#blueprint
1 messages · Page 159 of 1
Usually I use 3D software like Blender for example to make a "Destructible Mesh" so I have full control of it
hey i have problem can someone help me?>
possibly
post the problem, what it's doing and what it's supposed to do
someone might see something and can help
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
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 ?
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?
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:
- 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.
- 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."
- 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.
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
Any idea why setting actor scale does not modify capsule component until i crouch?
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.
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
what insanity does to a man
use the right vector instead?
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)
Get Actor Right Vector
interesting, it's just for debug anyways
I am encountering a bug for a year now
which is 100% an Unreal Engine bug
ohh cool thanks i try it now
but I am trying to figure out how to replicate it
might have to multiply by a negative number if it faces the wrong way
aka *-1
basically if I spawn an actor in my character, as a server
the anim instance doesn't work
it must be some kind of race condition
do it in the gamemode, it's fine
some voodoo magic going on
spawn on server, but play as client, the anim instance works
only for the host and only if the host spawns it
is there a way to make a text or string character repeat based on an int without using a loop?
for instance, if I have the int "2" I want to see the character "A" twice and so forth
Without a for loop? Probably not
here's a quick capture of what im referring to
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?
I see a man getting to the point. 🫡
Youre adding 12 + the ammo preserverd
At this point, there should be 0 ammo reserved, I should only have 12 being added
If you're typing 12 into the text then the int should also come out as 12
You can check by using a print string to see what it prints out.
Or you can use the debugger using breakpoints, but the first option is simpler
12 comes through, yet I end up with 24 haha
It should only print once, not twice
Thank you!
It's printing twice. Theres your problem
Aye, I singled that out already, but why? haha
You can use on text commited enum to ensure it only commits in the way you want it to
Or you can use a do once node
Drag off of on text commited enum and type switch on
Likely the enter key, and then focus lost happening at the same time.
what is the node to tick the parent ? i tried parent tick no luck
i'm using a character that is a child of a main character
and on tick of the main i have some logic
i want to tick that
@fiery swallow @maiden wadi That was the solution! Thank you!
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?
This should work fine if you call parent tick. If that doesn't work, then check any other children in the same hierarchy list. If that doesn't work, make sure you didn't disable tick anywhere.
i can't get the parent tick node
By right clicking?
Should just be this.
worked, thanks
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.
Okay, this is more info than I was expecting.
I tried and by default none of my gamepad input is used on any of the buttons in any of my menus. Not when I use Input Only or when I use Game and UI input either.
How would commonUI make this any easier? I am only very slightly familiar with it for changing UI icons based on input method
yeah had to use a "for loop"
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
is there a way to track it?
says to check the crash dump
with debug symbols, the crash report may give you some hints
[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
nah if I remove the ABP ref and T pose, still crashes
made a copy of the pawn, still crashes
so not cache related
time to disable all the character events
sigh
You need focus to use the buttons. Go into your project settings and search for Render Focus Rule. Set this to always. It's an easy way to visualize focus.
CommonUI makes this easier because when you use the activatable widgets, they maintain a hierarchy that will set focus automatically to a chosen child when changing menus.
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?
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 -_-"
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.
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.
i can put in a breakpoint at begin play and it works fine as well
something is crashing it somewhere
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
👀 I start getting nervous at 150 instruction. I start shitting myself at 200 instructions.
yeah 500 is quite a lot
somebody knows why this is not worken?
Handle movement is called by event tick
before your branch, print string all your booleans
arrow 1 is placed in the map
Debugging tiiiime
its working with "add movement input" so i dont think that an boolean is the problem
but i cant use an destination with add movement input
Don't guess. Debug it.
im 100% sure did i use the "move to location" right?
Maybe this would be a better question
On the tick function. Check the branch. And check anything else before you call that on the tick function.
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.
ok thanks!
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
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.
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
also realy important you cant save actors with stats so if you save a player reference it will be empty after load the game
so you have to save your costumization in seperate variables
and than spawn actor and set that vars as load
aware of the actor thing, was an annoying lesson to learn lol
I can't use arrays like that. I have two maps that I need to save
make this as arrays and than add for seach player a value
use an struct instead of an map
I can't. need it to be that way.
its a map of an integer and a struct
this all works perfectly for a single player
u can use the add index with inventory slot so you dont need the map anymore
so the array index is the inventory slot
maybe^^
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
i really cannot find any info on the debug logs nor symbols
Do you have debug symbols installed?
oof unfortunately not... 80 gb...
Hm I think I got a clue
[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.
asyncload called with empty
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.
nope that didn't do it...
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 ?
You don't need to.
You're supposed to connect the "Get Player Controller" to the "Player Controller" pin. What this node is doing then is telling this door to receive inputs from the player controller you're plugging into the Player Controller pin, thus allowing your input event to trigger your timeline.
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
Correct
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?
When using the debugger, you're viewing a specific instance of a blueprint. In your second screenshot you have no object selected.
@unreal echo ^
Would that affect it when just running the simulation?
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.
I didnt understand anything, this is a very basic material that also takes more than 300 instructions
I don't think you should care about these
@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.
Again, no instance selected = no break point will be triggered.
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.
The cast to projectile isn't working the same as it does for the first instance of the cube created.
That looks like your cube could be "hitting" the cone. Print out what the "Other" pin actually contains.
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
It's not telling you it's extremely bad, it's a color chart indicating to you what could be bad. In this case,the bottom portion is green which is "Good" and the sky is mostly dark red which is between "good" and "bad" but it's not "extremely bad".
The PS and VS are the measurements using the white crosshair in the middle of the screen.
PS is pixel shader, VS is vertex shader.
oh... my bad
thanks a lot So that won't be the problem
One more Question (maybe stupid) is a hidden in game or unVisible object takes performance? like hidden debug texts and something like that?
@dawn gazelle, so it looks like the projectiles aren't actually registering hits. But only on instances after the first. The first actor registered the hits properly.
@lunar sleet sigh installing symbols >.>
what's frustrating is that the exact same thing exists in another map and it loads fine
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,
also if i walk into it while its opening or closing then it does what i want
why is the false branch not working?
i should be able to posses the third person character but i just unposses and thats about it
I cant set max speed of spectator pawn in run-time. Are there alternative functions to increase scale of movement?
Why are you even tracing if you know the start/end location is the same location as this actor which would also be the hit actor?
this is the blueprint in a class that you posses in the game, not the main character
and you can only go back inside your own body if you are near it
So, why would you trace from its location to its location?
idk im bad with blueprints
how should i solve it
to check if it collides with something!?
Itself apparently.
so how can i solve it to make it work as i said ?
not sure about a pawn, but in a character, you should be able to do that
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.
could i do it in a way it just posses the third person character?
Is there multiple BP_ThirdPersonCharacter in the level?
will there ever be more than one BP_ThirdPersonCharacter in the level?
nope
Then technically, you could use "Get Actor of Class" specify BP_ThirdPersonCharacter and there's your reference to the singular instance.
(so it's a single player game)
yes
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?
yes, worked thanks
You shouldn't need to also define the interface in the children and should function based on what the parent has implemented. If you override the interface call in a child then the child can behave different.
If I call parent class, like this, do I also get childs of that class?
what about interface? This is my child:
and this is parent
do I have to also plug it in the child class for the interface to work?
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
sometimes it can cause the entire editor to lock up
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 )
are these multiple meshes all individual actors in the world?
no i put them all in the same bluepint actor
No. If the interface is not overriden in the child, then the child would use the same functionality that the parent has defined.
idk if text renders are like widgets in that you essentially need to force update them after they get changed...
it's like it render only one or two numbers when i click and stop ( i put the len <= to 5 )
are you going for some kind of code input keypad?
so, there are such things as widgets you can place into the world
it might be worth looking into that over a text render
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
but i am a 3d artist and i do better with 3d than ui
I meant just doing the widget for the actual number display
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
so how would you read this with debugging symbols?
Do you have a custom CMC? What's triggering this?
nope, it's all engine core
because what you're doing at that point is stripping out the on click section of the widget, and taking, what I'm guessing is a line or a sphere trace to determine what your character is looking at, and then from the trace on clicked, get the hit component, cast to the keypad, change its widget display based on which mesh component the trace was on when the interaction happened
from what I managed to debug so far:
- room manager makes spawns my pawn
- room manager makes rooms
- room manager moves my pawn to start location
- possession events occur
- pawn begin play stuff and possession events work fine
- crash
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?
My guess is you're spawning deep in collision, first guess anyway
In the same project, different map, I have this as a standalone BP (not possessed) and it doesn't crash
deep in collision?
hm apparently, @faint pasture the CMC in the character is corrupted by ref
the fix may be to reparent
lemme try
yeah , exactly
making the ui acting on top of the meshes is a good idea , didn't think of it .
that what i used to do with widget interaction
now i am using a separated camera with enabling click event to act with the keypad
i will try your idea ( i guess it will be easy for me to do )
Thank you so much for the help
np hope it works out for you
i hope so
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?
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)
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
is this correct!?
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"
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.
it feels... icky
the point of an interface is to communicate between two differnt classes
This I know, I'm familiar with the concept in php and c++, I'm just trying to figure out how to do it in blueprints. It seems to only want to implement events instead of function headers... but I think I just found out that they are implemented in the actual interface list.
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.
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.
Odd design choice... but if it works it works 😂
because my defined interface function wouldn't be an interface, it'd be a function following what the interface requires lol
it'd make more sense for the unreal engine editor to list that implemented function under "functions"
I'm not crazy right? wouldnt' that make more sense? 🤣
is there a better way to do this?
We could try to figure out what "this" is by looking at the graph, but what are you trying to accomplish? Then we can see if the goal makes sense with the graph you have.
Are you looping through a nested array of stat buffs?
adding a map to a map
Probably ;p
ohhhh adding two maps together
yes. The first is the randommized buff to add and the second is the actual buff that is being added to
wait a sec, are you overwriting the original map?
all of the references or visual stats buff
So I have a list of 20 buffs that can be added to the equipment the buff then gets added to the equipment
is the adding to it
uhhhh @dawn gazelle I might need some help with this one 😅
Right now, does it function? You are just trying to improve it?
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.
its still a bit vague to me
have you tested little bits of it with dummy data
make sure the basics work before using it?
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
yea I am going to test it
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
try testing pieces of it before it's even all fully working/built, like your desired output for each step, is it showing as you expect?
why are you adding two maps again? you want a list of results from these 2 maps right?
uhhhh ....im kinda weak on animation 😅 might wanna check out #animation for help on that one
I made 20 possible buffs and now I am setting up the way to actually add them to the equipment.
so you are making a list that's easier to add to equiptment?
(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)
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.
So what does your desired result look like? Is it going to be a map of 20 items of these buffs?
i think your equipment actor should have a list for available buffs, and then you could have cases for adding and removing from the list.
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?
is that the goal?
just random rolling buffs?
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 😅
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
Maps can be hard to wrap your head around until you play with them 50+ hours lol
And that's why I was wondering if I can do it a bit less convoluted.
interesting, what did you mean again, when you wanted to know if there was a better way of doing this?
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
I only have like 12 entries on there
Maps are kind of the best way to do it unless you have individual variables for each possible attribute.
You could create some functions to make it easier to follow along with.
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?
so first of all figure out what you want to do at the smallest possible scale, then look up a tutorial for it on the premise that you're probably going to end up ripping out all the code they give you and rewriting it by the end... Youtube tutorials seem to be allergic to good coding practices. The best things the tutorials give you is an intro to each of the nodes and what they do
I know maps its the best it just seems weird that to add to a map I have to loop through the map I want to add and then loop through the map I am adding to every single out of the first. Seems realy ineficent.
gotcha
hmm im not sure i understand but for simple i think it look tutorial?
like what is it you want the engine to do? Name a base mechanic of the thing you're wanting to make, not the entire game premise, just a single mechanic of it
hmmm i do say crafting or inventory?
i wnat to make a rpg so i need to check
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.
0o hum
so, the Ryan Laley tutorial on inventories is good enough as a primer... don't go past episode 17 though because he tries to include a save/load system and it's absolute ass...
The "Source Map" would need to be a pass by ref
alright
You probably don't want to be doing any adding or subtracting for this, otherwise you're adding or subtracting the total field of view each frame.
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
IMHO that should be done on per camera bases.
if you mess with FOV any cut sceens will look wierd
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?
what are you making a 2d or 3d?
3D
If 3d just adjusting your follow camera and spring arm
Will give you alot to work with.
Camera boom*
Huh, yeah, I could always just make it longer and move it forward
And it would automatically prevent clipping with geometry
I guess it is a solution, yeah
@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.
sorry idk what the original issue was but sounds like you're describing that bug where the char breaks and the CMC details panel goes blank
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
I wonder if it's related tho 🤔
could be yeah
Lots of people been having issues with characters like what Neo described.
you could be onto something
only way I know how to fix that is to remake the char bp
my CMC on the corrupt character is indeed blank
yeah I'd just copy the code, delete and remake the bp
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
bp corruption should be cleansed with fire 😄
it doesn't salvage it btw
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?
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.
what are you trying to do with the cast?
from mainmenu level BP to start a function in my widget that loads a save
so somewhere in that level BP you should have something that says "create widget" right? to actually make the widget to put on screen
yes, thats my main menu widget and it is on screen. my saving logic is located in my highscore widget which is placed in a highscore level/screen, as the only thing im gonna keep saved is high score as its an endless game
and so you're trying to make is to that the high score data loads in when the highscore widget comes up?
don't use level bp.
i actually may be able to make it work like that, that way i wouldnt need casting to it.
yeah you literallly just have it come off the widget's beginplay.. so when the widget is created and loaded up it grabs the high score data itself and changes its value to whatever the high score is meant to be
is the event construct in widgets the same as begin play?
I wouldn't recommend using event construct for something like that..
basically it's a way of adding values to something from the editor level, that wouldn't really work here
but there is no begin play in the widget
a widget's construct is technically its begin play
and pre-construct is technically its construction graph
ah, yeah I forgot about that in widgets...
so should i use one of those?
the construct graph is something very different in typical blueprints like actors
oh okay
yeah, basically on its "construct" grab the high score data, change its actual text to what the high score data is and it should work
your save functionality should not be in the widget if that's what you meant
my game is built on 90% jank, im well aware alot of stuff are where they are not supposed to : D
why not
most widgets are transient, you generally want to avoid keeping core logic inside them.
I'd guess that in an actor, it would be better
or just put it on the game mode or game instance...
or GM/GI. Something central and easy to access that stays
Never heard of them in the GM
it's pretty commonplace
mhhh
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?
show code
show what code it's literally just this:
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
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!
-flips table over-
NEVER
EVER
fuck with the undo history
WHILE THE GAME IS RUNNING
😭
o_O
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
surely it would have autosaved somewhere
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
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?
this is what source control is for
First you create a PrimaryDataAsset - this is the "definition" of what the data asset contains. It can be subclassed as well to create further definitions.
Then you create a DataAsset object based off the created PrimaryDataAssets.
even when writing code in non unreal engine projects i only commit every few hours XD saving is pretty constant tho
The only thing I can think of as for your Data Tables having issues, and I don't know if this is right, is that in any place that you use them it's having to re-update any references within the data table, and if you have a lot of data in there, it could be bloating what needs to load if they're not set up as soft references.
only in unreal engine i "undo" back that far to check what i did
changes get added to modified when you save automatically
how do you make PrimaryDataAsset?
I don't see it in the list
not sure why a DataAsset would be FASTER... tho
I mean at this point I'm more just looking into how data assets work
Here's an example of some PDAs, Weapon inherits from EquippableItem which inherits from BaseItem.
An example of some of the data present in an IronSword (Weapon)
An example of some of the data present in a GoldNugget (BaseItem)
And an example of reading data from the data asset (it was passed into a listview and the listview reads this)
I almost asked a stupid question about interfaces... then remembered my years with c++ and almost smacked myself XD
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
use a datatable?
DataAssets are fine
ohh ok so primary data assets are blueprint classes, I was wondering why I couldn't find them
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
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
I'm pretty sure animations tend to work based on the orientation of the core actor meaning the fact he's kinda rotated like that means the animation will be wonky... like that blue arrow is meant to be straight forward
it would be best to make the character be in line with the grid in the edit window, and then rotate the camera perhaps? Or when the actor spawns in rotate the whole actor
@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?
Yes. You can have your item's appearance and behavior derive from the properties of the data asset.
make a class refrence variable
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.
fair enough, because the way I Was doing it before is like this BP_Test_Item is the only one of these 2 that has any code on it, sword inherits from test_item but just changes the mesh, and the only code on test_item is to do with how to save and load its position based on its staticmesh (to account for being moved around by physics) and the code in its construction graph asigning it a GUID
pretty much everything else that these items did in UIs and other things are based entirely around that datatable I have
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.
so, as a follow up to that, how do you give the data to the actor?
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.
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
how do I give a reference to the asset I want to use? like if I want a variable that's instance editable, so I can set that item's data asset, what would the variable type need to be listed as?
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....
Your base primary data asset
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
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
- Get 2 actors into combat mode.
- 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?
hehe, where to start
Hello
is it just battles or is there an overworld,
Rn I have a hitbox where two actors can stand
are battles, on a differnt screen?
overworld
same screen
I was wondering how to make em go into battle mode right there, attack and pass turns after each attack
And thank you so much for helping me <3
i think u want to leverage modes states.
https://forums.unrealengine.com/t/what-should-i-do-in-gamemode-gamestate-and-playerstate/93584/3
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...
🤔
So should gamemode dictate whose turn is it?
or the gamestate, gamemode is more for like a setup of the map level game type.
Alright. I'll go ahead and create the turn variable on gamestate
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
@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
it would be crazy xD
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?
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?
You feed the reference to the boss you want to use into the "Boss" variable in your widget.
ok so weird thing now, the bar doesnt change with the hp drop, well it does but only at 0 hp, I did all teh same I did for my player so I'm very confused
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.
would ot be a problem if my boss is 20000 hp?
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.
and with this my game is finished!!
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.
one last question if thats ok, how can I turn off overlap via nodes?
Right gotcha. I will look further into CommonUI and see how this can help solve this predicament. Thanks for the help!
Basically all the properties that you see exposed in the details panel can be accessed from your Capsule Component node there.
I finally did it... refactored my entire inventory system to now use data assets.... and I can still equip stuff
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
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?
I have a feeling that what you've done here is created a variable of type BP_NPC but haven't populated it, thus the branch is hitting false.
Excluding the branch before hand, if HitActor is actually hitting a BP_NPC then your interface would trigger.
well the NPC variable is just checking to see if the the hit actor is the actor I'm looking for, which it is bc the widget I'm creating fires
it is an empty reference but it confirms the hit actor is the npc
No...
right?
If HitActor is empty and NPC is empty, then they are == 😛
Because you're not hitting an actor, so it's not sending the interface to anything.
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
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.
the npc variable is not a live refence but it is an object reference to my npc blueprint
Then it is "NULL"
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
Yes.
You can do a class check, but that kind of negates the purpose of the interface.
this isn't working either tho
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.
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.
In other words, rather than adding to the end of the array, you always want to add to the beginning?
okay yes this is the case but another problem arises here, why is it not hitting my NPC?
That'd do with the setup of the trace.
well it's going the right direction lol, could this be a collision setting on the NPC?
@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?
Possibly. If you're tracing by a particular channel for example, then hopefully your BP_NPC responds to that channel.
Yea my code has it set the info on both, pretty sure it's not replicated.
Cool, ty
Oh facts, thanks for holding my hand through that I would have gone nuts lol but I got it working
I use another method that work as I want where I insert it in index 0, it will then move the old value in index 0 to index 1, then I delete index 1. Idk if this method is okay or not
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.
Why bother with an array if you only want a single value?
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.
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 ^
Wait you are right xD, I copied this code from another part of my project that needs array hahaha
The completed pin will fire anyway, afaik only time it will not fire is if you escape the function using the return node.
@dawn gazelle, @frosty heron Thank you.
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 !
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
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.
That's not bad for single player
at least for buffs with a duration
stun etc
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.
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
what about other effects that don't have a duration? Say they are permanent or they go through their whole cycle instantly?
That gets a bit trickier. You will end up making something data-driven that looks a bit like GAS if you keep at it.
in most games those effects are just damage/healing which is an instant operation
I saw someone briefly mention GAS.. but I figured I've got a long way to go before taking that on yet...
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.
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
This issue is where you bind to the on hit event, not where you're calling it. This is just a more convoluted way of doing what you had previously.
Hi is there a BP function that returne me a time on that format "00:00:00" (hh:mm:ss)?
You could use a Timestamp e.g. "From Seconds" and then break the Struct to get the h, m, and sec. Doesn't do the formatting for you though. can't recall if there was a function
Thanks 🙂
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
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 🤔
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
How to refrence an inventory (String: Map) item in the Character BP?
So how would I process a event on a single enemy target please? I cant seem to figure it out. 🙂 Doesnt the Other Actor on the On Component Hit return a Single Actor which I stored all the Enemies in the Actors Array then cast to a single instance of the Enemys inside the array to find a single enemy and then call their on hit even ?
Like I want to have a check, if the character has an item, he can run otherwise not
You have the widget only bind to the enemy it should be listening too. If you have the widget listen to all the enemies then it'll call the same function when any enemy gets hits instead of a specific one.
Where is the inventory data?
in the character BP
Just check the data?
yes, I'm new to BP and want to know the nodes to recall it
Ohh so the widget is processing them all because it doesnt know which one has been hit, I thought "Call" would only Call on the specific enemy but the widget is processing the "Call" so I guess I need to pass the Specific Instance of the Enemy to the Widget so it knows which one to trigger OnHit on ?
When you say the inventory is a map, what are you using at the key and for the value of the map?
I'm following this tutorial
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.
to create and inventory
nvm, there's a whole Distributions data type in UE
It does only call it on the specified actor but the widget has bound to all of them so calls the same function.
What is the widget your wanting to update?
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.
A health bar for the enemy?
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.
thanks! Worked!
Yup each enemy has it,s own widget.
part 1 works where I use the inventory. How can I remove from invetory after use?
I guess I have to subtract from get inventory and set a new one
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?
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.
Thanks, I think i understand most of what you said xD 🙂
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.
Ok following your advice and I have got stuck on the Dispatcher Event How can i make a target on the Dispatcher Event please?
Ohh ok thank you !
Bump
I will do more reading and stuff on ED's else I feel I am being a nuisance 🙂
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
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
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!
Does anyone know how to combine two projects?
you can export stuff from one project to another, that's about as close as you'll get
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
The grabbed actor is the one we have picked up btw
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
in the "attach actor to actor" have you tried having location and rotation set to "snap to target" too?
yes, i have tried this i just set it back to this
does the grabbed actor have physics simulation on?
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
I'm surprised the tutorial you're
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)
so if you have input that allow you to switch between targets based on a direction, what I'd do is get the closest actor to the locked on actor that's within the length of the trace (aka the max lock on distance)
oh my fucking god thanks it works
np, physics actors can be frustrating when you don't know about the disconnect 😛
Ok I'll try that, thanks
whenever you do the switch though don't make it instant, make there be a smooth transition to the next actor to stop it looking too jerky
OK I'l keep it in mind 👍
Do I just Migrate the folders into the content of the project I want to send it to?
Guys anyone knows why there are black boxes?
Ok i think i got it but am thinking i done some of wrong. I have created the bound event so the projectile calls when it,s created and if it hits something it sends the hit result then we can check if it,s an enemy then cast to it and update it,s widget? Is this correct ?
yeah, or create some folders in the destination project to specifically house imported assets which is what I do
This would mean I could have DIfferent Children of Enemy class with their own Widget Components which could be adjusted, I guess.
every time i am on top of my rect light it fires off random cubes
better example there
For some reason When I try to migrate the folders some of them doesn't want to copy
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
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
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?
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.
@kind forge you need the event every tick?
Im probably missing something obvious, but in theory should this be enough to disable input on the player character?
#umg ? but maybe try multiplying the metallic by a < 1 number ?
@lofty rapids
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?
are you saying the random transforms isn't working ?
where are they spawning at 0,0,0?
are they spawning at all ? or where are they spawning ?
what code you want to see?
this is for the wave spawn
the spawning system work good
right so thats working, show the part thats not working
they just doesnt attack me when i delete get mactor transform and add transform and random array
what does the beginplay of the enemy look like ?
^
this is just spawning them, so that part works you said ?
it's not that code thats making it not work would have to see more
Does anyone know what the difference is between 'Clear and Invalidate Timer Handle' and just 'Invalidate Timer Handle'?
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?
well i can't keep saying the same thing, can't tell the problem from just that
what more you want to see?
Yea, there's no spawn points in the variable which means it'll default to 0,0,0
something else isn't working because your just spawning them which you say works
^
i would fix that bad size problem as well
Move you're spawn points up. There's probally spawning half way in the floor and being nudged down below the map.
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

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
well thats a problem if your using ai moveto
you need to be on the navmesh i'm pretty sure
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
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
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
That’s why drugs are bad for you
probably because beginplay is running before he drops to the ground
but you know i dont want them to fall
i want them to spawn on the floor
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.
you could do a linetrace and place the character based on it's capsule on the floor
this is not same color like me
and in the end i need to connect it to orange spawn transform
what?
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"
line trace to get the floor position, and go up the capsule half height, should put him on the floor or pretty close
Ahh sorry, didn't realise you were using transforms. This should do the trick.
Can you help me why it crashes after restarting the ue5?
Try unticking these two options on the movement component in the character.
ok lez go i try now
and i connect that to that?
You'd need to provided more information.
split struct spawn transform, and plug it into location
thy are unticked :/
my bad, 🤦♂️ this one for sure haha
Is the character rotated on the Yaw?
rotation is on Z
Start by providing the error message you. 😉
classic
lost link after restart ue5
Is this ticked on the pawn? If not, tick it.
to get + with yellow vector
what i need to write?
Add node.
drag out from the vector, and do +
pull from the yellow pin and then search for + or add
is ticket...
*Is ticket
?
sry
that worked
sorry i know i maybe have stupid question from you but i am new and i am learning
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.
so thunks for the help
still not working...
You mean in the AnimBP? or in the Character Event Graph?
Start with the character event graph.
I can't see where the rotation would be affected with what you've shared. Hmmm, try setting the rotation stuff in the movement comp like this.
accessed none, something is empty, where does it take you if you click on the branch link in the error list ?
cleared after restart
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
because your time is 2.0 so thats how long it takes, maybe make it faster or rotate seperately for instant
atleast that my guess what over time does
Oh, i get you. Hmmm.
when i change the speed he also run faster it looks then very strange
yep engage thats waht i try but dont now how to do xD
try to seperately it from the movecomp to
can't you just rotate the capsule ?
hmm let me try 3 minuts
OMG LOL! IT WORKS hhahaha thhhhaaaanksss patty and engage 😄 juhhhuuuu ^^
rotated the capsule is RIGHT 😄
Is there a way to detect which input method players are using in bp? For example gamepad vs keyboard and mouse?
+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 😂
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.
Yea here it is. It is a great system I must admit, just learning it is a little bit tiring haha
100% worth it for gamepad UI handling. Even better for the input action stuff later even for gameplay inputs.
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
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 🙂
does it also work the same in c++?
I have no idea 😄
dear friends, just need validation here Data Tables cannot be used as variables correct?
You can make a data table variable and use it to at runtime change it to a different data table to pull data from. However, you cannot alter data inside of data tables at runtime. They are read only
Well this is what I'm trying to do but I can't pull a row from the table if it's a variable
Can you show a screenshot of what you are doing?
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"?
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
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?
Are all data tables using the same struct to define the information?
have you tried reading the error
Thanks this is helpful
is there a way to allow unreal data table to have duplicated row names?
ue 4.27
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?
No, each data table row needs to have a unique name.
I figured it out, it's bc the struct needed to be set at the end first, seems to clear the error
Can you show a screenshot. I am curious to see the solution
you make a base item class and all your gold wood and food inherit from item and then you have an array or vector or whatever you want of items
I don't know if this will actually work but it compiles which will let me test it
Yeah, this I get, but I'm more thinking about how to store amount of resources player has. Would struct be good for this like S_PlayerResources? and then I can easy make something cost both food and gold for example using 1 struct?
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.
yes that much I planned for lol appreciate you
I would either save this in my player controller as separate variables (Are you really gonna have more than 4 or 5 types of resources?), or in my player state in the same way if it is multiplayer and you might want to share the data to other players.
Got it. Do I have to store it both in PlayerState and in PlayerController? I was thinking about doing it in PlayerState so it's clean?
If it multiplayer I would only store it in the player state. This is specific for each client anyway. If it is singleplayer I would just store it in my player controller for ease of use.
Thank you!
Comments like this make me wonder if you're a bot.
it was just to make sure that it was the common ui plugin, I wasn't 100% sure
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
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
it depends on how your your actor animation state machine looks
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
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
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.
What if the numbers below 180?
I want it to be at 1 when its 40 basically
If you do ((360 / 180) -1) you can get between 0 and 1. But it only works for a slope in one direction.
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
It sounds like you want to use a curve value.
mhh, I'm going to look this up, give me a sec
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
A curve value with clamping. I think
two curves lol. If it gets below the threshold, wait x amount of time and switch to using the 2nd curve.
Thx
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
Is there a way to get the On Begin Cursor Over event to work while simulating?
cant get it to work
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?
Hey, so I have this integer in a blueprint, and im trying to refer to it in another actor, how can I do so?
You could use the cast to node
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?
I actually am unaware of how to use the cast node, 2nd day on ue rn
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...
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
There is also a few other options btw, casting is usally for actor communication. It allows you to do something as another actor. You can also use Blueprint Communication or Blueprint interfaces
https://dev.epicgames.com/documentation/en-us/unreal-engine/casting-quick-start-guide-in-unreal-engine
https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprint-communication-usage-in-unreal-engine
https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprint-interface-in-unreal-engine
which one really depends on your goal
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!
dont think im quite understanding
its not just the object, I dont even know what exec to use
you don't need to hide lmao
fair
what's exec?
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?
some kind of thing that know a bit about that actor
yes, so basically i have this board, and i want the board to alighn according to landscape
depends on what you want to do...
i have made 2 linetraces that give the location of the points it should be rotated along
so you want the angle it needs to be rotated to align with the ground?
yup
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
is the issue in calculating the angle or rotating the object?
Hi, can anyone help me on this? Its supposed to show the name and how much it cost but it just doesn't work
calculating angle perhaps, im not really sure
would I put cast to in the function that defines the int, or the function recieving the int?
Ill get back to u in a few mins
oki thank u!
can you also turn the snowboard left and right?
Maybe the row wasn't found?
it aligns with the character rotation
whehnever you want to call it
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?
I think you can just manually find the angle by applying Pythagoras. Consider your snowboard as the adjacent line and the collision points as the hypotenus
and the just rotate around the axis you want
is there a way to rotate the whole pawn along the landscape
Here is the general math
🥄
find the angle the same way, using pythagoras like Mori just showed you, and rotate the character as well
know a way to fix that?
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
Make sure you're feeding in a valid row name?
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?
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
yeah i think so, but it just doesn't work
How do you determine the other actor that should access it? Does it happen on event overlap?
I'd suggest you to watch some tutorials before beginning
Yeahhh its only day 2 of ue4 and I kinda just jumped in
@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.
Other options include Blueprint interfaces or blueprint comms, I linked to their docummentation here
Can you help me why it lost link after restarting the ue5?
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.
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.
I'm assuming that occasionally this ends up trying to remove a segment that no longer exists, hence the access violation. Would probably help to get the full error message. What you can try is to add an isValid check before trying to remove a segment and see if that fixes things.
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
thank you so much, i managed to fix it after alot of maths haha, and of course your help!
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?
Nice, looking great (: Glad I could help!
Possibly because you're accessing array index -1 at some point?
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
You could try interjecting these two nodes in your code wherever you use a segment reference or index and print the result. That should let you know if any of them are invalid and in case they are you can not connect the exec any further so the engine does not crash for debugging.
Im fully on board with the idea, but shouldnt it be easy to replicate it?
Ill give that a try Mori
Same crash:/
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.
I assume you made sure to put a branch after the index check and discontinue the exec if its invalid?
Yes
Yep, but would that be possible when the end of the loop is a sequence where the array resets? If that made sense?
Every tick i copy the location array to the mod array, so that i can move the segments on the snake into place.
Well, you're running a foreach loop of an array.... That array could be longer than the PreviousLocArrayMod.
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?
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 😛
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
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.
Can anyone help me with this?
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
Make a startup function and put it all there.
I put everything thats fire once and forget in there, like character refs
Is there a way to make a text block editable in a user widget that inherits from the widget the text block is in?
make the text a variable, set the text to it in event pre construct. then you will be able to edit it
Is your game singleplayer? Why you even connect target if you already use get player controller.
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.
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
Better than forgetting pressing replicate component button and searching why it isnt replicating for a day
That happens too xD
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
Usually the error is explained right at the start
"Access violation reading 0x0000000"
That part doesn’t mean anything
Means you tried to access something from memory that either couldn't be found or didn't exist
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
Access violation literally means you're trying to access a null pointer
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
It's pretty important
Chances are you’re having that blasted character but so if your CMC ‘s details panel is blank, try remaking that bp
debug"
It’s useless in the context of UE for the reasons explained above
Good to know, sure
But useless as to the reason behind the crash
Ive extensively googled that error message and nothing came from it. Did some stuff that idnt have any effect. This is my last idea
I completely disagree saying that error means nothing. It directly tells you what the problem is. Doesn't tell you where. But what
Ok
Check this
Trying to narrow it down now. Know its something memory related, but it crashes randomly and its not reproducable
Are you using a character?
yes
Made any changes to the default cmc?
dont use it at all
