed work

trim matrix
trim matrix
tawdry walrus
trim matrix
tawdry walrus
#

so using Event Dispatchers will be better?

compact fable
trim matrix
woven turret
#

I'm trying to create a highlight effect for looking at objects, but am running into issues removing the highlight when not currently looking at it.

I have a theory that the issue here is that when the line trace is no longer hitting the object we were looking at, it clears the Hit Actor result and then no longer knows which actor to target with the interface message. I'm not personally sure how I could save the Hit Actor here to remember it until the highlight is cleared, any tips and help would be welcome here.

  • I currently have a Line Trace on Event Tick from my player camera, that traces for blocking hits and actors with an interface on it. (My is Valid? checks are inside the "Line Trace from Camera" function so I've got that covered)
  • If this check returns true it sends a message via the interface to the Hit Actor, which inside the Hit Actor runs a simple Function Library function that enables Render Custom Depth and sets the Stencil Depth Value to the appropriate number.
  • If the check returns false, it calls the same Function Library function with properties to disable the Render Custom Depth and set the Stencil Depth Value to 0 (I use select nodes here to determine which values it should pick in both cases, see the images)

The objects highlight like they should when the line trace checks return true, but when the line trace shouldn't pass it doesn't seem to remove the highlight effect.

trim matrix
#

cast shouldn't be a problem here

tawdry walrus
# trim matrix wdym

Let me give an example: you want the players to collect coins, and each of them has their own HUD. If the interface does not work then you can use Event Dispatchers and add Input to it.

trim matrix
compact fable
#

event dispatcher would be the way to go, not confident with event dispatchers

trim matrix
#

it's fairly simple, you have to cast to the player when the widget is constructed to bind to the event dispatcher, then you implement that function and in the player, you call that function everytime he gets a coin or smt like that

compact fable
#

ah i think I have done something similar with my other widgets!

#

will follow this

tawdry walrus
#

the interface on the coin to know what you overlapping with

trim matrix
#

you need to bind it tho

tawdry walrus
tawdry walrus
gentle urchin
#

You wouldnt cast to coin bp

trim matrix
gentle urchin
#

Ui binds to player delegate. Cast accordingly

Coin casts to Player -> invokes add coin

tawdry walrus
trim matrix
#

that's not the way I would do it

tawdry walrus
gentle urchin
#

Extra work for no reason

#

Casting to player is free , and will always be loaded so

trim matrix
tawdry walrus
gentle urchin
#

If you cast without thinking it can lead to it

#

Coin casting to player is free

#

Player casting to coin might not be

#

Why? Because coin might nit be loaded already

#

Forcing it to stay loaded

tawdry walrus
#

I didn't know that

gentle urchin
#

Keep it one way and you'll be fine mostly

tawdry walrus
#

thx for the info

sullen swift
#

Hello, can you help?
I drew a line but it moved

position checked coordinates

ancient moth
#

how can i remove this corner/dot without having to reconnect the nodes completely?

stoic ledge
#

doesnt seem possible.

ancient moth
#

๐Ÿ˜ฆ

#

I'm always reluctant to use them, because of that fact

rotund venture
#

They are more for your preference when looking at your bp to understand what is going where

#

Avoiding spaghetti code

rotund barn
#

which logic gate to use when i want it to return with false if both booleans are false, and if both, or one is true, then return with true? its not "and" right? it needs to be like the opposite of and gate.

lunar sleet
#

Fix the logic. The opposite of False is True

stoic ledge
#

or

maiden wadi
lunar sleet
#

The guy wants True to have different conditions than false, so OR wonโ€™t work

rotund barn
signal bane
#

My character jitters when being pushed by any object. But only when I'm idle/grounded, if I'm moving or jumping, it's very smooth and works perfect. This happens on a base unreal "Character" with no changes. Any ideas?

lunar sleet
trim matrix
#

BRUH

rotund venture
trim matrix
signal bane
# trim matrix I answered to you yesterday

I read your response, that's not the issue, so I'm asking again. Thank you for your response, but the interp component was on the moving block, not the character. And, this still occurs for any moving object, including a moving NPC, etc. So your answer is incorrect

trim matrix
rotund venture
signal bane
#

Float component? You mean floating pawn movement? I wouldn't want to change it to use that on a character, or are you talking about a different component?

trim matrix
#

and yes it's the floating pawn movement

signal bane
signal bane
trim matrix
maiden wadi
#

@signal baneI'm vaguely curious. If you put a zero scale AddMovementInput call on your tick function, does that fix it?

signal bane
#

And thanks everyone for the input

signal bane
#

If I set the scale to 0, it still jitters. But set to .01, the jitter goes away while moving

#

Is that what you mean?

rotund venture
trim matrix
rotund venture
#

Worse case your character would do an animation walking backwards matching the velocity of movement

trim matrix
#

Can you try what I said please?

rotund venture
signal bane
#

It's not animation related, if I "show Collision", or set the capsule collision to visible, the collsion box itself is either jittering or not, nothing to do with the animation. (I'm working on pushing with a floating pawn movement rn)

trim matrix
maiden wadi
#

Can't use the floating pawn movement always. CMC has too much prediction stuff in it.

And it's not the animation. It's the CMC correcting the character out of the collision

maiden wadi
#

The CMC

trim matrix
maiden wadi
#

Why does that matter in this case?

rotund venture
#

The collision box may jitter but the mesh will move correctly

maiden wadi
rotund venture
#

There for you wouldnโ€™t see any issue

#

It would take all of 5 minutes to test it lmao

stoic ledge
maiden wadi
#

It's the distance from the top left of the canvas, cause that's what he told it to draw. The widget's location on the canvas. But paint is local space. So it's drawing that far from the drawing widget.

sullen swift
#

if I move it to 00 it works fine but when I move it it crashes

sullen swift
maiden wadi
#

You need to not do this in the canvas space.

#

Sec

#

For starts. Do this.

#

You'll see that it draws from the top left, which is 0x 0y to 0x 500y

#

This means your draw function is in local space to this widget.

sullen swift
#

yes she is there

maiden wadi
#

So find the first point. The center of your first widget for the first point. You get the widget's paint space geometry and get it's local size, and multiply that by 0.5. This adds half of the local size to the draw, placing the first point in the center of the widget doing the drawing.

#

Should see this now.

tired tartan
#

how do I optimize this?

sullen swift
trim matrix
maiden wadi
#

Now you do the same for the other widget's center. But you have to convert it to something that the local widget can use. So you transform that to absolute space, or monitor space. Then you can take that and turn it back into this widget's local space.

trim matrix
stoic ledge
dawn gazelle
#

Oh nvm, one is + the other -

tired tartan
#

here is some insight on this

sullen swift
sullen swift
#

z order

#

so that the picture is above the line

maiden wadi
#

Not sure you can in BP. Not like this anyhow.

#

Not a lot of paint context options outside of C++.

signal bane
#

Also, here is the setup for the FloatingPawnMovement box:

stoic ledge
#

actually, its if when running, ur running into the surface so its fine, but its not fine that the box pushes you.

tired tartan
#

whats causing my peformance to drop?

#

btw, this actor is put in every object that has physics

maiden wadi
#

Double loop in BP without dropping into a function for cached inputs. Seeing that hurts. So many reexecuted pins.

#

Realistically. BP doesn't get along with loops that well. Specailly when you start doubling up on them. Then putting that logic in xx amount of actos.

versed sun
trim matrix
#

that's not what i said

tired tartan
signal bane
faint wigeon
#

help

bleak wraith
#

can anyone help me with this error ? Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Node: Set Value as Vector Graph: EventGraph Function: Execute Ubergraph RTS Controller Blueprint: RTS_Controller

faint wigeon
#

i need help with my blueprint can someone help me, i made a new thread to help keep things organized

dawn gazelle
bleak wraith
versed sun
trim matrix
dawn gazelle
signal bane
trim matrix
signal bane
#

Just fyi, the FInterpComponent was only on the box pushing the player. The character I was using was a totally standard "Character" with a standard "CharacterMovementComponent"

faint wigeon
#

i have an integer set up in my 3rd person bp with 6 total numbers from 0-5 (0-4 representing an actual class and 5 as a temporary class until the player chooses one). the second image shows what should happen when the player presses a specific button for whatever class theyre choosing in the widget ui bp for class selection. the 3rd image is in the "class select" function. a series of branches that determine what class the player has chosen.

#

in the 3rd person bp on the event tick node i have a print node that will output the class the player is every frame so i can see if it works properly (it isnt). for some reason, the player is stuck at 5. when im in the class select menu and i pick a class, it briefly changes it, then reverts it back to the default value of the integer. i dont know why it keeps doing that

#

sry if im confusing im bad at explaining if u need more info plz lmk ive tried everything i could think of

quartz oar
faint wigeon
#

so enums are kind of like lists?

#

i just watched that vid u sent

quartz oar
#

Enums are a handy way of taking a collection of things and mapping them to entries that are easier to deal with. Like numbering months instead of using the name for everything.

faint wigeon
#

ill try and use these and see if they work

dawn gazelle
quartz oar
#

It seems like the issue is that something is falling through your checks and winding up back at 5 (which appears to be your default). Switching to enums might not fix that, but hopefully it will make it easier to find the issue.

faint wigeon
#

yeah, and its falling back to whatever the default value is, so 5 if 5, 4 if 4, etc

dawn gazelle
# faint wigeon i have an integer set up in my 3rd person bp with 6 total numbers from 0-5 (0-4 ...

Switch on Integer can be your friend here, but I second geo, an enumerator or a gameplaytag would likely be better.
In all 3 cases, you can use "Switch on ...." nodes to route to different executions based on a value rather than having to branch like this.
Finally, there's little value in doing the same code over and over just to change a single value. If you're splitting the execution path but basically doing the same thing like below then you probably shouldn't be splitting before calling this part. If you need to split afterwards that's fine.

faint wigeon
#

and ill see what happens if i use enums instead

wise ravine
#

Whatโ€™s odd is that the train works in an empty level, but in my actual level it doesnโ€™t

#

This interp method is more confusing than timelines ๐Ÿ’€

bleak wraith
quartz oar
wise ravine
#

but I still want to fix it

quartz oar
#

What's the most efficient way in Blueprints to find the closest k actors of a certain class (or tag, whatever can be done most efficiently) from a certain point?

faint wigeon
#

if it helps earlier i through together a little makeshift menu where i can open it when i press z and i can click on any class and switch to it. and it switches fine (thats why i think the cast is working fine). its just in that one menu it doesnt work.

quartz oar
#

Maybe add debug print statements to the beginning of every event that can change the player's class, and print the event firing and the inputs it's been given, @faint wigeon

#

Make sure there aren't any calls doing something you aren't expecting

dawn gazelle
tired tartan
#

How can I optimize hundreds of hundreds of actors with a aerodynamic system child actor in it

trim matrix
#

'aerodynamic '?

tired tartan
#

Let me simplify it

#

How do I optimize hundreds of vehicle actors

trim matrix
#

get all actors of class

bleak wraith
barren tangle
#

hi, Any idea what the set newt time does?

#

is it the same as the play? but starting from the New Time input?

#

or do i need to create a squence to first set new time and after call play to start from the New Time input

dawn gazelle
#

So if it starts at 0 and goes to 1, if you input .5 in the "New Time" pin and execute the "Set New Time" it'll jump to 0.5 in the graph.

barren tangle
#

it jump and play?

dawn gazelle
#

I imagine probably just jump the time.

barren tangle
#

so it's a Play but with the time from the input

dawn gazelle
#

It'll keep playing if it is playing either forward or reverse, or it'll remain stopped.

barren tangle
#

ok i will try to create an output time, that i will resent on the Finished output like that

#

if i trigger multiple time that animation when it's not finished, i will continue from the New Time input

#

will try ๐Ÿ™‚

#

it doesnt play, so we need to manually set new time and after play

bleak wraith
barren tangle
bleak wraith
#

When I was casting it was working

barren tangle
#

you need to cast it, if it's not a table of BP NPC Controllable

bleak wraith
#

alright thanks

dawn gazelle
bleak wraith
#

It is working but give same errors

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Node: Set Value as Vector Graph: EventGraph Function: Execute Ubergraph RTS Controller Blueprint: RTS_Controller

dawn gazelle
#

Put back the "IsValid?" node.

#

Connect "Return Value" from "Get Blackboard" to "IsValid"?

#

IsValid is valid? call Set Value as Vector

#

This then makes it so you're checking if the object actually has a blackboard and if so then set the value in it.

signal bane
#

I made a barebones .uproject with the same setup, Base Character w/CharacterMovementComponent, Box w/FloatingPawnMovement, simple controls, showing collision. Could you guys take a look if you get the chance? @trim matrix @dawn gazelle @rotund venture or anyone else. (It's uncompiled binaries so super small project, but it should open easily with the auto-compile)

#

thanks!

dawn gazelle
#

No.

#

But close.

bleak wraith
#

:))

dawn gazelle
#

Keep everything connected as-is, but add these connections.

bleak wraith
#

yes def better than casting

faint wigeon
#

so update on using enums, the issue is still happening

dawn gazelle
#

Again, the real source of the problem is that something selected doesn't have a blackboard. Not sure if you're expecting everything you've selected to have a blackboard and if not, then this will ensure no more errors.

bold garden
#

Quick Question, maybe anyone has already encountered this Problem.
Since UE 5.3 GetSkeletalMesh Node has been deprecated when we try to access it (From SkeletalMeshComponent). Two alternatives are given: "GetSkeletalMeshAsset" or "GetSkinnedAsset". We have a workflow where we copy the current Morph Target Values onto cut-off limbs (So they look the same). However, the "GetAllMorphTargetNames" Node (Which we use to iterate through so we don't have to manually specify all Morph Targets) is only available through the new "GetSkeletalMeshAsset" which is "Editor Only".
While it is not yet a Problem (But probably in the future), are there any alternatives to read out Morph Target Names of a Skeletal Mesh at runtime in Blueprints?

dawn gazelle
bold garden
bold garden
fickle flame
#

Can anyone help me with keeping my health bar aligned in the same position above my unit no matter the camera position?

I have the widget space set to screen not world.

#

the first pic is when my unit is positioned at top of screen and 2nd at bottom with no movement to the actual unit just my camera angle

bold garden
# fickle flame Can anyone help me with keeping my health bar aligned in the same position abov...

hmm.. Easiest way would probably be by using the Actor Location + a Vector Up Offset (like 100-200 cm above head) and then use Project World To Screen to place it in the UI itself (Either a parent calculating it for all visible entities or just each individual widget placing/positioning itself within a parent that fills the entire screen). Would only work if you don't need Occlusion by the game World though (so the current setting with screen as the Widget Space).

fickle flame
#

ok im looking into this

bold garden
#

might actually still be a problem though given the parallax :S hmm.. interesting problem.

fickle flame
#

from like horizontal view mysetup works

#

its from above

#

because its holding the same position above head

#

but the angle makes it look like its moving

ancient moth
bold garden
fickle flame
#

ok ill research and try to impliment it that way and see if it changes my outcome

#

ty

rotund venture
#

only time ill use that is to make multiple connections close by or to re route over or under another ref in between other wise ill promote to variable and ref that when needed

ancient moth
ancient moth
dawn gazelle
#

Sequence node?

spare plover
#

What is this problem ?

dawn gazelle
#

In other words, the variable you have isn't specific enough. Both are a character, but only Male Sword Characters can be used in that Turn In Place function.

#

I believe this is in your Animation Blueprint? There should be an Blueprint Init Animation event that is getting the owner and casting to character and setting the value in the Character variable.. Instead, cast to Male Sword Character and change the Character variable type to Male Sword Character.

spare plover
#

You mean in the function ?

dawn gazelle
#

Yes. The Turn In Place function is expecting an input of Male Sword Character but you're trying to feed it Character.

spare plover
#

Still no connection

dawn gazelle
#

There should be an Blueprint Init Animation event that is getting the owner and casting to character and setting the value in the Character variable.. Instead, cast to Male Sword Character and change the Character variable type to Male Sword Character.

spare plover
#

This way ?

dawn gazelle
#

Yep

spare plover
#

Wait if i take default animation from ABP manny i need to remove the old references ?

dawn gazelle
#

The "owning actor" is the character that is running this animation blueprint. You're casting so you know its specific type which is the type you're trying to use in your function.
This also means that this animation blueprint is now tied specifically to the "Male Sword Character" and would only work with actors that are or inherit from "Male Sword Character"

The alternative would be to continue using "Character" for your variable type and casting to character, but then changing your input on your function to "Character" instead of "Male Sword Character", but then you won't be able to access any funcitonality or variables you may have from the "Male Sword Character" class within your function.

dawn gazelle
spare plover
#

I have changed the variable type to Male Sword Character in the second picture

dawn gazelle
#

If you change the variable type, that should update it throughout the blueprint, and if Male Sword Character is inheriting from Character then there should be no impact whatsoever to any uses within the animation blueprint - everything should work just fine.

spare plover
#

Means i can only use this Animation to this BP right ?

dawn gazelle
#

Yes, or any children of it.

woven turret
quasi frost
#

So I am trying to delete this item from my inventory array. I am trying every way I know but it is just not going away. The print string is printing, so I am just confused on what is going on. Any ideas?

dusky cobalt
#

are you removing self which is what?

maiden wadi
maiden wadi
quasi frost
maiden wadi
quasi frost
maiden wadi
#

I really love the fact that I can just dump a bunch of objects into a savegame and click a few checkboxes to save an entire level worth of things and then put them all back right where they work.

woven turret
# maiden wadi You need the hit actor to not be local to the function. Then you need to trace. ...

Not fully sure I understood what you mean, this is how I interpreted it but I feel like it's very wrong ๐Ÿ˜…
The way you suggested it sets the Hit Actor twice in the same function call, and then checks if it's equal to iself, wouldn't it be the same result both times?

With the way I understood your suggestion I set a first Hit Actor immediately, as a variable in the Player BP where this trace happens from.
I then check if the set variable is equal to the Hit Actor in the linetrace (which would be the exact same result?)

If true then we end the function and do nothing, if false I disable the hover effect which wasn't even enabled yet, then set a second Hit Actor variable with the same Hit Actor output from the linetrac,e and set the hover effect to enable on it?

#

I probably horribly misunderstood, but the way I originally did it feels like it should work mostly the same way to actually get a working result of removing the highlight

#

Adding the highlight was never an issue, just removing it when I stop looking at the actor

stray axle
#

I been trying to work on this. Basically im working on a raycast car and I want it so that the brakes disengage so the car can reverse...I got it like this but nothing is working. I dont know if the solution is right in my face, I felt like I tried everything, tried googling but got nothing and its getting me very stressed and frustrated because I feel like this is something simple and im struggling so much on it. Can anyone just please help me, im getting to my limit rn

#

the brakes either full lock when I press S or the brakes dont engage at all when I press S. That or when it locks, its braking and reversing at the same time since both are binded to S

maiden wadi
woven turret
maiden wadi
#

If you want to keep it as a library function, you can still save the last hit in the calling place and pass it in as a ref.

hoary junco
#

ok this is just me being stupid and having a bad memory but what's the name of the node where you can set up a string to output set text but parts of it can be fed variables?
It's not append....

maiden wadi
#

Format

hoary junco
maiden wadi
#

All good. I use that thing daily almost. ๐Ÿ˜„

hoary junco
#

I'm trying to set up my inventory a bit like the skyrim one so you have a list of items and the item name is like "Arrow (23)" so I figured it would be
"{itemname} ({itemquantity})"

stoic ledge
nova mulch
#

What would the object that I should be casting to?

#

This is the blueprint that i'm trying to cast to, no clue what the object should be

stoic ledge
#

the actor, from the method you use for selecting?

maiden wadi
nova mulch
stray axle
stoic ledge
stray axle
#

I had a go with the velocity I had in the blueprint and while it does sort of show the speed in some way, the values go haywire once the vehicle begins to turn, like its factoring the vehicle's angle in the level

#

By default the car brakes, but this branch I have is so that when S is pressed, the brakes work until a certain point has passed, which then disengages the brakes. Or at least that's the result im trying to get

#

here's a screenshot of the brake input, including the branch part that is meant to do the whole disengaging part

stoic ledge
zealous moth
#

Is there an easy way to get all buttons under an UMG parent?

stray axle
#

yeah. Basically I got it so the throttle can go to -1. What's meant to happen is that the brakes work from 0 to -0.9 in the branch, and then once it hits -1 the brakes disengage

#

yet for some reason no matter what I put in the clamp, the brakes either work all the time or not work at all. I managed to get it in a spot where the handbrake works perfectly, but the brakes are still messed up

glass nacelle
zealous moth
#

oh good one for the cast

stray axle
#

its like the clamp isnt working at all for some reason

zealous moth
#

I was using class ==

#

but i couldn't find button

stray axle
#

thank god I just got it to finally work to as it did before

zealous moth
#

ty

stoic ledge
barren dove
#

Hey question
When saving a BP, its giving a soft reference error does not exist

I'm having a ton of trouble actually finding this reference, any ideas here? =/

frank viper
#

Hello. Is there a downside to storing a lot of variables in the player controller class?
Not a network MP game just a single player story game.

dawn gazelle
stray axle
# stoic ledge how so? still a bit busted?

I managed to get it to work as it did before all the messing around. Basically removed the clamp and added a value of -1. It works which has relieved my headache. It also works with the velocity, however for some reason the velocity and drag force I have it set, it takes speed into account, but also rotation. I noticed that the values go haywire as soon as I start turning the car, which means if I use either drag force or velocity; the brakes will work and then not work depending on the radius the car turns into

stoic ledge
stray axle
hoary junco
#

so, to set up this inventory I have a scroll box, and inside that is a box grid where each of these slots are placed, but I don't want them spaced so far apart, like I'd like each entry in the box grid to be tighter together, but I can't find a way to change the padding

stoic ledge
stray axle
#

I think I do have a normalized but Im just gonna boot up the project and check

stray axle
tawny kestrel
#

hey guys
how would i get the name or some refrence of this widget i'm creating here, to then later be able to kill it

dawn gazelle
dawn gazelle
# tawny kestrel

Promote the "Return Value" of the widget creation to a variable. You can then use that variable as needed as a reference to the widget that you created.

pine trellis
#

is this ok to do, or should I use class instead of casting for the projectile ?

hoary junco
dawn gazelle
dawn gazelle
# hoary junco it's telling me I need an entry widget class to do lists but, it won't let me se...

You need to ensure you've created a widget class that implements one of the list view interfaces. https://www.youtube.com/watch?v=76SWLfeyO0o

This beginner tutorial we will be taking a closer look at how list view work to get a better understanding in Unreal engine 5.

UE5 User Interface playlist: https://www.youtube.com/playlist?list=PLNBX4kIrA68m05EWESnsRuSjtsrOOcUZA

UE5 beginner tutorials: https://www.youtube.com/playlist?list=PLNBX4kIrA68llqDOuz57FM7PadJTWwR66

Join the Discord s...

โ–ถ Play video
hoary junco
dawn gazelle
#

(This was a list view test)

tribal gazelle
#

I've noticed if I change the material of a vehicle mesh via the construction script, so it changes in real-time. The LOD goes really bad for some reason.. anyone know a way to fix this?

#

Inside the vehicle blueprint viewport*

#

Ahh wait I see forced LOD on the mesh, and seams to fix it.

ripe comet
#

anyone else think that LERP is like the best thing ever

hoary junco
dawn gazelle
#

Depends on how big your list is and how you'd be managing that grid view.

hoary junco
#

how do you get the last current index in an array?

#

like if you have an array that can be resized and you want to get the final one in the list

stoic ledge
#

length

hoary junco
#

thanks

#

is there a way to scale text based on how much of it there is in a text element?

#

so instead of running off the side it gets smaller to fit inside the existing box?

versed sun
#

wrap in a Scale Box

hoary junco
#

thanks

native canopy
#

why i can't call the cusotm event?

stoic ledge
#

is another character other than BP_hostage pressing space?

dawn gazelle
native canopy
dawn gazelle
#

Casting is a type check. You're basically saying "Get the Player Character (which is BP_ThirdPersonCharacter) and check if it is BP_Hostage, and if so call the Help function"

native canopy
dawn gazelle
#

Casting doesn't mean you're getting a reference to something from something else.

#

It's checking if that thing is that thing.

dawn gazelle
#

That would get you closer, sure, but then you also wouldn't need a cast, and that'll only get a reference to the first actor the game finds that matches that class.

native canopy
dawn gazelle
#

The game will pick the first actor of the class selected that it knows about. So if you have 2 BP_Hostage in the level, it'll only get one of them.

native canopy
dawn gazelle
# native canopy hwo to get another actor? this get zero index and can't get another index, witho...

If you're doing more than testing, you'll need to figure out how to properly communicate through blueprints. The Get Actor(s) of Class nodes aren't meant to be used to communicate with everything. You'll need to use traces, overlaps and various other methods of getting references.
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trim matrix
#

Hey guys, I'm trying to retrieve all spline points to spawn actor blueprint, So I'm using GetLocationAtSplinePoint but it just returned X location. how can I get location like x,y,z?

main lake
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Why "GetAvatarActorFromActorInfo" doesn't return my character and keep returning my PlayerState instead ? What's the node to get my player character instead of my playerstate (as my ASC is attached to my playerstate)

dawn gazelle