#blueprint

1 messages · Page 159 of 1

carmine drum
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i will look into it thank you

odd kiln
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Usually I use 3D software like Blender for example to make a "Destructible Mesh" so I have full control of it

remote rapids
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hey i have problem can someone help me?>

lofty rapids
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possibly

lofty rapids
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someone might see something and can help

toxic copper
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Any idea why setting my actor scale doesnt update capsule component size until I crouch? I guess this isnt enough info for anyone to go off of, ill be back in a bit w screenshots

civic beacon
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i have a car Actor and in that i have a Static mesh component for Vehicle Glass,
i am trying to break it with gun but the strange thing is that
when i use scale 1 it gets hit but when i scale it 1.25 it stops getting blocking hit
this component is line traced by channel visibility and tracecomplex is on.

any idea what could be causing it ?

lunar sleet
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Hehe, np

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It used to be, might be a little faster now, but it adds up

twilit granite
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Let's say I load a sublevel via streaming and find another actor who will now follow me.

When I leave the sublevel it is being unloaded together, how can I avoid this?

plucky ice
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Hi all, I have a more general conceptual question related to Blueprints and how I should approach a particular issue.

The goal of my experiment, in VR, is to have participants be presented with a field of stars. One of these stars will get brighter or will play a noise, and participants will have to use a laser pointer to identify which one that was. Here is where I am so far:

  1. I have a Game Mode Blueprint which, on BeginPlay, will randomly spawn 10 stars at random locations on the map which are then stored in an array of vectors called StarSpawns.
  2. On the star objects themselves that are being spawned, I have it set up so that if the player's laser pointer overlaps with the star for more than two seconds, the star will "explode" and disappear. This is to allow players to select a particular star they believe to have been the one that "changed."
  3. I have another blueprint called Star_Controller which is responsible for some additional functionality of the stars, including selecting a random star to light up or play a noise.

My question is, how should I be organizing my blueprints so that I can basically know whether the star that a participant selected was the "correct" one or the "incorrect" one (the one that got brighter or not) and the location of the correct star and the one that they chose? I guess I'm basically asking at what level those types of blueprints should exist to be able to do this in the best and most efficient way.

Ideally there will be one dispatcher blueprint that knows what the location of all the stars that were created was, picks one to illuminate / play a noise from, and also knows which one the participant selected.

remote rapids
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so i need help
i set 4 spwan wave and i need them to spwan random and chase me

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the proble is:

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not working

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working

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if i delete get actor transform and put spawn position varibles and then random arry item and connect.
so they just spwan and they not chasing me

toxic copper
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Any idea why setting actor scale does not modify capsule component until i crouch?

maiden wadi
# plucky ice Hi all, I have a more general conceptual question related to Blueprints and how ...

It sounds like you already mostly have what you need. Noting line 3. You already have a controller picking the stars. So it already has access to the stars and has picked a star. So when it picks a star, you save that reference and bind a delegate to like OnStarDestroyed or whatever from the Star Itself. When a player destroys that star, a function bound to that star's delegate runs in the controller, where you can compare if it was the same star or not.

timber crystal
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hello guys i want that the red box above the character gets longer BUT in facing the front ...

right now i use get up vector for the box above

ancient dome
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what insanity does to a man

remote meteor
# ancient dome what insanity does to a man

apparently, it's fine to use get actor of class as when an object is spawned, there is a hashmap for "class to object array" being stored in the engine, so it doesnt go through all the actors in the world (unless you literally search for AActor)

ancient dome
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Get Actor Right Vector

ancient dome
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I am encountering a bug for a year now

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which is 100% an Unreal Engine bug

timber crystal
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ohh cool thanks i try it now

ancient dome
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but I am trying to figure out how to replicate it

ancient dome
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aka *-1

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basically if I spawn an actor in my character, as a server

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the anim instance doesn't work

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it must be some kind of race condition

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do it in the gamemode, it's fine

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some voodoo magic going on

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spawn on server, but play as client, the anim instance works

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only for the host and only if the host spawns it

zealous moth
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is there a way to make a text or string character repeat based on an int without using a loop?

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for instance, if I have the int "2" I want to see the character "A" twice and so forth

lunar sleet
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Without a for loop? Probably not

toxic copper
gusty shuttle
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Question: I'm attempting to add 12 ammo, however, what comes out from the Text to Int conversion is 12 12 making 24. Any tips?

fiery swallow
fiery swallow
gusty shuttle
fiery swallow
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If you're typing 12 into the text then the int should also come out as 12

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You can check by using a print string to see what it prints out.

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Or you can use the debugger using breakpoints, but the first option is simpler

gusty shuttle
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12 comes through, yet I end up with 24 haha

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It should only print once, not twice

fiery swallow
gusty shuttle
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Aye, I singled that out already, but why? haha

fiery swallow
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You can use on text commited enum to ensure it only commits in the way you want it to

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Or you can use a do once node

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Drag off of on text commited enum and type switch on

maiden wadi
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Likely the enter key, and then focus lost happening at the same time.

fiery swallow
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Yup

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Pick one or the other using the enum I mentioned

lofty rapids
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what is the node to tick the parent ? i tried parent tick no luck

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i'm using a character that is a child of a main character

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and on tick of the main i have some logic

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i want to tick that

gusty shuttle
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@fiery swallow @maiden wadi That was the solution! Thank you!

grim sand
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Just to make sure I am not crazy and about to spend a ton of time manually implementing gamepad control in UMG. Does anyone know if UE has a version of gamepad control for UMG elements already implemented, but just hasnt told us about?

maiden wadi
lofty rapids
maiden wadi
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By right clicking?

lofty rapids
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correct

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i got no parent tick node to put in there

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atleast i can't find it

maiden wadi
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Should just be this.

lofty rapids
maiden wadi
# grim sand Just to make sure I am not crazy and about to spend a ton of time manually imple...

Yes and no. Gamepad nav works just fine by default. So does the A/X button on buttons and such. You can override nav handling per widget element already.

But what the default implementation really lacks on is focus handling or out of focus keybindings. If you're serious about gamepad use in Unreal, you should enable and get used to CommonUI's setup. It will make your life a lot easier.

grim sand
zealous moth
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well this is fun, i was linking the overworld to the game world and for some reason my main character class crashes the engine but I cannot pinpoint why

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is there a way to track it?

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says to check the crash dump

lunar sleet
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with debug symbols, the crash report may give you some hints

zealous moth
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[2024.05.06-19.01.31:542][ 14]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property MovementComponent". Node:  Set ShouldMove Graph:  EventGraph Function:  Execute Ubergraph ABP Adventurer Character Blueprint:  ABP_AdventurerCharacter
[2024.05.06-19.01.31:542][ 14]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property MovementComponent". Node:  Set IsFalling Graph:  EventGraph Function:  Execute Ubergraph ABP Adventurer Character Blueprint:  ABP_AdventurerCharacter```
the ABP is failing for some reason
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nah if I remove the ABP ref and T pose, still crashes

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made a copy of the pawn, still crashes

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so not cache related

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time to disable all the character events

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sigh

maiden wadi
shut escarp
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Hi i have different material instances with a few scaling parameters that id like to change with a press of the button , a float going from 0.0-1.0 in a second. This is the method i came up with. Is this efficient or is there a better method? Also how would i make it so i can do different float amounts like .8 maybe?

zealous moth
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so I made a copy of the main character, it crashes.
I gutted it out entirely with nothing but core character stuff and left variables unchanged; deleted all events and functions. still crashes...
If I change the pawn to another, it works fine -_-"

fading rune
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How would I go about converting linear colour to sRGB? Is there a node to convert it or will I have to create a function?

I found this formula:
sRGB_color = pow(linear_color, (1.0 / 2.2) * (1 - linear_color / 255.0) + 1.0 / 255.0)

Not sure how would I write this in blueprint though.

zealous moth
# maiden wadi What is the crash on?

in PIE?
in the order of operations, I have an empty level with a maze generator.
The generator makes spawns the character somewhere, then generates the maze, then moves the pawn to the start location.
If I remove the pawn spawn event, it generates fine, but no character.

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i can put in a breakpoint at begin play and it works fine as well

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something is crashing it somewhere

woeful cloud
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Does this looking like normal values for you? because my map tells me shader complexity very bad but i dont know why because its a very simple material

maiden wadi
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👀 I start getting nervous at 150 instruction. I start shitting myself at 200 instructions.

zealous moth
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yeah 500 is quite a lot

timber crystal
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somebody knows why this is not worken?
Handle movement is called by event tick

zealous moth
timber crystal
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arrow 1 is placed in the map

maiden wadi
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Debugging tiiiime

timber crystal
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its working with "add movement input" so i dont think that an boolean is the problem

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but i cant use an destination with add movement input

maiden wadi
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Don't guess. Debug it.

timber crystal
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im 100% sure did i use the "move to location" right?
Maybe this would be a better question

maiden wadi
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On the tick function. Check the branch. And check anything else before you call that on the tick function.

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There's no reason why one axis event ticking and event tick would work differently. And you won't know why until you put prints or a breakpoint there to get debug info.

woeful cloud
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Thats the code inside the amterial or do you think its about settings not about code?

I realy dont know because thats the first time i created such a complex(its not realy complex i think) Material

https://blueprintue.com/blueprint/fcixn3o4/

mental bobcat
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Hi, I have a 3 player co op game. I'm working on game saves. Lets say all 3 players have created their customized characters then start playing and the game is saved. I currently have them save to a slot that is the same as their character name.

Do I need 3 different save game bps? in the screen grab, p1 save game data is the variable for the save game bp where I've stored their stats, equipment, etc.

woeful cloud
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no
you need some Array vars in your save game BP and create one game from slot and out of this you set your player stats

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also realy important you cant save actors with stats so if you save a player reference it will be empty after load the game

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so you have to save your costumization in seperate variables

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and than spawn actor and set that vars as load

mental bobcat
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I can't use arrays like that. I have two maps that I need to save

woeful cloud
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make this as arrays and than add for seach player a value

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use an struct instead of an map

mental bobcat
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I can't. need it to be that way.

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its a map of an integer and a struct

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this all works perfectly for a single player

woeful cloud
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whats the integer forß

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inventory slot?

mental bobcat
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inventory slot index

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yeah

woeful cloud
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u can use the add index with inventory slot so you dont need the map anymore

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so the array index is the inventory slot

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maybe^^

mental bobcat
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I think you answered my question above already though, so thanks. I'm going to try with just one save game bp and store the individual player data in the game instance while its running, then I can pull it out from the slot and put it back when loading

zealous moth
lunar sleet
zealous moth
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oof unfortunately not... 80 gb...

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Hm I think I got a clue

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[2024.05.06-20.33.25:927][945]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> CapturePermanently
[2024.05.06-20.33.25:927][945]LogPawn: Error: DisableInput can only be specified on a Pawn for its Controller
[2024.05.06-20.33.25:927][945]LogStreamableManager: Display: RequestAsyncLoad() called with empty or only null assets!
[2024.05.06-20.33.25:928][945]PIE: Server logged in
[2024.05.06-20.33.25:928][945]PIE: Play in editor total start time 0.232 seconds.

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asyncload called with empty

dawn gazelle
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When you are "equipping" an item, you'd read its properties and then do whatever you need to do to visually represent the item based on its properties and use its equipped slot to determine where to make it attach to.

zealous moth
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nope that didn't do it...

abstract pine
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I am so confuse, why do I need to enable input / disable input when my character run into the collision box ? What is the purpose of doing so ? Am I enable/disable input on my BP_Third person character and not the Door ?

dawn gazelle
abstract pine
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oh, i get it now. I think the instructor do that so I can only press E to open the door when character standing inside the collision box

dawn gazelle
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Correct

unreal echo
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I am puzzled with this issue. I have a cube (enemy) spawn each wave. The first wave works fine, however enemies spawned after that initial one don't seem to be able to confirm that the hit is coming from the projectile which is preventing the enemy's life from being reduced. Any ideas what I might check here to see why it passes the cast to projectile for the first spawn and not the others?

dawn gazelle
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When using the debugger, you're viewing a specific instance of a blueprint. In your second screenshot you have no object selected.

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@unreal echo ^

unreal echo
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Would that affect it when just running the simulation?

dawn gazelle
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Yep
If you don't have any object selected that you're wanting to debug, then it doesn't receive the events to break on it.

woeful cloud
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I didnt understand anything, this is a very basic material that also takes more than 300 instructions

trim matrix
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I don't think you should care about these

unreal echo
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@dawn gazelle I just ran the simulation without any instance selected but the same issue is happening where no damage is being reported. Basically it will forever be stuck on wave 2.

dawn gazelle
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As far as what is happening with your waves, I have no idea. There's not much you've shown here with how the wave progresses.

unreal echo
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The cast to projectile isn't working the same as it does for the first instance of the cube created.

dawn gazelle
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That looks like your cube could be "hitting" the cone. Print out what the "Other" pin actually contains.

woeful cloud
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Thats my map, its for pc and android based vr multiplayer game
on pc everything is fine but on android devices like quest 2 i have a realy bad framerate and i dont know why

this node "extreamly bad" i thought it could be a hint

dawn gazelle
broken wadi
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PS is pixel shader, VS is vertex shader.

woeful cloud
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thanks a lot So that won't be the problem

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One more Question (maybe stupid) is a hidden in game or unVisible object takes performance? like hidden debug texts and something like that?

unreal echo
zealous moth
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@lunar sleet sigh installing symbols >.>

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what's frustrating is that the exact same thing exists in another map and it loads fine

rancid hull
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yo if i wanted to make a door move the player how would i do that when i am opening or closing it , it just goes through the player but if its shut i cant walk through it,

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also if i walk into it while its opening or closing then it does what i want

carmine drum
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why is the false branch not working?

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i should be able to posses the third person character but i just unposses and thats about it

languid hemlock
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I cant set max speed of spectator pawn in run-time. Are there alternative functions to increase scale of movement?

dawn gazelle
carmine drum
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and you can only go back inside your own body if you are near it

dawn gazelle
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So, why would you trace from its location to its location?

carmine drum
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idk im bad with blueprints

carmine drum
trim matrix
dawn gazelle
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Itself apparently.

carmine drum
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so how can i solve it to make it work as i said ?

trim matrix
dawn gazelle
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Well, you need to get a reference to the thing you're wanting to possess.
If you're trying to do a trace to find that thing, then you need some way to determine the location that the trace should start from, the direction the trace should go, and how far away you want that trace to check.

carmine drum
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could i do it in a way it just posses the third person character?

dawn gazelle
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Is there multiple BP_ThirdPersonCharacter in the level?

carmine drum
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no, just one

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the main player

dawn gazelle
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will there ever be more than one BP_ThirdPersonCharacter in the level?

carmine drum
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nope

dawn gazelle
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Then technically, you could use "Get Actor of Class" specify BP_ThirdPersonCharacter and there's your reference to the singular instance.

trim matrix
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(so it's a single player game)

carmine drum
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yes

dusky cobalt
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Guys, subclasses don't inherit what i in the intefaces of the parent? Like I have:
BP_Building > BP_Building_PlayerBuildings > etc
I have Interface function GetTeam, which is just taking variable of the building. Do I have to plug that variable into interface of the childs too?

dawn gazelle
dusky cobalt
dusky cobalt
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what about interface? This is my child:

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and this is parent

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do I have to also plug it in the child class for the interface to work?

hoary junco
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does anyone know why my data tables are lagging in the editor? Like it doesn't seem to affect actual gameplay but in the editor when I'm trying to add a new entry for the data table I use to list all the items in the game, it lags like hell for a while

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sometimes it can cause the entire editor to lock up

hallow garden
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Hello Guys
i have a question if you don't mind .
i have multiple meshes that act like buttons ( whenever i click on one of them i added a timeline so they act exactly like buttons)
i added also a text render ( i wanted that every time i press one of the previous buttons i add a string to the text that's empty until i get to 5 max )
the problem i am facing is that when i use the append and attach multiple variable to each button and than set them to the text render after checking the len it doesn't work
and also its a bit heavy i guess since i am using on click event for every static mesh
is there a better optimized way to do it
Thank you
(Sorry for repeating the msg but i think the chat yesterday was too fast and no one did notice me i guess )

hoary junco
hallow garden
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no i put them all in the same bluepint actor

dawn gazelle
hoary junco
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idk if text renders are like widgets in that you essentially need to force update them after they get changed...

hallow garden
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it's like it render only one or two numbers when i click and stop ( i put the len <= to 5 )

hoary junco
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are you going for some kind of code input keypad?

hallow garden
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but they appear at the same time

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yes

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but not with the old widget ui

hoary junco
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so, there are such things as widgets you can place into the world

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it might be worth looking into that over a text render

hallow garden
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i did follow a tutorial once on a keypad that works with a widget and widget interaction on a player( it did work fine)
and its waay too easy to do

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but i am a 3d artist and i do better with 3d than ui

hoary junco
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I meant just doing the widget for the actual number display

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you can keep the number buttons as 3d objects but the actual display of what numbers you put in being a widget because it gives you far more customisation options than a text render

zealous moth
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so how would you read this with debugging symbols?

faint pasture
zealous moth
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nope, it's all engine core

hoary junco
zealous moth
faint pasture
# zealous moth nope, it's all engine core

I mean what are you doing different from normal? What have you added to your character or what is the scenario in which it does this? Can you reproduce it in a starter project?

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My guess is you're spawning deep in collision, first guess anyway

zealous moth
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In the same project, different map, I have this as a standalone BP (not possessed) and it doesn't crash

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deep in collision?

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hm apparently, @faint pasture the CMC in the character is corrupted by ref

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the fix may be to reparent

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lemme try

hallow garden
hallow garden
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i hope so

sweet grotto
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forgive my ignorance, but I'm diving a little deeper into blueprint interfaces today, and noticed I can only "implement event" instead of "implement function" from c++ as I understand, you can have interfaces require certain behaviors (funcs, inputs, outputs) and it's up to that class to implement that. Well, I can't exactly implement an event into my desired class and have it return a value. The interface only wants to implement events, not functions. Am I doing something wrong, or missing the point?

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I want to define functionality for my "jump start" function, but it seems I can only implement it as an event, no outputs or inputs (I don't need that, but if I wanted to implement a function that required that... this is a little concerning)

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wait a sec... this is kinda odd, that function being "implemented" isn't stored in the functions list... it's direction letting me click into the interface name

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is this correct!?

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The reason I'm getting into all this is because I just recently discovered actor components and how awesome they are. I'm attempting to de-couple a lot of my code from my player controller and use interfaces so they can be more easily portable. Like, if I wanted to give someone my chat system/ui. All I'd need to do is give them the blueprints, say

"just add the actor component to your player controller, implement the interface to your player controller, then boom! everything works"

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Currently, if they wanted to implement my chat system, they'd have to have the same player controller name, and add code to their player controller and change their character blueprint.

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it feels... icky

stoic ledge
sweet grotto
dawn gazelle
# sweet grotto is this correct!?

Yes. They'll only act and behave as functions if the interface is defined with a return value, otherwise the interface implementation can exist on the event graph.

sweet grotto
# dawn gazelle Yes. They'll only act and behave as functions if the interface is defined with ...

Gotcha, for a second I tried to add a function with the name and parameters in my blueprint class as the interface requires, but got kicked back with an "function name already in use!" message. So I just double clicked on the listed function, and instead of telling me it was "read only" like in the interface class, it let me define functionality inside my actual blueprint. I just found it odd how the implemented function... isn't listed in functions, but interfaces.

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Odd design choice... but if it works it works 😂

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because my defined interface function wouldn't be an interface, it'd be a function following what the interface requires lol

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it'd make more sense for the unreal engine editor to list that implemented function under "functions"

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I'm not crazy right? wouldnt' that make more sense? 🤣

visual crest
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is there a better way to do this?

sweet grotto
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Are you looping through a nested array of stat buffs?

visual crest
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adding a map to a map

stoic ledge
sweet grotto
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ohhhh adding two maps together

visual crest
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yes. The first is the randommized buff to add and the second is the actual buff that is being added to

sweet grotto
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wait a sec, are you overwriting the original map?

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all of the references or visual stats buff

visual crest
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So I have a list of 20 buffs that can be added to the equipment the buff then gets added to the equipment

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is the adding to it

sweet grotto
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uhhhh @dawn gazelle I might need some help with this one 😅

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Right now, does it function? You are just trying to improve it?

visual crest
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I have not tested it yet because I have not finished all of it. The thing is I am prity sure it will work but it really seems like a convoluted way to do it so I was wondering if there is a better way.

sweet grotto
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make sure the basics work before using it?

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that's what i did with my server browser, didn't wanna trust i'd get servers listed so I added dummy server data, just to see if it would show up properly

visual crest
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yea I am going to test it

sweet grotto
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first i just wantd to see if i'd get anything, then after it did, then i added extra settings to the advanced create sessions node

sweet grotto
sweet grotto
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uhhhh ....im kinda weak on animation 😅 might wanna check out #animation for help on that one

visual crest
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I made 20 possible buffs and now I am setting up the way to actually add them to the equipment.

sweet grotto
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(I don't mean to accidentally sound like im lecturing or condescending lol, I just kinda figure things out step by step to help, you probably have more blueprint experience thatn I do, I'm coming from a coding background, purely algorithsm)

visual crest
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yea eventually I am going to have an inventory for each item that lets the player pull off enchantments and added them to othere equipment.

sweet grotto
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So what does your desired result look like? Is it going to be a map of 20 items of these buffs?

visual crest
stoic ledge
sweet grotto
# visual crest

so this is how they are stored initially, and you are pulling data from this, and are converting it into a data structure in blueprint the character can pull from yes?

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is that the goal?

visual crest
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I am just adding them to the equipment and tossing the map of 20 atm

stoic ledge
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just random rolling buffs?

sweet grotto
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i can kinda see where you are going with this... blueprint wise... im not quite sure, @stoic ledge this might be more your skill level than mine 😅

visual crest
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atm. Eventually you will be able go to the enchanting table and added and remove buffs. But this needs to happen first then I can add the additional features later

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Maps can be hard to wrap your head around until you play with them 50+ hours lol

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And that's why I was wondering if I can do it a bit less convoluted.

stoic ledge
hoary junco
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hey so I asked this earlier, but why is it whenever I try to add an entry to my data table for item data, the table gets really laggy and at times even crashes the editor? In game it seems to run fine but, it just seems to lag really badly when I add new items

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I only have like 12 entries on there

dawn gazelle
plucky lodge
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question since im new in blueprint in UE5 is there a tutorial that is suggested or i should go look for a course in udemy?

hoary junco
visual crest
plucky lodge
hoary junco
plucky lodge
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i wnat to make a rpg so i need to check

pure heron
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I'm trying to add a smooth zoom to the camera, that also takes into account the user's setting for FOV. So instead of lerping betwee, say, 90 and 40, I'd rather lerp between user_fov and user_fov - 50. I figured out this graph, thought that maybe the copy node will help, but alas. The zoom is getting crazy with every key press.

visual crest
dawn gazelle
hoary junco
dawn gazelle
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The "Source Map" would need to be a pass by ref

visual crest
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ah so I dont need to loop I can just find lol

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Thanks

dawn gazelle
pure heron
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Yeah, fair, but that's also something that I would like to do

#

So that if the user sets their FOV to something that is not 90, the zoom is still a difference of, say, 10

visual crest
#

if you mess with FOV any cut sceens will look wierd

pure heron
#

So you propose I use two cameras?

#

One regular, another zoomed in?

#

Or to just hard-set the FOV and not allow the player to change it in the settings?

visual crest
#

what are you making a 2d or 3d?

pure heron
#

3D

visual crest
#

If 3d just adjusting your follow camera and spring arm

#

Will give you alot to work with.

#

Camera boom*

pure heron
#

Huh, yeah, I could always just make it longer and move it forward

#

And it would automatically prevent clipping with geometry

visual crest
pure heron
#

I guess it is a solution, yeah

zealous moth
#

@faint pasture @lunar sleet After digging a lot I found the cause and a somewhat workaround but not a really good viable one.
The cause is that the character class, for some reason, will have its root component, the capsule, replaced with a generic scene component with no attributes. The crash is caused by the CMC that tries to access the root capsule and fails on several accounts. This renders the CMC invalid and causes more downstream crashes.
The solution is to reparent the BP to a PAWN class, compile, save, and then reparent again to the character class and fix all your issues. Best case is to make a copy beforehand and copy the values back.

lunar sleet
zealous moth
#

the issue was just random crashes when using as a pawn this particular character

#

it's caused by screenshot shown

#

what made it do that in the first place is a mystery, this is a full BP project, no cpp

dawn gazelle
#

I wonder if it's related tho 🤔

lunar sleet
#

could be yeah

zealous moth
#

ohhhh

#

well

dawn gazelle
#

Lots of people been having issues with characters like what Neo described.

zealous moth
#

you could be onto something

lunar sleet
#

only way I know how to fix that is to remake the char bp

zealous moth
#

my CMC on the corrupt character is indeed blank

lunar sleet
#

yeah I'd just copy the code, delete and remake the bp

zealous moth
#

reparenting worked fine to avoid redoing all the work

#

just reworking some kinks

#

I have a backup

#

I wonder what would happen if I migrate the corrupted character back

lunar sleet
#

bp corruption should be cleansed with fire 😄

zealous moth
#

it doesn't salvage it btw

hoary junco
#

can you append data from multiple data tables onto a single item? Like in my "Items" data table I just gave a generic "weapon" entry, then I have a second table specifically for base weapons that it pulls some data from, then finally a data table of enchantments to bring all that together to the end stat block of that particular item?

rotund barn
#

could someone tell me how do i cast to a widget (as in what do i place in the object)? i followed like 5 tutorials and read through countless forum posts, im about to rip my hair out as nothing is working.

hoary junco
rotund barn
hoary junco
rotund barn
hoary junco
lunar sleet
#

don't use level bp.

rotund barn
hoary junco
rotund barn
hoary junco
#

basically it's a way of adding values to something from the editor level, that wouldn't really work here

rotund barn
lunar sleet
#

a widget's construct is technically its begin play

#

and pre-construct is technically its construction graph

hoary junco
#

ah, yeah I forgot about that in widgets...

rotund barn
hoary junco
#

the construct graph is something very different in typical blueprints like actors

rotund barn
#

oh okay

hoary junco
lunar sleet
rotund barn
lunar sleet
# trim matrix why not

most widgets are transient, you generally want to avoid keeping core logic inside them.

trim matrix
hoary junco
#

or just put it on the game mode or game instance...

lunar sleet
trim matrix
#

Never heard of them in the GM

lunar sleet
#

it's pretty commonplace

trim matrix
#

mhhh

hoary junco
# trim matrix Never heard of them in the GM

even if you use the same gamemode for multiple maps I'm pretty sure it gets a new instance for each map meaning you could save that map's data using the gamemode and it means you're not saving a shit tonne of data, just something more localised

#

also I've been trying to ask about data tables all night and nobody's giving me any answers... Neither is google...
1: why is it lagging so much when I add new entries
2: can you combine data from multiple data tables into 1 object? Maybe using gameplay tags as the identifier for the line it's supposed to pull from?

trim matrix
#

show code

hoary junco
#

show what code it's literally just this:

hoary junco
# trim matrix show code

it's just a data table whose categories are designated by a struct but every time I add a line it lags to shit and sometimes crashes the engine

rotund barn
#

thank you guys so much, my saves are now working. and sorry i cant help you mike, thats way above my level, but good luck!

sweet grotto
#

-flips table over-

#

NEVER

#

EVER

#

fuck with the undo history

#

WHILE THE GAME IS RUNNING

#

😭

dawn gazelle
#

o_O

sweet grotto
#

hours of work

#

gone 😭

#

unreal crashed

#

i asked it to jump to the latest redo once i inspected what i did a couple hours ago

#

it... started to

#

the crapped out

hoary junco
sweet grotto
#

only partly

#

i reopened it... to see it "redid" my progress only up to a certain point

#

it was not where i left off

#

its my fault tho

#

i should have not had the game running while editing blueprints

#

well... it's all fresh in my memory still... just have to ... redo shit

#

can't go to bed or ill forget everything

hoary junco
# dawn gazelle o_O

since you're here do you know the issue I'm getting with the data tables? like why are they so laggy? also I'm looking into data assets, tried making one to see what it does and it's telling me to inherit from something, what would I pick here?

lunar sleet
dawn gazelle
sweet grotto
dawn gazelle
sweet grotto
#

only in unreal engine i "undo" back that far to check what i did

lunar sleet
hoary junco
#

I don't see it in the list

trim matrix
#

not sure why a DataAsset would be FASTER... tho

hoary junco
#

I mean at this point I'm more just looking into how data assets work

dawn gazelle
sweet grotto
#

I almost asked a stupid question about interfaces... then remembered my years with c++ and almost smacked myself XD

hoary junco
# trim matrix not sure why a DataAsset would be FASTER... tho

I really want to create a proper structure system for my equipment where instead of having a 10 billion long master item list of every item permutation, being able to say "this item is weapon" then if it is, it goes to a list of stats for weapon, and finds "this item has material steel" then get the data for a steel sword but it also has an enchantment so then it can go to the enchantment list and apply whatever bonuses apply to that item from them

stoic ledge
#

use a datatable?

trim matrix
hoary junco
hoary junco
# stoic ledge use a datatable?

as I've said like 3 or 4 times now, data tables aren't working out because every time I try to add a line to my item table the entire engine locks up and ocassionally crashes

zealous moth
#

I got a somewhat maybe 3d art related question but it could probably also be done in BPs
I have a top down view and using a fake 60 degree angle to show the character sideways instead of straight up top down.
When I swing a sword, I have a separate mesh that follows the animation to try to match the rotation of the hand to sword rotator with the separate mesh.
This is to basically "ground" the attack.
This sorta works but I find it quite inelegant.
Is there a way to scale a mesh radially? or any other idea to achieve this effect?

#

the reason being that when the character rotates, the animation and the mesh essentially go either through the floor or completely off

#

I need it to be parallel to the floor

hoary junco
hoary junco
#

@dawn gazelle so I have a few questions surrounding this, is it possible to change the mesh of an actor based on data assets? Like I will need actors at some point, because physical items exist in the world it's not just all data, but could I have a basic actor to work for any item, and that actors information gets changed based on things it can inherit from data assets? Like could I do a spawn item command, then have a generic "item" actor that spawns in with a blank mesh, and then its mesh gets replaced with whatever it pulls from its relevant data asset along with some kind of identifier that when you pick up that item it fills in the data from the data asset associated with that identifier?

dawn gazelle
trim matrix
#

make a class refrence variable

dawn gazelle
#

So technically, you could have a single actor class that handles the majority of your items that can be placed in the world, and that should be able to read the contents of your data asset and build itself or set any values for any meshes etc.

hoary junco
#

pretty much everything else that these items did in UIs and other things are based entirely around that datatable I have

dawn gazelle
#

And in switching to DataAssets, basically everything will be driven by the data assets instead. This does mean having a bunch of assets you need to define, but they act like static data just like the values in your data table. Best of all, you don't have to load the entire contents of your data table to read a single asset.

hoary junco
#

so, as a follow up to that, how do you give the data to the actor?

dawn gazelle
#

Give it a reference to the asset you want to use.

#

Have it run a function when you give it the asset, it can do its thing

#

You probably want something within the consturction script too that checks if the assigned asset is valid to call that same function, so then you can see it in the editor.

hoary junco
#

I was about ot ask that last part 😛

#

I suppose I could do what source games do and if the asset returns invalid in the construction script or the function have the default mesh be an [ERROR]

#

another thing this could probably get me away from is structs too... I'm pretty sure the vast majority of my engine crashes have been structs

hoary junco
#

oh wait found it... apparently if you put in a variable of type primary data asset, what that actually means is you get the data asset not the primary asset....

hoary junco
#

it's primarily for chests since the current system I have to add items to a chest is doing this, having an array of a struct that has 2 entries in it, ItemID which the inventory system can use to pull its data from the data table, and Quantity of those items

#

meanwhile for the new system I could keep it as an array of structs but instead of Item ID I can just put in the data asset...

#

it was just listed as something different though which is why I couldn't find it

#

what's the best way to do item effects? Because the way I did them before is essentially an actor that would spawn in and have some code on its beginplay that would do whatever the item did when used, like healing the player and whatnot, I get the feeling that's probably inefficient though

trim matrix
#

Hello. I wanna create a turn based game that can also be played multiplayer but right now I dont know where to start.
Right now what I wanna do is

  1. Get 2 actors into combat mode.
  2. Make em able to chose 1 of 3 attacks then pass turn until one die

What should manage the turns? How do I make them communicate? How I make everyhing above replicate? Pls help

#

How should my folder structure look like?

stoic ledge
#

hehe, where to start

trim matrix
#

Hello

stoic ledge
#

is it just battles or is there an overworld,

trim matrix
#

Rn I have a hitbox where two actors can stand

stoic ledge
#

are battles, on a differnt screen?

trim matrix
trim matrix
trim matrix
#

And thank you so much for helping me <3

stoic ledge
#
Epic Developer Community Forums

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

trim matrix
#

🤔

trim matrix
stoic ledge
#

or the gamestate, gamemode is more for like a setup of the map level game type.

trim matrix
#

Alright. I'll go ahead and create the turn variable on gamestate

stoic ledge
#

you could use the gamemode to handle all joining and leaving battles, and the gamestate to manage individual battles.

#

but it depends on how crazy u want to go, you can do all this in the character bp too

hoary junco
#

@dawn gazelle on the one hand, I want to say thankyou so much for helping me through this project as much as you have, on the other hand, I will be sending you a bill for therapy after how much refactoring I've had to do thanks to your improvements XD

trim matrix
#

Im inside of gamestate.
Taking into consideration that there might be like 5 or 10 battles overworld, how should I apply that to gamestate?

#

Should it be like 3 varibables, player 1, player 2 and current turn?
Or should there be more?

dry pecan
#

I need help, this here is a function that is meant to recieve the amount of HP my boss has, problem is its doesnt show up, how can I make this so this variabel gets the data from the specific boss thats in the stage level?

dawn gazelle
dry pecan
dawn gazelle
# dry pecan

Probably your math is wrong? Dividing by 100 would assume your boss' max health is 100.

#

That video is showing a value much larger than that.

dry pecan
dawn gazelle
#

With your current code, yes.

#

The progress bar is expecting a value between 0 and 1, where 1 it would be fully filled.
If your boss' HP is 20000, and you're dividing by 100, the value then is 200.

#

If your boss' HP is down to 1000 and dividing by 100, the value then is 10 - still 10x higher than what the progressbar is expecting.

dry pecan
#

and with this my game is finished!!

dense badger
#

Wanted to post this to raise awareness for those creators that may use BP generated structs and enums in your projects.

TLDR: When you need to modify a BP generated struct or enum follow these steps

Save your current work
Make the change to the struct/enum (rename or add property/entry)
Save the struct/enum
Exit the editor WITHOUT SAVING anything else
Relaunch the editor to resume working

More info:
When you modify a Struct or Enum that is already referenced in loaded BP classes, those referencing classes will be marked dirty. If you (very reasonably) Save All at this point, these referencing BPs will become damaged. You won’t see any errors in your BPs when working. However you will see errors in your output log when loading these BPs and your game will not package until they are resolved. Up until now this was a tedious process of renaming the struct/enum and then opening all referencing BPs and compiling / re-saving them.

Further, if you continue to work while your BPs are in this damaged state, it’s possible to fully corrupt them resulting in being able to no longer open them or other classes that reference them. I have had this fully brick projects where the asset reference chain would load corrupted BPs crashing the editor on launch.

For years I have run into this bug over and over in many engine versions and could never understand what the cause was. I recently found this youtube vid (not mine) that finally explained the cause and provides the workaround.

I reported a bug with full repro steps and logs on UDN so hopefully we can finally get this fixed.

dry pecan
grim sand
dawn gazelle
hoary junco
#

I finally did it... refactored my entire inventory system to now use data assets.... and I can still equip stuff

pure heron
#

MediaPlayer is being weird...
I get the looping state, negate it, and set it to that negated value, on button click. It's supposed to let the player choose whether to loop what the player plays or not, simple enough it would seem.

#

Alas, IsLooping is always false

#

Not to mention, that it plays only every other sound when looping is enabled

#

what

timid apex
#

I need some help with my BPI, I'm not sure why the event isn't firing....

#

both NPC and player hail from the same parent idk if that has anything to do with it but I've tried implementing the interface a bunch of different ways

#

I'm sure that the hit actor is returning the NPC blueprint yet it doesn't receive the message, is this an issue with the hit actor value?

dawn gazelle
#

Excluding the branch before hand, if HitActor is actually hitting a BP_NPC then your interface would trigger.

timid apex
#

it is an empty reference but it confirms the hit actor is the npc

dawn gazelle
#

No...

timid apex
#

right?

dawn gazelle
#

If HitActor is empty and NPC is empty, then they are == 😛

timid apex
#

then why is the blueprint not firing when I hit the key

#

sorry the widget I mean

dawn gazelle
#

Because you're not hitting an actor, so it's not sending the interface to anything.

timid apex
#

okay so the line trace hits an object and asks if the hit actor is the same object as the npc object and if true its (supposed to) fire the interface THEN create the widget which is the function at the end

#

if we remove the interface message the widget only gets created when I look at the npc

dawn gazelle
#

The branch is checking the contents of HitActor and the contents of NPC. If the contents are the same, proceed.
The interface is attempting to send the interface call to the contents of HitActor.
Then you're doing whatever widget creation.

timid apex
#

the npc variable is not a live refence but it is an object reference to my npc blueprint

dawn gazelle
#

Then it is "NULL"

timid apex
#

oh I think i see what you're saying, if the object is NOT null then it's returning fals

#

so when it hits other things in the level it's returning false

dawn gazelle
#

You can do a class check, but that kind of negates the purpose of the interface.

timid apex
dawn gazelle
#

Right, because your trace probably isn't hitting a BP_NPC.

#

(or any other actor that implements that particular interface)

#

You can try to print out the display name of the HitActor and see what it contains to verify what you're hitting with your trace, or show the debug lines on the trace to ensure it's actually going towards and hitting the BP_NPC you're attempting to hit.

outer quail
#

Hi, I'm facing a problem, I think its a simple one but I'm kinda new to this. So this blueprint manage to store the value in an array without a problem, the only thing is it add new index to the array, is there a way for it to update only index 0? I tried set array elem but its not working or maybe I set it up wrong.

dawn gazelle
#

In other words, rather than adding to the end of the array, you always want to add to the beginning?

timid apex
dawn gazelle
timid apex
frosty heron
#

@dawn gazelle btw InitAbilityActorInfo for gas, I did it on both server and client.
Do you just do yours on server side? I haven't actually done much other than playing a montage with activate ability.

I'm not sure how gas handle prediction either. If client needs to call something on their side first and foremost, won't they need to know the ability component actor and avatar?

dawn gazelle
frosty heron
#

@outer quail set member should work, show how you do it.

#

*set array element

dawn gazelle
frosty heron
#

Cool, ty

timid apex
outer quail
lethal pollen
#

Hi!

#

Is there a way to know if it has been a break in the loop? Will the Completed pin fired always? Sorry about my English.

#

Thank you.

dawn gazelle
lethal pollen
#

I know that the Completed pin will be fired when the loop finish, but I don't know if it is fired if there is a break.

dawn gazelle
#

Yes, it will
If you want to know if it was broken, then you'd have to set yourself a bool to true or something on the break and check the bool on the completed.
@lethal pollen ^

outer quail
frosty heron
lethal pollen
#

@dawn gazelle, @frosty heron Thank you.

proud canopy
#

hey i hate to be a bother in general but could anyone help me out at all / ive got an assignemnt due today and need help creating a situtation where the player collects 4 objects before being able to diffuse a bomb before the bomb blows up any help would be greatly appreciated !

obtuse kraken
#

Hey, looking for some help here. Got a physics constraint grab for objects, want to be able to use the mouse wheel axis event to pull and push the object away from the character like in Amnesia. It works, but the z on the grabbed object will slowly decrease on mouse wheel input, 1st video is code, 2nd video is gameplay showing the coordinates of the object updating on the mouse wheel axis event. Can anyone see whats causing this?

#

Also you get a cookie if you figure out why the physics stopped working until i grabbed the object again

crude dew
#

Hi, Wonder if someone can explain to me how Event Despatchers work I have seen some videos and tried to practice it I have 3 enemies in my Scene and I create a Projectile from my Top Down Character which then detects a hit event which is called on (What i thought to be the exactl enemy reference it hits) but apparently this doesnt seem to work as it triggers the event on all 3 enemies instead of only the one it hit, How would I ensure that the Event Despatcher only fires on the Enemy which was hit instead of all them please?

#

This is the Widget which is updating correctly IE.. The percent is being set but it,s being set on all 3 enemies at the same time.

faint pasture
#

at least for buffs with a duration

#

stun etc

dark drum
# crude dew This is the Widget which is updating correctly IE.. The percent is being set but...

Event dispatchers are a way of communicating that something has happened with what ever is listening (bound to) the event dispatcher.

I like to think as an event dispatcher as a bell that can be rung. When you bind to the event dispatcher your saying, when you hear the sound of this bell, do this. The actor ringing the bell doesn't need to know anything about who is listening to it.

As for you're issue, you're widget is listening out for the bell on all three enemies meaning it will call the function when it hears it from any of the enemies.

crude dew
#

I did think that so i thought i would try to "single" out the hit enemy this way but it didnt work

#

but this didnt work either

hoary junco
faint pasture
#

in most games those effects are just damage/healing which is an instant operation

hoary junco
#

I saw someone briefly mention GAS.. but I figured I've got a long way to go before taking that on yet...

maiden wadi
#

I'd cry if someone asked me to make a basic gameplay ability and attribute system after having GAS around.

#

Like. Even just starting up a new test project. Make a few attributes in C++ and the rest is all BP mostly.

dawn elk
#

could someone give an idea on how to achieve this?
I have in a BP a bunch of simple shapes that get their scale driven by a float that changes over time.
There is a sound processing part which outputs a filtered float between 1-2.

Now I would like to affect a random number of meshes in the array and I would like that random integer to change over time but slowly or in a controlled manner.

I hope it's clear enough for an idea to pop. Thank you

dark drum
barren tangle
#

Hi is there a BP function that returne me a time on that format "00:00:00" (hh:mm:ss)?

surreal peak
surreal peak
#

if you want this for a widget, you can take a look at the "Common Date Time Text Block"

#

Part of the CommonUI Plugin of the Engine

#

Not sure how that works, but might solve some stuff for you

high frost
#

Is there a thread safe Random Float function? I need to use it in ABP which currently uses this new property access feature which I don't want to disable just yet 🤔

spark steppe
#

do we have any helper to get a random float on that curve where the curve kinda acts as distribution weight?

#

if not, what's a good approach to do that? assuming i only need .1 precision, i could generate a random sign and sample the curve 10 times and use the curve value as weight for a random bool to decide if i take the value or not?!

#

guess i'll just use power of 4 of a normal random float... would still be interested in a solution to curve weighted distribution

primal hare
#

How to refrence an inventory (String: Map) item in the Character BP?

crude dew
primal hare
#

Like I want to have a check, if the character has an item, he can run otherwise not

dark drum
primal hare
#

in the character BP

dark drum
primal hare
#

yes, I'm new to BP and want to know the nodes to recall it

crude dew
dark drum
primal hare
#

I'm following this tutorial

crude dew
#

I know I can do "Cast to Widget" and then use Custom EVent to pass the Specific Instance of the Enemy to it but Im trying to avoid Casting as much as possible.

primal hare
#

to create and inventory

spark steppe
#

nvm, there's a whole Distributions data type in UE

dark drum
crude dew
#

just a health bar

#

a simple progress bar nothing too complex.

dark drum
# primal hare I'm following this tutorial

I wouldn't use a string for the key. If you want to stick with manually typed names, I would atleast switch it to a 'Name' type.

Anyway, put the var into the event graph pull from it and use 'Find' to find if the item is in the inventory. If you can have 0 quantity, you might need to check if the returned value is greater than 0. If it is do what you want.

dark drum
crude dew
#

yup

#

its a widget component on the enemy BP

dark drum
# crude dew yup

So i would assume they're are multiple widgets being created. This means each widget needs to only bind to the enemy it should be listening to, not all of them.

crude dew
primal hare
#

I guess I have to subtract from get inventory and set a new one

graceful rampart
#

I have created a vehicle, when I try to push my vehicle by character then the car moves back. I want that my vehicle does not move at all if the character is pushing it. I set the push force factor to 0 but then also its not working. Does anyone can help me?

dark drum
# crude dew Yup each enemy has it,s own widget.

So on begin play of the enemy, bind to the on hit event for itself, for the delegate, create a dispatcher event, for the target of this node, connect the widget. You'll need to get the widget from the widget component. On the create event node, with the widget connected as the target, you should be able to specify the function to call on the widget when on hit is called.

crude dew
#

Thanks, I think i understand most of what you said xD 🙂

dark drum
# primal hare part 1 works where I use the inventory. How can I remove from invetory after use...

I'm surprised the tutorial you're following doesn't go through creating functions for adding and removing items from the inventory but non the less, here's a simple function for modifying the amounts. This will handle negative quantity and if the amount is 0 or less, the item is removed from the inventory.

It however doesn't have checks in place for any stack limits (if you want them) or if removing items, if the player has enough to remove.

crude dew
#

Ok following your advice and I have got stuck on the Dispatcher Event How can i make a target on the Dispatcher Event please?

dark drum
crude dew
#

Ohh ok thank you !

crude dew
#

I will do more reading and stuff on ED's else I feel I am being a nuisance 🙂

barren tangle
#

Hi, is there a node to start a chrono?
I'm doing a race game. I would like to start the timer when i start the race, so is there a kind of chrono that i can start? Starting a 00:00:00

thin panther
#

Easiest way would be just counting up the delta seconds on tick, then converting this into unreal's time format, which can be initialized from a float number of seconds iirc

#

think it's called a TimeSpan

hoary junco
#

I have made my equipping system way more complicated than it needs to be.. but fuck it, I made it work...

I now have a system to write to the array of structs in the inventory to say which items are equipped and which aren't, I also have a system where I have 1 iron sword and 1 iron axe in my inventory (or, pick any 2 dissimilar 1 handed weapons) and the sword is in my left hand and the axe in my right, I can tell the sword to equip into the right hand and it will swap the 2 of them. On top of that if there's only 1 of a 1 handed item in the inventory and I try to equip it to an empty hand, it will unequip the one equipped and requip it to the other slot...

sounds simple.. took me ages to figure out...

#

and so the list of far too spaghetti-like blueprints grows!

velvet trout
#

Does anyone know how to combine two projects?

hoary junco
velvet trout
#

No wayold_man_yells_at_unreal

#

So I can't just add it to the level of a project?

orchid thunder
#

I was wondering if anyone had any clue on why my thing isnt working, I recieve no errors however when i run the event the actor wont attach to the other actor. We have it so on a key pres, the closest actor to the one held in your hand is set as the target and the one held is the parent. To get this we have an overlap event. Im just baffled as to why they will not "fuse" together

orchid thunder
hoary junco
# velvet trout So I can't just add it to the level of a project?

generally all assets for a project are stored within that project's hierarchy, so if you have an asset you want from project A that you can put in project B you'll need to migrate that asset into project B so it can use those assets because it's self contained, that said you can shift entire folders worth of stuff between projects using migrate

hoary junco
orchid thunder
hoary junco
hoary junco
# orchid thunder yes

right... so there's the problem. Whenever physics is turned on for an actor, its mesh and its root component become detached from one another (unless the root component is a mesh) so you're moving around the root component meanwhile the mesh is going nowhere, so what you can either do is set up the grabbed actor so its root component is a mesh, or you can attach component to actor and have the grabbed actor's mesh be stuck to the grabber

#

or if the grabbing actor also has physics on then attach component to component and glue the meshes together

primal hare
#

I'm surprised the tutorial you're

dapper fern
#

What do you think is the cleanest way to implement a lock on system ?
For the moment I'm filter the hit actors from a sphere trace in front of the camera. It works but what to do if I want to switch from left to right targets ?

  • Order every pawn actors in array depending on how close they are to the target that's being locked on ?
  • Trace another sphere in the direction of the switch input (left or right to the locked on target)
  • another way
#

(it's for a beatem up, hand to hand combat system)

hoary junco
orchid thunder
hoary junco
hoary junco
velvet trout
chrome pumice
#

Guys anyone knows why there are black boxes?

crude dew
hoary junco
crude dew
#

This would mean I could have DIfferent Children of Enemy class with their own Widget Components which could be adjusted, I guess.

chrome pumice
#

every time i am on top of my rect light it fires off random cubes

#

better example there

velvet trout
#

For some reason When I try to migrate the folders some of them doesn't want to copy

remote rapids
#

so i need help
i set 4 spwan wave and i need them to spwan random and chase me

#

the proble is:
not working

#

working

#

if i delete get actor transform and put spawn position varibles and then random arry item and connect.
so they just spwan and they not chasing me
you can look at that video that i am watching
i did the same like hime and that dont work for me and work for him

https://www.youtube.com/watch?v=zt13VcimeyI&t=5830s

1:36:50

hybrid imp
#

my materials are very shiny/glossy compared to what they look in blender, i am beginner any help on how to make them less glsossy

#

image reference

kind forge
#

Hi, I bind event to the delegate in loop. As far as I understand, everything is going well as long as my logic is executed in one tick. But if I add a delay here, the next run of the event overwrites the previous one. Is there any way to avoid this?

tidal tendon
#

Im getting "Mobility of /Game/Map/UEDPIE_1_level0.level0:PersistentLevel.StaticMeshActor_390 : DefaultSceneRoot has to be 'Movable' if you'd like to move. " error when Im shifting the walls.
The problem is this only happens when I play 2 players listen server-client. Dont happening when I play single. Also everything in bp already set as movable.

stoic ledge
#

@kind forge you need the event every tick?

toxic copper
#

Im probably missing something obvious, but in theory should this be enough to disable input on the player character?

lofty rapids
surreal bridge
#

Is it possible to create a function that can accept multiple of the same input so I don't have to call the function seperately for each one?

lofty rapids
remote rapids
#

yes

#

i dont know why

#

i did exacly like in the video

lofty rapids
#

where are they spawning at 0,0,0?

remote rapids
lofty rapids
#

are they spawning at all ? or where are they spawning ?

remote rapids
#

they spawn yes

#

but they dont attack me

lofty rapids
#

ok so where is that code ?

#

i only see spawning, which you say works

remote rapids
#

what code you want to see?

#

this is for the wave spawn

#

the spawning system work good

lofty rapids
#

right so thats working, show the part thats not working

remote rapids
#

they just doesnt attack me when i delete get mactor transform and add transform and random array

lofty rapids
#

what does the beginplay of the enemy look like ?

remote rapids
#

not working

#

working

#

you got me?

lofty rapids
#

it's not that code thats making it not work would have to see more

dark drum
#

Does anyone know what the difference is between 'Clear and Invalidate Timer Handle' and just 'Invalidate Timer Handle'?

remote rapids
#

the only diffrence between the 2 images is the get actor transform in image 1
and in image 2 transform varibles and random array that doesntwork

#

maybe here something wrong?

lofty rapids
#

well i can't keep saying the same thing, can't tell the problem from just that

remote rapids
#

what more you want to see?

dark drum
lofty rapids
#

something else isn't working because your just spawning them which you say works

lofty rapids
remote rapids
#

no

#

i have that here

lofty rapids
#

i would fix that bad size problem as well

remote rapids
#

how

#

i fix that

#

just move that up

dark drum
# remote rapids

Move you're spawn points up. There's probally spawning half way in the floor and being nudged down below the map.

lofty rapids
#

i mentioned it a few times already to see what could be the problem need to see the beginplay of the enemy

#

changing those spawn points may be changing something in that code idk

#

but if they are spawning and all that, that code works fine thats most likely not the issue

remote rapids
#

that isnt good?

#

i checked that nothing is under the map

lofty rapids
remote rapids
#

you know somehing that i noticed.

when i start play the enemys fall up from the floor and not spwan on the floor it self.

#

and i check now something

lofty rapids
#

well thats a problem if your using ai moveto

#

you need to be on the navmesh i'm pretty sure

remote rapids
#

if i drug BP_enemy and spwan it on the floor he chase me but if i mive it a few meters up from the floor he isnt chase me

lofty rapids
#

that makes sense

#

they don't drop onto the floor ?

#

weird because i would think they should

#

if you spawn them a bit above they should fall down

remote rapids
#

if i drug bp enemy a few meters from the floor he spwan and drop to the floor but doesnt attck me

#

and if i put on the floor he attack me

#

yes he fall

#

but stay in place

lunar sleet
#

That’s why drugs are bad for you

remote rapids
#

hahah

#

so how to fix that?

lofty rapids
remote rapids
#

but you know i dont want them to fall
i want them to spawn on the floor

dark drum
# remote rapids so how to fix that?

When you get a random location from your array, add the world location of the actor itself to it. The locations in the array are local values so need to be converted to world values.

remote rapids
#

ok

#

how to do that? 😕

#

i am new...

dark drum
lofty rapids
#

you could do a linetrace and place the character based on it's capsule on the floor

remote rapids
#

this is not same color like me

#

and in the end i need to connect it to orange spawn transform

timber crystal
#

I wish you all a very nice day
May God continue to bless each and every one of you who tries to help here!

My current problem...
How do I get the rotation so that it doesn't do it slowly but instead jumps from one rotation to the other as soon as the target is reached, so it basically runs normally in the next direction?
I use "Move Component to"

lofty rapids
# remote rapids what?

line trace to get the floor position, and go up the capsule half height, should put him on the floor or pretty close

dark drum
sullen swift
#

Can you help me why it crashes after restarting the ue5?

dark drum
timber crystal
#

ok lez go i try now

remote rapids
#

and i connect that to that?

dark drum
lofty rapids
remote rapids
#

wow

#

thunksssssss

dark drum
remote rapids
#

@lofty rapids @dark drum wowoww

#

thunks

dark drum
timber crystal
dark drum
lofty rapids
#

classic

sullen swift
dark drum
remote rapids
remote rapids
#

because if i am writing + i get that

#

how that called in all action blueprint?

lofty rapids
#

drag out from the vector, and do +

dark drum
timber crystal
timber crystal
sullen swift
timber crystal
remote rapids
#

that worked
sorry i know i maybe have stupid question from you but i am new and i am learning

dark drum
# timber crystal *Is ticket

Ok, try setting the rotation rate higher. If that doesn't do it, you'll need to show how you're handling you're character movement.

remote rapids
#

so thunks for the help

timber crystal
dark drum
timber crystal
#

its a loop

#

patrol a to patrol b with movecomp to

dark drum
lofty rapids
# sullen swift

accessed none, something is empty, where does it take you if you click on the branch link in the error list ?

timber crystal
#

the rotation is effected by the "movecomp to"

Sry by the pictures that is end u before it was on 0 both
i was tryng something but thats waht i want...
and it gets that slowly rotation like in the video

lofty rapids
#

atleast that my guess what over time does

timber crystal
lofty rapids
#

can't you just rotate the capsule ?

timber crystal
#

OMG LOL! IT WORKS hhahaha thhhhaaaanksss patty and engage 😄 juhhhuuuu ^^

timber crystal
grim sand
#

Is there a way to detect which input method players are using in bp? For example gamepad vs keyboard and mouse?

grim sand
# maiden wadi +1 for CommonUI. 😄

Coolio, the crying shall continue until I inevitably learn every detail of commonUI. Afterwards I will feel invinceable until I run into a new feature I need 😂

maiden wadi
#

Yeah, been down that road. 😄 But for real the Common.. InputSubsystem? I think has an enum for whether the input mode is Gamepad, Touch, or Keyboard.

grim sand
maiden wadi
#

100% worth it for gamepad UI handling. Even better for the input action stuff later even for gameplay inputs.

grim sand
#

Yea I agree. It already makes it way easier to show different UI button images for different input types which is nice. I do think the UE documentation is a little vague in some respects (shocker, I know). But with nearly a decade of UE experience, it is just a matter of puzzling enough pieces together until you understand how it all works

trim matrix
grim sand
# trim matrix what's the CommonInputSubsystem ? Did you create it on your own?

No it is from the CommonUI plugin that comes with the engine. You need to enable it and do a little bit of setup though before you get access to it. Here is a neat link that talks more about it: https://dev.epicgames.com/documentation/en-us/unreal-engine/common-ui-plugin-for-advanced-user-interfaces-in-unreal-engine?application_version=5.3

This is for 5.3 🙂

Epic Developer Community

Create complex, multi-layered user interfaces with the Common UI plugin.

trim matrix
#

does it also work the same in c++?

grim sand
timid apex
#

dear friends, just need validation here Data Tables cannot be used as variables correct?

grim sand
timid apex
grim sand
grim sand
# timid apex

Have you set the default value of the variable? Or alternatively, do you set its value anywhere?

#

And do both tables you are switching between contain a row with the name "A"?

timid apex
#

right now I am just trying to get this working for one

#

let me explain: I have dialogue in CSV files that i import as data tables, one table for each npc you can talk to.
The intent is to have the code work for all the npcs and for me to just swap the data table for the specific character

#

in this case the variable contains a data table and the row is A

grim sand
#

Okay. So if you have confirmed that the variable contains a data table with row A, then have you confirmed that the event interact is firing? And that Row Not Found is firing?

timid apex
#

This is what happens

grim sand
#

Are all data tables using the same struct to define the information?

lost wolf
timid apex
limber citrus
#

is there a way to allow unreal data table to have duplicated row names?
ue 4.27

dusky cobalt
#

What would be the best way to store things like Resources (different kinds like Gold, Wood, Food) an then to have easy access as a production cost or anything to that? Would struct be good for that?

grim sand
timid apex
grim sand
lost wolf
timid apex
#

I don't know if this will actually work but it compiles which will let me test it

dusky cobalt
grim sand
# timid apex

Right yea this works. In essence Get Data Table Row was unsure of the type of struct it had to output. Now your only restriction is that each data table that gets set as the variable needs to adhere to the struct you are using for Out Row.

timid apex
grim sand
dusky cobalt
grim sand
maiden wadi
trim matrix
untold dust
#

Hello everyone, I'm working on a top-down game, and I'd like to be able to change the cursor of the pointer relative to the position of my character, who is at the center of the scene. When I point and click, the character moves, but what I'd like to do is change the cursor to a directional arrow. For example, if the pointer is in the bottom left, I'd like the cursor to change when it's in that area. Essentially, I want directional arrows for the mouse pointer. Someone already made this or have some code to start with ?

#

the character is always in the center of the screen, I'm using Convert Mouse Location to World Space but I need to know where the cursor is relative to the character

obtuse dawn
#

what are some good ways to make sliding? I want my character to slide down ramps and gain some speed, or when it slides normally it just slows down over time

lost wolf
#

it depends on how your your actor animation state machine looks

obtuse dawn
#

its gonna be single player fps so theres not really much in the way of animation, I mean the player gains speed as it moves down a ramp

slate sparrow
#

Hello,
I'm trying out the new gravity system, but I'm wondering how to order a surface with gravity? The current tutorial shows based on the center of the actor. How to do on a surface and particularly a face? Thanks for your help

main flume
#

How can I create a function that takes in slip angle as its input, which is a value between 0 and 360, and outputs a value between 0 and 1? The output value should only go down to 0 (below 0.5) when the slip angle is 10 or less, and only if it stays at that level for at least 2 seconds.

stoic ledge
#

What if the numbers below 180?

main flume
stoic ledge
#

If you do ((360 / 180) -1) you can get between 0 and 1. But it only works for a slope in one direction.

main flume
#

Yea, but I want it to not go back to 0 instantly when the slipangle is lower than 10, because of drift transitions

#

I would prefer it going down more slowly

dark drum
main flume
main flume
# dark drum It sounds like you want to use a curve value.

ah not fully, I want to stop at a value when the slipangle is at a certain threshold and then wait 2 seconds when it goes lower than that after that it should also lower to output. If it goes up in that time it should increase the slipangle again

stoic ledge
#

A curve value with clamping. I think

dark drum
main flume
#

Thx

wheat citrus
#

So I've run into an issue where when I'm renaming the variable I get an error. The variable was named Additional hits for a while and has always complied and run without issue. Now renaming the variable doesnt break anything but when I also try to rename the return node to the same name, I get this error when compiling. Also trying to undo the rename with crtl-z crashes the engine. Anyone know whats going on here and how I can fix this?

#

After a little bit more digging I guess it makes sense that a local variable cant be passed out of the function with the same name

#

So now I'm wondering if it would make more sense to keep it local and just name the output variable differently, which I assume means copying the local variable to a new one thats not local or to just make it a non-local variable in the first place

#

I guess the second option would make more sense but I'm not sure that that is actually how it works so any advice is appreciated

burnt edge
#

Is there a way to get the On Begin Cursor Over event to work while simulating?

steady night
#

how can i change parent socket in BP ?

shrewd ridge
#

Hi all, I am trying to understand how to properly trigger an in game kiosk. I set up a raycast based on official doc (and a crosshair widget), and added a plane as the "Touchscreen", and a box collision "B_arrival hoping to hit it with my raycast to trigger actions. When testing it the raycast I was able to get the correct component name, but it seems that I cannot use the raycast to trigger On Component Hit event or OnComponentOverlay event on either the touchscreen (plane) or Button (box collision). Is there a way to use the raycast as a trigger?

full mortar
#

Hey, so I have this integer in a blueprint, and im trying to refer to it in another actor, how can I do so?

wheat citrus
main flume
#

I want it to not go back to 0 instantly when the slip angle is lower than 20, because of drift transitions. I would prefer it to go down more slowly. I cant get it to work, any ideas?

full mortar
#

any good docs on that?

wheat citrus
# full mortar any good docs on that?

Id recommend watching this video, explains almost everything in pretty good detail https://www.youtube.com/watch?v=DBIlsxj5quA

*Notice Description Contains Affiliate Link

Casting in Unreal Engine is often misunderstood. In this video, I do my best to explain and demystify everything regarding casting. We talk about why the object input is needed, what exactly it is, and why casting is needed in general. I also go over some best practices, and mistakes to watch out for...

▶ Play video
cursive rain
#

hey, can anyone tell me how to calculate angle between 2 points, for example i have a skateboard, and i want to calculate the angle between 2 hit locations, and then set its rotation based on that angle, how would i do that, heres a set up i have

wheat citrus
# full mortar Hey, so I have this integer in a blueprint, and im trying to refer to it in anot...
#

which one really depends on your goal

proper tendon
#

Hello everyone!

Me and a couple of people are making a game and have run into a small issue which I can't seem to figure out how to solve. We have some ships, which are supposed to have a platform attached to them which is attached to them, rotates and simulates physics. The reason is that when the water in our game rises we want the ships to rise with it and have the platform slide on the ground to follow. Here is a video with my issue:
https://streamable.com/9dcq48

I have attached a physics constraint component so that I can rotate the plank around the point where it clips into the ship, but it's behaving very strangely. It acts like expected but when the plank becomes close to parallel it's like the force towards the ship is so high it's not letting it rotate properly. I've tried playing around with a lot of the settings on the physics constraint but no luck.

I also tried placing a physics simulated cube which is invisible and only interacts with the plank, constrained to the Z axis to constantly push the plank down, which I thought it worked but when I package the game the plank acts like the box weighs nothing.

I'm open to solutions that don't involve the physics constraint component, or potential fixes for it.
Thanks!

Watch "Demo" on Streamable.

▶ Play video
full mortar
#

dont think im quite understanding

#

its not just the object, I dont even know what exec to use

trim matrix
full mortar
#

fair

wheat citrus
# cursive rain

hey, could you clarify exactly what angle you want to calculate? Two points generally define a line so you cant calculate an angle between them. Are you trying to get the angle between the two vectors in world space?

full mortar
trim matrix
cursive rain
trim matrix
#

depends on what you want to do...

cursive rain
#

i have made 2 linetraces that give the location of the points it should be rotated along

wheat citrus
#

so you want the angle it needs to be rotated to align with the ground?

cursive rain
#

yup

full mortar
#

So I have this, im trying to get the "Thing im collecting" variable into a select node in another object

#

if you wanted more specification

proper tendon
#

is the issue in calculating the angle or rotating the object?

spring osprey
#

Hi, can anyone help me on this? Its supposed to show the name and how much it cost but it just doesn't work

cursive rain
full mortar
wheat citrus
cursive rain
proper tendon
cursive rain
oak fable
#

hey there
does anyone have any idea how can i use the nvidia dlss and frame generation
i did set them up but for some reason it doesn't work as the example UI they provided also i see no settings for saving and loading the settings
anyone has any idea?

proper tendon
#

and the just rotate around the axis you want

cursive rain
#

is there a way to rotate the whole pawn along the landscape

wheat citrus
#

Here is the general math

trim matrix
proper tendon
spring osprey
wheat citrus
# wheat citrus Here is the general math

you'd want to make sure you get all the locations in the same space. Your line trace hit locations are likely in world space so first thing you want to do is get your snowboard actor location in world space and find how the end is offset relative to it in the actors local space. Then add the offset to the snowboards world position to get the world position of the snowboard end. Now you can subtract the snowboard end position from the hit location in world space to get the length of the red line. Then you can use half your snowboard lenght, or the offset you found to calculate the length of the blue line. Together those lengths will give you the angle with this formula. @cursive rain

dawn gazelle
#

I do see you're using just numbers for the row name, but are you sure you're using 0 or 1 as the row name you're trying to read currently?

full summit
#

probably dumb question: are the Unbind All Events From... nodes equivilant to C++ SomeEvent.RemoveAll(this), as in it removes only events that have been binded by the calling object, or does it literally unbind ALL events?

#

docs say "An Unbind All Events node executed in the Blueprint Class will unbind events in both the Blueprint Class and the Level Blueprint for all instances of the class." which is... not clear

#

for all instances of the class, ok

#

that's... bizarre

spring osprey
wheat citrus
trim matrix
full mortar
#

Yeahhh its only day 2 of ue4 and I kinda just jumped in

wheat citrus
# wheat citrus How do you determine the other actor that should access it? Does it happen on ev...

@full mortar Cause this is generally one way you can do it (Where 'Thing Im Collecting' is the variable in your current actor and 'Actor Copy Thing Im Collecting' is a variable in the other actor that will get the same value when this is run). However you will need to get a reference of the actor to cast to which is why I asked how you determine that actor. For example if picking up an item involves overlapping its hitbox then you can get the overlapped actor reference and plug it into the cast node.

wheat citrus
sullen swift
#

Can you help me why it lost link after restarting the ue5?

stray sigil
#

I am having an issue with this grid animation. I am watching a youtube tutorial and the blueprint looks the same, but does not animate.

earnest oriole
#

Hi. Hoping someone can help me out here. Im trying to make "snake". Everything works, except, it consistently and randomly crash with the "access violation 0000 bla bla bla" error message. At this point im not sure if its an unreal bug or my code.
The code is just writing positions to an array, resize the array equal to extra segments on the snake, make a copy of the array and put the segments into the corresponding positions. A timeline determines when to repeat the process, serving as the snakes speed.
The crash seems to occur only when moving. Ive stripped out everything and confirmed this is enough for a crash. The crashes dont seem to follow any pattern in either time or length of the arrays.

wheat citrus
paper galleon
#

I'm guessing there's a null object in your segment array

#

Perhaps you're destroying an object without removing the reference from your array

cursive rain
earnest oriole
#

Ive thought something like that, and google leads me to belive something like that as well. So ive rewritten the code many times now to try and eliminate that possibility, and i cant see where the fault originates. Ive debugged the arrays, and they work as intended. The position array updates every "Tick (timeline)", it has to finish before the next event fires, and all segments update correctly.

Im thinking maybe something fires out of sync, if thats even possible?

wheat citrus
dawn gazelle
earnest oriole
#

Maybe, but i dont see where. I make a new copy of the only array where i remove something, when i need to remove it

wheat citrus
earnest oriole
#

Im fully on board with the idea, but shouldnt it be easy to replicate it?

#

Ill give that a try Mori

#

Same crash:/

dawn gazelle
#

What I see here is that at some point, you'll have your PreviousLocArrayMod down to a "lastindex" of 0, and you're removing it. If the loop fires yet again, then it can end up accessing the last index (which would be -1) to set the world location.

#

Again, depends on if the loop actually fires again, but it's a possibility that it's -1 that's being accessed which I believe can cause that kind of crash.

wheat citrus
earnest oriole
#

Yes

earnest oriole
#

Every tick i copy the location array to the mod array, so that i can move the segments on the snake into place.

dawn gazelle
#

Well, you're running a foreach loop of an array.... That array could be longer than the PreviousLocArrayMod.

earnest oriole
#

Theortically, but not in pracctice. Its the amount of fruits eaten, vs vector locations ive moved over.

#

Its that the crash occurs randomly that gets me. No added segments or 30, dont seem to matter. If i hit a null ref it should be replicable, or do i misunderstand?

dawn gazelle
#

It's not a null ref, it's a matter of trying to access an array index of -1

#

That said, I can't seem to get the engine to explicitly crash trying to access things at -1 😛

earnest oriole
#

Yeah my bad, thats what i meant. But shouldnt that be easy to reproduce? The only place i reference indexes are in the picture, and it should never hit -1 since its reset every "tick". The crashes feels (and this is just feelings) like more than one thing tries to happen at once

#

And ive tried validations, prints, breaks and everyhting i can think of. The log just has the access violation error message that dont have any tangible solution (but ive tried all the intangible ones anyways). Ive deleted everything temp and intermediate, tried it in 5.4, you name it

dawn gazelle
#

If you install the debug symbols, then you could get a bit more definition as to what the crash actually means.

#

Right now it's kind of just a shot in the dark

#

Like yes, this means that an invalid memory address was accessed, but with the debug symbols we could get some insight into what was happening before the crash.

earnest oriole
#

Ill try the debug symbols. Off to download 80gb...

#

Thanks for the assist:)

obtuse kraken
lament fox
#

any tips from preventing blueprint begin play nodes from becoming really messy. they always become too long. and when i want to bind stuff from event dispatcher it gets even worse to look at

earnest oriole
#

Make a startup function and put it all there.

#

I put everything thats fire once and forget in there, like character refs

waxen fog
#

Is there a way to make a text block editable in a user widget that inherits from the widget the text block is in?

lament fox
tidal tendon
#

Player controller 0 is always host player and you dont need a target if you use that.

#

Also where is this blueprint happening? I didnt get why your duck button casts to your character again in a character blueprint.

dusky cobalt
#

Nothing better than to spend 1h looking for ''bug'' and turns out the building was placed 1cm too deep and the effect wasn't visible because of that xD

tidal tendon
earnest oriole
#

Having turned on debug, i now get this error message when crashing. Anyone skilled with these sort of things and could please have a look?

#

Im not sure what im looking for

fiery swallow
#

"Access violation reading 0x0000000"

lunar sleet
#

That part doesn’t mean anything

fiery swallow
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Means you tried to access something from memory that either couldn't be found or didn't exist

lunar sleet
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It’s present in nearly every crash log so not exactly an indicator of exactly what went wrong

#

The next few lines are the important bit

fiery swallow
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Access violation literally means you're trying to access a null pointer

earnest oriole
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That i know. So i installed the debud symbols thingy, and now it gives me the rest of the error message. But that didnt narrow it down any for me

fiery swallow
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It's pretty important

lunar sleet
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Chances are you’re having that blasted character but so if your CMC ‘s details panel is blank, try remaking that bp

earnest oriole
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debug"

lunar sleet
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Good to know, sure

#

But useless as to the reason behind the crash

earnest oriole
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Ive extensively googled that error message and nothing came from it. Did some stuff that idnt have any effect. This is my last idea

fiery swallow
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I completely disagree saying that error means nothing. It directly tells you what the problem is. Doesn't tell you where. But what

lunar sleet
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Ok

earnest oriole
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Trying to narrow it down now. Know its something memory related, but it crashes randomly and its not reproducable

earnest oriole
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yes

fiery swallow
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Made any changes to the default cmc?

earnest oriole
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dont use it at all