#blueprint

1 messages Β· Page 164 of 1

wheat citrus
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each frame when firing

steel star
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ok. i thought you were just about to call a funciton with an argument

wheat citrus
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oh yea then id use the hit result itself

steel star
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yep

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zero allocation

faint pasture
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how often do you have penetrating hits and how fast are your projectiles going and are they in straight lines?

wheat citrus
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hitscan weapons

faint pasture
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it's just for cosmetics

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then you can send 2 vectors instead of a bunch of data

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Plus what would you rather have, hit FX floating in space or traces that visually miss or hit, disagreeing with the server?

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you're gonna have one of those if you have prediction

chilly geyser
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Can anyone tell me what im doing wrong? Thank you in advance πŸ™

dark drum
faint pasture
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PassRef doesn't pass anything

chilly geyser
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On checkbox changed set static mesh on 3rd person character

faint pasture
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looks like you're passing nothing and then setting the new mesh to nothing

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is that what you want to have happen?

chilly geyser
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Yeah, i dont need to pass anything, i just need it to change static mesh on checked box

faint pasture
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change it to..... what

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how would the checked box know

stoic ledge
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hi

wheat citrus
dark drum
# chilly geyser On checkbox changed set static mesh on 3rd person character

A more correct way of doing this would be to have an event dispatcher on the widget this is called when the combo box is changed. When you then create the widget (while you have easy access to the widget that is created) then bind to this event dispatcher that will call a function on your player character to update the static mesh.

faint pasture
chilly geyser
dark drum
faint pasture
chilly geyser
chilly geyser
dark drum
faint pasture
wheat citrus
faint pasture
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so far I see some widget telling a button "Hey, pass ref"

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not telling the character, telling the button

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button talking to itself it looks like

dark drum
chilly geyser
chilly geyser
dark drum
# chilly geyser BP_ThirdPersonCharacter creates the widget

I would use an event dispatcher then. Add one to the widget and when its created, have it bind to the event dispatcher and specify the delegate (function) you want it to call when the event dispatcher is called on the widget.

Then it's just a case of having the widget call the event dispatcher when the state is changed on the checkbox.

No need to worry about getting a ref of the player character to the widget, (which it shouldn't need to know about) just to call an interface. (which also shouldn't be needed in this use case)

chilly geyser
stoic ledge
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Why is it when i test for server / client, in the game instance i return "isDedicated" "IsClient" and in the game mode i return "isClientAndServer"?

dark drum
# chilly geyser Okay, ill try that. Never used an event dispatcher so ill google some how tos

1: Add event dispatcher to widget and call it 'OnStateChanged' (or something along though lines)
2: When the check box changes it state, have it call the 'OnStateChanged' event dispatcher.
3: In you player character where you spawn the widget, pull from the return value on the create widget node and call the bind to 'OnStateChanged' event dispatcher.
4: Pull from the red square (delegate) on the bind node, and add a 'Create Event' node.
5: On the create event node, have it create a matching function.
6: Add logic for updating mesh.

Done. πŸ™‚

faint pasture
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not great, dirty and gross, but it'll work

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right now you're making that interface call on the button itself, not very useful I don't think

chilly geyser
simple apex
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Hello,

I'm trying to turn some blueprint stuff I have written into a component, as I realized those exist after I wrote it lol.

What I am trying to do is take the current transforms of whatever I attach the component to, store them in an array, and then play them in reverse. I stopped before completing it as I realized the component exists and it would be way more efficient, but this array would then theoretically takes those transforms and if X seconds have passed clear the first indices at the same rate it adds them saving ram.

However, upon trying to turn this code into a component I am left with a few questions

  1. How can I access the current thing (Static Mesh, Skeletal Mesh, Particle, ECT) within the component?

  2. How can I get that components transforms, I cannot access Get Actor Transform for some reason?

  3. What would be the best way to determine if X seconds have passed? Is there a blueprint that counts IRL time?

  4. Is it possible to access the animations of the thing the component is attached to, if so how?

Thanks!

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sorry for the paragraph lol

stoic ledge
cyan berry
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does anyone have a good tutorial on how to make an inventory system for 4.26

simple apex
faint pasture
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Is it just a struct?

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just a row entry into a datatable?

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an actual actor that's hidden?

cyan berry
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itd probably be an entry in an array, easier to access from the code

stoic ledge
faint pasture
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Then make an actorcomponent which contains an array of those, and add events for AddItem and RemoveItem etc

simple apex
cyan berry
stoic ledge
simple apex
faint pasture
# cyan berry sorry, i started using ue in february, do you think in maybe 2 hours you could h...

https://www.youtube.com/watch?v=vHT4MhmwacE
No but he can. Not vouching for if this is any good or not but it's a start.

We are revisiting one of my first series on the channel; the inventory system series, this time with different implementations, improvements, and now in Unreal Engine 5.

In Part 1 we set up the inventory component and some of its core functions and variables that will be in use.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a ...

β–Ά Play video
cyan berry
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ive tried that one lol, not sure if i messed up or not but it broke

stoic ledge
thin panther
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Theres a rule of thumb with most videos and guides. If you followed it and it didn't work, it's nearly always you missed something :P

chilly geyser
cyan berry
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also until i start

lunar sleet
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you hook up whatever event you want to run the bind (usually BeginPlay or if a widget, Construct)

thin panther
chilly geyser
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Got it, it had to go right after the widget was created, Thanks everyone who helped

cyan berry
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mainly the thing i need help with is figuring out the mechanics on an inventory so i can code it myself

chilly geyser
stoic ledge
cyan berry
stoic ledge
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@cyan berry i dont mind helping, but i dont know if ill have the time left in the day or still be around then.

cyan berry
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ah

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what time est would be good for you?

chilly geyser
vivid quarry
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Does anyone have any insight or tutorial recommendations for making a melee weapon system when it comes to equipping and unequipping? I have no problem with traces and the function of a prototype melee weapon in and of itself, but I don't want it all on the player BP with a spawned actor.

chilly geyser
somber elbow
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Guys, I have a BP with a box collision. I want to spawn there inside that Collision box some blocks which are other blueprints. I want it to place blocks randomly inside that volume. Here is what i have. But For some reason it works weird. Please help

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how can i take coordinates from that node "set actor location" to feed them to "spawn actor" in a new loop?

stoic ledge
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instead of the get world location?

cyan berry
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could someone help me code an inventory system at around 10 pm est? ill be on till 1 so if you won't be getting on until later just lmk

cyan berry
somber elbow
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I tried this and got a mess. I just need to tell that node in the end to store its location and in the next cicle just add some value to Z input

somber elbow
cyan berry
somber elbow
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i just want to bring coordinates from here to there

cyan berry
# somber elbow

variable setting and custom events, maybe a return value and if it gets it right do another, else retry?

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idk im fairly new

stoic ledge
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where u set the variable, ur on the right track. im assuming it just overlaps them though

somber elbow
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i dont want to go that way with checking range. Its too complicated for me. I dont know how to do that. So i just want to take last coordinates, add some value to Z axis and that way i will make every next platform higher that previous one

cyan berry
somber elbow
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yeah

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i made almost the same just it adds random from 50 to 150 for example every cicle

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but it doesnt look like it stores the location of that previous platform at all

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i cant even bind these two guys

cyan berry
chilly geyser
# somber elbow

That data type is transform not location i think (not sure if this is useful to your solution)

stoic ledge
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@somber elbow you need some math, or it will just place the 2nd object onto the first

somber elbow
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something weird is happening

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it makes too many blocks

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it should be only 5 in each area

cyan berry
somber elbow
cyan berry
somber elbow
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5 platform per tiled piece

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just for some reason now its flooding me with platforms

cyan berry
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you don't have anything connected on the completed do you have loops in loops?

chilly geyser
somber elbow
chilly geyser
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You can also right click on that world transform and click split structure pin, then use world location instead of world transform, and change the data type to world location

somber elbow
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im trying this one

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just somehow i should tell it to grab that transforms from that SET node and use them in the beginning

chilly geyser
chilly geyser
cyan berry
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ill be back in 2 hours

chilly geyser
stoic ledge
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are you still get to many?

faint pasture
# somber elbow

doeble check your math if it's still acting weird, draw 500 debug points with that randomization math

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btw there's a get random point in bounding box

somber elbow
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thats the best result i have. I feel im kinda close, but it doesnt work as it should. It doesnt take in consideration the last coordinates from "spawn"actor

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it just adds some to Z axis. But it adds not to the last bosition

stoic ledge
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becaues ur iterating over the same math each loop

somber elbow
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yes

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how can i make it take last value into consideration?

stoic ledge
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this needs to be re-set to the new platform.

somber elbow
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no

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its X value

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its fine

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i should add those values to z somehow

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how can i do this?

stoic ledge
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all u need is z?

somber elbow
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X works fine

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now nothing connected to get actor location

stoic ledge
somber elbow
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no

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i have errors

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i just dont understand

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i have 4 cicles. Every cicle new spawned platform should be higher than previous one.

stoic ledge
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u need some sort of variable like 'n' which increases each loop. right?

somber elbow
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kind of

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this part should do that

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but now get actror is not connected to anything

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i pick wrong nodes and it doesnt work as it supposed to

stoic ledge
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what is this blueprint class?

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are you spawning from the actor you want spawned?

somber elbow
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yes

stoic ledge
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thats not good ;p

somber elbow
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what should be in the beginning of the chain to feed the result location on the end of the chain so the next spawn platform will be higher than previous one?

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i cant understand it

simple apex
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Quick question, what node is this?

stoic ledge
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If you are spawning the new platform from the platform actor class, the new actor will have its begin play fire and its spawn platforms function executed.

stoic ledge
simple apex
hollow lagoon
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Hello ! How can I set the intensity of my directional light through a widget ? I'm a beginner with blueprints πŸ˜„

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my issue is I dont know how to "fetch" the directional light in the scene

stoic ledge
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i think its because its more than 1 . and ur are trying to cast 1 to 0

somber elbow
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i dont understand what im doing wrong and why is it so rocket science

lunar sleet
stoic ledge
lunar sleet
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I have seen no screenshots of a cast node either. Are you using the wrong terminology @somber elbow ?

somber elbow
lunar sleet
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where is the cast you were talking about?

somber elbow
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should it be there? i just trying various options here

lunar sleet
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no

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if you're using spawn actor, you don't need to cast

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just drag from the return value

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a cast takes a reference and checks its type against a class. If successful, it allows you to access its insides. If you're spawning something from a specific class you don't need to check if it's the right type, it's obvious that it is, you selected that class

stoic ledge
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the loop is only 0-4 how do you have so many?

somber elbow
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because it is tiled blueprint and it takes all the platform from all the tiled blueprints and place them into one spot

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is it really such complicated task?

lunar sleet
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as for your actual issue, if you're just trying to spawn a platform higher than the last one, get current location, split the vector, get Z, plug current X and Y into new set location, take Z, add 20 (or w/e) to it, plug it into new Z

lunar sleet
somber elbow
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here is what i have now

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i believe the problem is here

lunar sleet
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are you just trying to change the Z or also Y?

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and what is the current result of this code? what happens?

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also idk what the value of your platform position range integer is, but unless it's a negative value to begin with, multiplying it by -1 and feeding that into the Max of the range will prly not do what you want

somber elbow
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this way it works

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and the platforms arranges as they should be

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but when i switch back my tiling (which worked perfect before) it became a mess and it spawns all thes platforms from other tiles into one tile

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as soon as i activate that lower line Tile platform

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i got this

stoic ledge
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it seems its repeatingely calling the event begin play on the spawner

somber elbow
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hmm

stoic ledge
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you demonstrated the loop working byitself right?

somber elbow
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not quite sure what it means

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should i change begin play on something else?

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Basically, that's what's happening.

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so somehow i should tell the bueprints that loop1 should spawn in tile 01, loop 2 in loop 2 etc

stoic ledge
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@somber elbow im just saying that when u tested #blueprint message this it worked right?, so it doesnt seem to be how the platforms are raising.

somber elbow
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yep there it works perfectly

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but it doesnt works well with lower blueprints which make thes tiles

stoic ledge
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yea, maybe put the platform spawner logic inside the tile spawner logic.

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or no?

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then when the tile gets destroyed so should all the platforms

somber elbow
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hmm makes sense

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so the positioning of the platforms is fine in upper line.

stoic ledge
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well, everytime a tile is spawned, your function to spawn 4 platforms would fire too.

somber elbow
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thats what im trying to make

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Thank you guys for your help. I will try to finish it tomorrow. Looks like i should work more on the lower blueprints

stoic ledge
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when i pass the Customcharacter into node, but set the reference type to Character, why cant i use the Customcharacters member functions when using the character reference

simple apex
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Two questions

  1. I am just about to setup a test for a component I have been coding, however for the component to work I need to set the parameters in the (first image) so it knows what to reference in the object, yet it comes up completely blank. Any ideas as to why?

  2. How can I access a Boolean variable from a component, as per the second image it does not exist lol.

Thank you!

stoic ledge
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i believe you need to create the Ucomponent.

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AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame
PrimaryActorTick.bCanEverTick = true;

// Create and attach the component
MyNewComponent = CreateDefaultSubobject<UMyComponent>(TEXT("MyNewComponent"));
MyNewComponent->SetupAttachment(RootComponent); // Assuming RootComponent exists

}

simple apex
stoic ledge
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hmm

simple apex
stoic ledge
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in ur ucomponent .h file. UCLASS(DefaultToInstanced, BlueprintType, EditInlineNew, Blueprintable)

simple apex
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Thank you for your help!

finite hearth
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If I am not using tick on my actors, should I go back and set "start with tick" = false; or is non-use the equal performance as disabled?

tribal gazelle
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Is there a way to get a reference to a flashlight component on a character from within an actor component without directly casting to said character? Like going down the heirachy and casting to the character node? Or would I be better off just building it into the character blueprint (which I am trying to avoid)

finite hearth
chilly geyser
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is there anyway to use this node without disabling the "I" key?

frosty heron
chilly geyser
frosty heron
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K but that node got nothing to do with any input keys, you just happend to run it after you press an input.

You can call the node, how ever you want

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When ever you want

chilly geyser
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Without disabling the keyboard?

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specifically the I key

frosty heron
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The node it self has nothing to do with keyboard what so ever

chilly geyser
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When I run that node, it disables the keyboard

frosty heron
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U call it when you want your UI to consume your input. Period

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Yes because you set the input mode to UI

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It consume your game input

chilly geyser
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Right, but I want the I key to still work while in ui input

frosty heron
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Then use set input to game and UI

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Instead UI only

chilly geyser
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I don't want to be able to walk or move camera while its up though

frosty heron
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You can add extra check for that. I would make a macro that checks if the character is in cinematic, inventory etc

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And just add a branch on your movement logic

chilly geyser
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The workaround worked, thanks

dense badger
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Anyone know why "Find in All Blueprints" just hangs sometimes returning no results, forcing an editor restart to be able to search again?

lunar sleet
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Haven’t had that, are you low on RAM or something ?

dense badger
late lynx
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how can i make an enldess game so that it doesnt reach world end

dense badger
# late lynx how can i make an enldess game so that it doesnt reach world end

That's a big question, but the short version is you use some kind of generated world. You generate the space near the player and as the player moves around you clear away where they left and generate more where they are headed. You'll want to use some kind of seeded noise function that is based on actor location to decide what to generate. You'll sometimes see this reffered to as a "spatial hash" that ensures that given a specific seed and a specific location you will always see the same result.

I'll also add that every so often you will need to "rebase" the players location back to the origin in Unreal or you will start seeing issues as unreals world is only(?) 88million km cube so eventually you will hit the edge. This can be tricky if you have a lot of dynamic actors and want to do it seamlessly. It helps if you can have some gameplay excuse for hiding the transition, like a magic portal, or going to sleep, or load/save or something.

Again, really big topic and lots to learn there but the above phrases should get you started google searching.

late lynx
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i was looking for reposition assets but implmeneting it and it should be seamless and etc

silk bay
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Hello, I want to spawn some loot when this trash is picked up. What action do I use to spawn another actor once something is destroyed? (I'm using the Nice Interaction system)

pastel garnet
modest monolith
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I have this actor that when he spawns, he follows the player based on if the players is looking at him or not.. when this actor dies or gets despawned, the next same actors who gets spawned don't follow the player unless I look at it for the first time. Why is this happening? (I can provide screenshots)

pastel garnet
#

always provide screenshot/recordings, its hard to understand without context

modest monolith
#

@pastel garnet

modest monolith
#

Or you can just run the code required and then destroy the actor

pastel garnet
silk bay
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the Spawn Actor has transform but not location- how do I get it to spawn where the destroyed actor was?

modest monolith
modest monolith
grim sand
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Anyone know why the gamepad face buttons trigger both pressed and released when you hold the button? This is happening when using Enhanced Input on 5.3.2

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The keyboard equivalent button for this same enhanced input, which is setup the exact same way, doesn't display this strange behaviour

pastel garnet
lunar sleet
modest monolith
grim sand
# lunar sleet Bad gamepad button?

Yea I checked that, but all gamepad face buttons behave the same. And when I don't use Enhanced Input the gamepad input is registered properly.

lunar sleet
modest monolith
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The actor just stands there menacingly till I give him a glance. The first one instead, just does its job as soon as spawned

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But they're both the same BP

grim sand
pastel garnet
silk bay
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ok I'm able to spawn an emitter at location but not an actor BP. Any ideas?

grim sand
silk bay
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ok, I tried a sequence and that didn't work either. So maybe only one thing can be called?

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nevermind, I switched the order and the emitter still spawns, but not the BP

pastel garnet
silk bay
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it's not breaking anywhere, just not spawning the actor BP

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oh I see... I'm trying to spawn an actor BP that it doesn't like. I was able to spawn other stuff

modest monolith
pastel skiff
#

hey so i got this code, its sapust to play a foot step loop while moving but when i move once it jsut loops forever even when im not moving, its wierd becouse it works fine in me previus project (the previus one was in 5.1 this one is in 5.3)
anyone know how to fix it?

maiden wadi
# pastel skiff

Your previous project was likely not using Enhanced Input then. EnhancedInput stops triggering when you stop pressing the key unlike the old input system that would constantly tick every axis style input. Move everything from the Branch onwards to a Tick event and it'll probably work fine.

steady sundial
#

Hi guys stupid question; Can anyone tell me how I disable this tooltip I get when I hover the output nodes pin? thk you

dark drum
# pastel skiff

Starting the timer should happen on the 'Started' pin on the input action and clearing and invalidating the timer should happen on the 'Completed' pin. You can probaly remove the do once node.

glass blade
#

can someone write me this bracket > my keyboard doesnt have the opposite facing one

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gottta love budget tesco keyboards

lethal pollen
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Hi!

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What do I have to do to rotate an actor's forward vector to point to -Y?

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Thanks.

spice flicker
#

I have two tasks for my project that I don't know how to implement. I am focusing on the game Phasmaphobia, it has a camera and a flashlight.
Task 1: Make a camera that can be held in your hands via RenderTarget, but how to display objects in this camera that will not be visible in the player's camera?
Task 2. UV flashlight that illuminates objects that are not visible without it (ghost handprints).

chrome pumice
#

guys does anyone know why my struct pins are keep converting to something called "fallback struct" every time is restart my project?

warm island
#

hey, i hope this is the right channel for the following question regarding control rig scripting:
i just want to increment a value (cpp equivalent to +=). i tried to do it like in the picture but the result is, that "TestFloat" seems to reset to its default value of 10 and then the subtraction happens, so that "TestFloat"s value is never less then 9.84...

this line of code gets called in the forward solve. does anyone know why that happens / how i can properly increment values in control rig or should this actually work what i am doing?

trim matrix
#

Hi fellow blueprinters, I am having an issue replicating a certain variable from my player controller class to the server, I am trying to set an enum i made for a vehicle selection thing i am making, and for some reason, the server doesnt get the updated variable from the player controller, it just goes to the default value (whatever is set in the player controller within the blueprint) I have put the thing in a custom event to run on server but it doesn't work?

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The script is located within my widget btw

frosty heron
#
  1. Widget don't replicate
trim matrix
#

what should i aim to do instead?

frosty heron
#

If you are not comfortable with Object Oriented Programming, I do start with Single Player.
If you are already comfortale with that and have made single player games, I do start with #multiplayer compedium.
Once you read through them, try to attempt syncing a variable accross all machines.
If you fail doing that, read the compedium 4 more times and repeat.

trim matrix
#

okay then, thanks for the help πŸ™‚

frosty heron
# trim matrix okay then, thanks for the help πŸ™‚

Try to avoid youtube blueprint tutorials especially for multiplayer. A lot of them are just straight up wrong.
Don't use multicast unless you know what you are doing with it. TLDR, if you need something to be sync, Multi cast is not the way.

trim matrix
#

Okay then

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reading the compedium rn

frosty heron
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Exi's compedium and Wizards tips and trick.

worthy jasper
trim matrix
#

I may need to redo the project, its so messy and terrible D:

worthy jasper
#

So in your example there, rather than the client telling the server what vehicle to spawn

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The server should keep track of which vehicles the players have access too and as a basic example the client can request an index of the vehicles they have access too

frosty heron
#

If you want to spawn something that will get spawned on every machine, you should spawn on Server side anyway.

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If a client spawn something, it will only be available in that client machine

worthy jasper
#

Indeed

frosty heron
#

and often with bad codes and the wrong way (multi cast) people end up making copies

worthy jasper
trim matrix
#

Most of my code is just run on server multicast garbage that would probably just self ddos a server lol

worthy jasper
#

Multicast has its uses but it’s not your only option when a server needs to pass information to a client

frosty heron
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Multicast just mean, run this event/code in every connecting machine

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so what happed when a player has yet to join the game or outside relevancy?

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they don't execute the code and you have de-sync

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It's only used for something that won't matter if it doesn't get run.
Eg, a chat system where you don't really care previous history. So when a player join, they can read incoming chats, but they don't need to know the previous chat other people have commited.
Or Special effects, where if u don't see the blood, who cares?

#

If something has to be in Sync, don't use multicast

trim matrix
#

Alright then, im probably just gonna make a copy of my project, remove all the junk and then replace it with better code using the compendium as a guide. Thanks for the help πŸ™‚

worthy jasper
#

It’s harder, there are more considerations, but that’s how ya learn

trim matrix
#

Learn from mistakes

worthy jasper
#

Yep and test and iterate

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You will find out pretty quick if it’s not running well πŸ˜‚

trim matrix
#

Yeah lol

frosty heron
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I don't agree with that, if one still struggling with references and OOP, they will end up shooting them self in the foot and wonder why their code isn't working because they now have to worry about more than one instance of the game and that will just confuses them way more.
At the end of the day, you do what you want. But imo, skipping the steps never end well.

worthy jasper
#

And that’s fine but I don’t really agree with the make a single player game first then multiplayer

trim matrix
#

okay, i better go off and sort my project out then, see you later

worthy jasper
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Best of luck!

worthy jasper
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and if you aren’t under any pressure to release a game it’s alright if it takes you longer cause you don’t know what your doing yet

frosty heron
#

you most definitely do. I can't imagine a working multiplayer game without knowing OOP.

worthy jasper
#

Yeah but that’s not what I’m arguing

#

Yes you learn skills that can transition. But you can also learn that starting with multilayer. If you already have a background of programming you may not need to relearn OOP

frosty heron
#

Oh well, it's just my opinion and I can only offer opinion that I will give to my old self

worthy jasper
#

No I hear ya and it is a good talking point of not biting off more than you can chew

frosty heron
#

Yeah and unfortunately people find multiplayer gate keeping rather very early.

worthy jasper
#

But if your game is small you MAY be able to get away without C++ , lot of variables

#

But yeah it all expectation management

frosty heron
#

Sure, I think turn based game/ card game are doable in multiplayer

worthy jasper
#

Hence why β€œmy first project is gonna be an mmo” isn’t a great starting point XD

frosty heron
#

but competetive shooting, MMO, etc. That will remain a distant dream if they don't want to learn what it takes, imo.

#

no matter how much they wish, the tool is just not cut for it.

worthy jasper
#

Yes there are more considerations with that yep

#

an MMO has an entire backend you have to worry about πŸ˜‚

#

Competitive shooters are simple on the surface but get dicey fast

night pollen
#

hi everyone, im making a 2d game and im trying to connect my two levels but when i teleport to the other level, my character doesnt spawn. can someone please help?

frosty heron
#

are you just opening another level

night pollen
#

like when you finish one level and wanna move to another level

frosty heron
#

Another level (world) another entity.

night pollen
#

map rather

frosty heron
#

it doesn't care about your previous old world.

#

if you don't spawn in that specific level, check your game mode (if you are spawning via game mode) in the problematic level.

worthy jasper
frosty heron
#

show pictures of it

night pollen
frosty heron
#

open the level where you don't spawn and show your world setting.

night pollen
#

sure

#

this is the bp on the gate actor that im using as the portal

frosty heron
frosty heron
worthy jasper
frosty heron
#

Also use Open Level by soft ref. Don't hard code a level name.

frosty heron
#

or anything really.

worthy jasper
#

Not immediately saying something he isn’t asking is wrong I’ll get there later

#

That’s also fine for prototyping

#

Which is likely where the project is at

frosty heron
night pollen
#

it opens the new world like this but thats where the character is supposed to spawn

night pollen
worthy jasper
night pollen
frosty heron
#

Well first of all, you got a bad size there. That can cause the player to not spawn depending on the Spawn Rule.

#

you need to give enough room for the player to spawn. In your picture the capsule overlap with the wall/roof.

night pollen
#

okay

#

is there something i need to change to the bp

worthy jasper
#

Something you can also double check, try playing directly from your level 2 and see if it’s otherwise normal/spawning you

#

Could help narrow it down

frosty heron
#

probably not, right now try to give enough room for the capsule until the bad size text dissapear.

night pollen
#

when i use the gate the issue still happens

queen heron
#

anyone knows the reason why the mesh is distorted at the end of the spline?

night pollen
#

the same things happens when i try playing directly on the second level

frosty heron
#

Show picture, check if you give enough room, then check the World Setting of the level.

queen heron
#

here is the blueprint where I'm setting the start and tangent

night pollen
#

thanks dude

#

also one more i hope you dont mind

#

how do you start the game from the main menu? like i have a seperate world where the main menu is set but idk how to start the actual game from main menu

#

do you get what im saying?

worthy jasper
#

There is a field for defining the level for game start

#

And if you really want

#

One to determine what level the editor starts up with

night pollen
#

thank you!

#

this is my first game and its for a uni application 😭

#

i really need it to be functional

worthy jasper
#

very nice!

#

May your compiler be error free and only contain warnings πŸ˜‚

#

(Which can safely be ignored I assure you πŸ˜‚)

night pollen
#

@worthy jasper @frosty heron would either of you be interested in playtesting this in a couple of hours?

heavy lynx
#

Hello hello, I've been struggling for a few hours on an issue that felt obvious but after trying again and again I think it's not that obvious...

So my goal is to rotate an array of actors around the last item in the array... I had found a solution on the forums but it only works in world space or if the actor doesn't have any rotation, I'll post a screenshot of my current solution below.

So I figured if the code works in world space I just need to convert the rotator to the local space of the last item and it should work, but I haven't found any way to do that...

For the details, my delta is in world space and is controlled by a rotation gizmo, when one axis is dragged it outputs the axis delta which is the input of the function

worthy jasper
night pollen
marble tusk
queen heron
marble tusk
# queen heron number of spline points added by 1

That's probably it. You want to add one spline mesh per segment of the spline, so that would be one less than the number of spline points. However, the first spline point will be index 0 instead of 1, so that's another one less. So you likely need to do number of spline points minus 2

queen heron
#

yep! that fixed the problem!

#

funny enough, I followed the blueprint setup from a tutorial

#

one sec

#

Hi everyone! Welcome to Part 02 of the Spline Mesh tutorial. In this part of the tutorial, I will be going over how we can create the Spline Mesh Blueprint, and also how to have some parameters to appear in the details of the viewport for us to edit. Hope everyone can learn something new from this tutorial and thank you for watching!

#unrealeng...

β–Ά Play video
#

and they're using ue5

#

and they had no issue

marble tusk
queen heron
#

oh for crying out loud, I saw it as an add instead of subtract

#

cause I wasn't viewing the video at full quality

meager igloo
#

How do I add a convex collider to a Dynamic Mesh?
I need it to be movable with physics

true valve
#

I'm using enhanced input for press and release. If I press and hold then move quickly to the left/right, then release the button, it doesn't execute completed node.

meager igloo
#

my dynamic mesh just falls through the level with a simple collider enabled

woven shore
#

in terms of shooting system, which one is better both visually and functionally, by using projectile or hitscan?

strange gyro
#

HelloπŸ‘‹
I'm struggling to add components via blueprint in editor for a tool I'm building. The tool uses Instanced Static Meshes and places rocks. Up until now I just added one ISM component to the blueprint with the 'Add' button in the components tab. Now I want to place different rocks, so I used the node 'Add Instanced Static Mesh Component' to add as much instances as I need. The problem is that if I add the ISM's via this node they will disappear after a project restart unless I recalculate them each time which I don't want. Is there a way to add components via blueprint the same way the 'Add' button in the components tab does?

undone sequoia
#

Guys I need tip I have AI plane, which is chasing me , I am his target point he flies like this he use find look at rotation his location and my location and he flies to me, but I need somehow get distance between his vector and my vector in 2D , in monitor so if he will aim right at me it will be 0 when he will aim somewhere else than on me it will be more like 0 because there will be distance, i cant compute this any tips?

dark drum
elfin lagoon
#

hey guys, how to get and set Material instance parameters in the another BP?
like opacity and color

undone sequoia
fair tapir
#

Is it possible to see where in a blueprint a reference (seen in the reference viewer) is located?

undone sequoia
dark drum
undone sequoia
#

yea

#

i want this distance between rotation 1 and 2 πŸ˜„ to easy explain will try something else

dark drum
undone sequoia
#

while they are in 3d world

#

but it should be just X Y

#

not depth

tulip anvil
#

that would still just be a location, you just leave out the Z coord

dark drum
undone sequoia
# dark drum ?

tried it but propably vector convertion to 2d was wrong

#

i got false output

barren tangle
#

Why does it work? is it the same as a foreach loop? if i put all of them into an array?

lofty rapids
tulip anvil
barren tangle
#

so i guess it's the same as a for each?

#

I have created a BP with a single cube mesh and a Dynamic Material Instance. I change the color of the instance with a Timeline + a Lerp. It was ok. I put 6 of them on my game i didn't have any issue.
I try to improve the code.
I create a BP with 6 cubes. and all of them an Material Instance Dynamic. I change the color of all instance in the timeline + a Lerp. But now, i have performance issue.
Why? Should i understand that the TimeLine create a new thread? and to have 6 BP doing the same same thing but with their own timeline is better than having 1BP doing the 6 update inside 1 Timeline??
With the profile tool i can only see that i have a peak when i activate the function with the BP and the 6 cubes.
But for me it doesn't make any sens. How could i confirm that "thΓ©orie" that 1 BP instancied 6 times is better than 1 BP with 6 instance of a cube?

tawdry walrus
#

Is there an easier way? then this.

trim matrix
#

Maybe you could use interfaces instead for interaction

tawdry walrus
tawdry walrus
trim matrix
#

oh

tawdry walrus
#

I don't want to make it in the player collision to check if the player overlaps with something that have the interact interface

cold shore
#

Hi, I've been trying to stop a dart after entering a collision volume of a dartboard. I am stopping it by disabling physics and gravity once the tip of the dart enters the collider BP. It works, but the moment the dart stops is different for each dart and it looks bad and will impact my implementation of actually scoring the points... I actually kinda understand why that happens, but I've enabled all things that could help (that I know of) and it still persists. I have enabled all the "precision" collision settings that I know of. Is there any other way to make it more precise? Dart is not flying all that fast, all things are close to real life (dart and dartboard size, dart speed etc.).

thin panther
tawdry walrus
thin panther
#

it's as simple as on interact key pressed, fire a sphere trace forwards, for however long your interact distance, then checking if the hit actor is valid and implements the interface, then calling the interface message on it

#

there are other ways you can go, say for showing interact UI.
They mainly involve firing said trace on tick, storing the actor, and then just doing the part of checking and interacting on the interaction key press

chilly geyser
#

Is there a way to get the new image to persist even after removing from parent or setting visibility? (Save Widget Image change)

  • currently it just reverts to default if you remove from parent or set visibility to not visible.

EDIT : Solution : Sequence then Do Once so you don't create a new widget every time.

tawdry walrus
marsh pilot
#

Anyone know how to remove an overlay material? Doesn't seem like I can set it to none

chilly geyser
granite elk
#

accidentally X'd out my blueprint panel on the left in graphs. How do I get it back?

thin panther
#

Window > Layout > Reset Layout

#

Or just in Window open the panel again

granite elk
#

thank you both.

maiden wadi
dark drum
#

Does anyone know if there's a more general way I could handle this? I was hopping to find an event dispatcher I could bind on the enhanced subsystem but I can't find anything useful.

My goal is not having to actually add the input action events to the character and instead just denote the input actions in a list and have it handle everything automatically if the list is changed.

marsh pilot
maiden wadi
#

I'm relatively sure it does. If it's not unsetting it, make sure you have the correct component and that you're not setting it back to the old one at the same time somehow.

errant moss
#

Hello All, When it comes to making asset libraries/inventories, what is the typical format/structure that one would use to create such a system? I'm having a tough time building a mental picture of all the required elements and their relations to one another and how they're implemented

#

I understand that typically you would use structs and datatables? but how is the information pulled from them?

errant moss
# cold shore Hi, I've been trying to stop a dart after entering a collision volume of a dartb...

Are you using collision volumes to detect contact with the dart board? If so i'd switch to a trace system instead, it looks to me that the inconsistency in the stopping position is coming from the distance that the dart travels between ticks. I.E: you have a tick rate of 1 second and a time to impact of 1 second, you throw a dart at 0 seconds, it lands at 1, you throw it at 0.2, it lands at 1.2, meaning it continues traveling for 0.8 seconds before the contact is registered.

cold shore
fair tapir
#

Is it possible to find where a reference is in a blueprint from the reference viewer? Because reference viewer says there is one, but I can't find and it doesnt show when searching.

errant moss
#

give this a go

#

alternatively you can get the same result using a sphere trace, just requires a bit more setup

cold shore
gray hare
#

When I put a breakpoint in my widget blueprint and it gets hit, I'm hitting a debug_break in FSlateApplication::EnterDebuggingMode(). I've never experienced this at work. At home I'm using 5.4 binaries. Thoughts?

errant moss
cold shore
turbid bison
#

you could also simulate the launch. and just have the dart go down a spline

torpid imp
#

Hey guys, I have an urgent question here, why can't my BPI call event?

#

(solved)

#

I can only call function or send message

#

I already searched everywhere

#

tried all the keywords

#

If anyone know about it, please, I really need help

cold shore
turbid bison
#

you can simulate a launch

#

and make a spline along the trajectory

#

which returns this:
Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.

cold shore
turbid bison
#

you're welcome πŸ™‚ always a pleasure to help

#

dont score the points too soon. else the players will know you "cheated" πŸ˜›

dusky cobalt
#

Can I store Sensed Actors in the array, create interface, Get Sensed Actors, and then send message to AiController of the owned pawn to get these? Will this work?

#

I want to do it from BT Task

crude dew
#

Hi, I have a blueprint which I feel is getting out of hand as its quite a mess now and am wondering if some of the things should not be inside it. I have the following (I wont post the BP here coz its a bit big and messy, If anyone wants the BP I,ll post it into BlueprintUE if asked)
1 : Player Presses 1
2 : Player Spawns Projectiles
3 : Projectile has OnHit Event Despatcher (Player is subscribed to and has Custom Event for it)
4 : Player Updates HUD with Spell Mana Cost
5 : Player Updates HUD with Spell Damage
I kind of feel this is too much for the "player" but im not sure.

I,ve just realised that I am almost writing a whole system loop inside of player, When I think the Player should have an Event called Fire Projectile and pass a value to a function to decide what ability to perform... IE... 1 = Fireball, 2 = Firecone... etc... then it should be handled within the Projectile BP

dusky cobalt
#

Projectile should be for sure bp on it's own as a base class, and then you can do special projectiles (fire, ice, dark matter or anything) from it.

#

you might even want to have it like bp_spells into 2 bp projectiles and aoe, and then from these you would have individual ending spells

dawn gazelle
# crude dew Hi, I have a blueprint which I feel is getting out of hand as its quite a mess n...

The Player shouldn't care about updating the HUD. The HUD should subscribe to event dispatchers on the player that are called when these values change so the HUD can update itself, with the bonus that you can change out or add more to your UI and not have to make changes to your player (other than maybe add more dispatchers)
The projectile itself should likely handle whatever logic it can handle. You can pass along the player's pawn or playerstate as the owner so if you need to, you can still get a reference back to the player within the projectile. I'm not sure what your usecase is for having the player subscribe to the projectile's OnHit event, but unless your player actually needs to specifically know about something getting hit it may not be necessary at all.

haughty snow
#

Is there a more efficient way to add a bunch of individual float variables into an array? Or do I have to just drag them all out and connect them with "Add" nodes like this

haughty snow
#

oh thank christ

#

ty

#

do i have to right click -> add node or is there some kinda way to set the amount I want

lofty rapids
#

make array has pins, so you just add pins and connect all the numbers

haughty snow
#

yeah i just mean it has 1 input pin to start

#

so i gotta right click -> add pin to add more

#

was hoping i could just drag em onto it lol

lunar sleet
#

That only works for function and node events iirc

dawn gazelle
#

Parent's variables are already available in child BPs.

wide scarab
#

Does someone know why this isnt working?
Character is from BP Third Person and this is my Animation Blueprint.

dawn gazelle
#

I think 25 might be a bit too low.

wide scarab
dawn gazelle
#

I'm not sure I follow. When you define a variable on the parent, the child will also have those variables present.

#

Again, they are already available to use in the child.

#

They should be listed in the default values even.

stoic ledge
#

@dawn gazelle i got my message to replicate properly πŸ™‚

next hollow
#

I'm unsure if I should put this in #gameplay-ai or not, given its not directly behavior tree stuff, or something to that effect.
I'm wondering if theres a way to do either:

  1. Make an AI avoid an actor as if it has no nav mesh around it (else it just rams its face into the actor, because it thinks it can path there)
  2. Edit base like ai handling, or some obscure project setting so that AI can/ will still navigate to the closest possible point when navigating?

My issue is that I have an actor that AI will go to, but that actor also has to block the nav mesh.
Else, my AI will just ram there faces into the actor when moving around.
Or, since the nav mesh is gone, it won't navigate there at all.

faint pasture
next hollow
#

I saw that, but it seems to just be a like I will mark myself as success when I reach this radius
Not a I will path if its within this radius

#

Because, yeah the AI MoveTo does have that radius

buoyant turret
#

when quitting the game with the menu open...? Why?

jolly radish
#

My character keeps moving after not being given any input and the enhanced input action mapping event keeps triggering. This is resulting in my player moving when nothing is being pressed. Any ideas?
It only happens after sliding

#

like this is just getting perma triggered if i slide, wait for the slide to finish and then let go of the directional input

buoyant turret
#

figured my bug out, needed to check for character instead of componenet

gaunt monolith
#

Hey everyone, i'm trying to add a day/night cycle, but i can't figure out how to add a different texture to the night sky, because right now it's just pitch black. Any suggestions? Code for the cycle and method i was trying for the texture in screenshot.

#

I have two directional lights, one for the day and one for the night

faint pasture
#

unless you're enable/disabling the other one

faint pasture
# gaunt monolith Hey everyone, i'm trying to add a day/night cycle, but i can't figure out how to...
Epic Developer Community Forums

With the new sky system no longer using a sky sphere how are we supposed to get stars in our scenes? (Yes, I could still add one and blend it in and out, but that feels like a step back.). Does epic plan to add a star option to the β€œsky atmosphere” at any point? I’m hoping I’ve just missed something, but if not, does anyone have any interestin...

#

You'll need a sky sphere I'm pretty sure

#

then just drive its material by time of day as well and you're in business. You want a material parameter collection for this

#

just set time on the material parameter collection and anything can respond to it

round spruce
#

A bit too much ss but just to be clear. My issue is i made a bullet pool using those functions in the screens . after fetching few time from the pool and returining to it the bullet collision is still set to no collision despite that all the other paramters got changed whyy is this happening . iam not changning anything else where

raven nest
#

Hey guys! Our level designers want to have multiple PlayerStarts in a level that we could select in a main menu to chose where to load in on level load. It's more of a debug thing atm but down the line, it would be used as checkpoints.
Is there a way to get all actors in a level that isn't loaded yet? :\

dawn gazelle
# raven nest Hey guys! Our level designers want to have multiple PlayerStarts in a level that...

No, but rather than reading your start positions on the level itself, it could be contained within a data table and then you can place an actor that displays and handles the start positions for you, including updating the data table values for the particular level - you'd probably also want a custom start position actor so it can register itself to such an actor. Doing something like this should then allow you to read the data table and have a reference to the specific start position you may want to use within a level without the level needing to be loaded.

waxen fog
#

Hi everyone, so I am having an issue where when multiple controllers are plugged in and I try to play in viewport, only player one focuses on the viewport. The others focus on the editor itself i guess as when I click buttons it opens menus in the editor. I see a blue highlight for what is selected but even if the viewport is selected it never seems to focus the input on it. However if i play in a standalone game multiple controllers work fine. Any insight to why this is the case would be much appreciated thank you!

spark adder
#

how do i move the anchor of this object to be in the corner so it can open like a normal door?

crude dew
faint pasture
crude dew
#

Select Modelling and then Edit Pivot and you,ll be able to move the pivot point , Or you can do what Adriel said. πŸ™‚

spark adder
faint pasture
#

or edit the mesh to move the pivot point. Drib just showed you how

astral fiber
#

I have two Actors, Actor "Parent" and Actor "Child"
Actor "Parent" has a ChildActorComponent of the class "Child".
Is it possible in the Parent Actor to influence the appearence of the "Child" Actor inside the Construction script.
For example set a variable of the child actor which would edit its appearence?
If I do that it does not work

frosty heron
deep lagoon
#

Hey!
Looking for a bit of architecting help

I want to make a checkpoint system local to a level / game mode
eg. updates the players spawn location, and on death resets the level to where it was at the last checkpoint, ammo, enemies guns etc

the complication is that we are making an anthology game so the game instance and save data architecture may not be the best place to do this

additionally the "save" system only needs to persist with the session, if the player leaves and loads back in later we don't need to preserve any of the checkpoints etc

what is the best way to go about this?

frosty heron
#

I would Pair the save game object with the level.

#

You can do that with a map. But for some reason World can't be declared in bp.

steel star
#

uhhh where do i adjust the far plane distance? dont see it on SpectatorPawn, or PlayerCameraManager, or PlayerController, or ... this is what im seeing here right?

strong lance
#

I have a variety of actors in my outline that derive from different 3D sources:

  1. An alien from Mizuno
  2. A hippo from turbosquid
  3. A cube mesh from the place actors menu.

Essentially when raycast , I want a callback for each object:

  • the hippo audio plays
  • the alien animal animation plays
  • the cube’s material changes

What is the easiest and fastest way to implement this with blueprint?

I was hoping that from the ray trace function I could call callback for each actor , but wasn’t sure how to implement said callbacks.

What is the best way to implement this

steel star
#

is this 'raycast' actually the cursor? because it would then be as easy as hooking into handling cursor events that already exist

faint pasture
faint pasture
twin shale
#

Does anyone know if there's a way to store a function callback as a variable in Blueprints? I would like to set up dynamic callback functions

twin shale
faint pasture
twin shale
#

Ideally I would just pass a callback function and then I do basically no additional work

faint pasture
#

maybe the messaging system from Lyra?

twin shale
#

Oh...maybe. I already yoinked that from Lyra and slapped it in my project, but I mainly use it for UI stuff

wise ravine
#

Hey which logic gate do i need that will make the Branch true only if the top variable is True, and the bottom is False

spring osprey
#

Hi guys, I wanted to make this work using an enhanced interact input instead of a begin overlap but it just doesn't work, is there a way to make this work?

faint pasture
faint pasture
wise ravine
#

And can I make it so that an execution can Open a gate but Not execute the Exit?

faint pasture
#

top one you're destroying hit actor
Bottom one you're destroying self

#

what class is this code in?

lunar sleet
#

Also top one will fire multiple times if trigger is Down or no trigger

wise ravine
#

oh nvm then

spring osprey
wise ravine
#

what does OR do again?

dawn gazelle
deep lagoon
# faint pasture Variable in GameState or GameMode will work

thanks for the help, seems like the right spot

if you could help i have a few follow up questions

what is the persistence of the game state vs the level vs the game mode?
i've seen that game mode resets on load

When / how is game state reset?

and
what would be the best way to reset/reload the level on player respawn in this implementation?

wise ravine
#

I don't understand the different between these two functions, one of from the BPI and the other is from the BPI but after being implemented in the game state?

#

not sure if that makes sense

#

it's implemented in both game state and this actor

dawn gazelle
dawn gazelle
deep lagoon
wise ravine
#

I see

#

So the main difference, is in who will be receiving the execution?

dawn gazelle
deep lagoon
#

@dawn gazelle is there a way to do this without writing and loading save game data? - as it would also make testing this system a bit annoying

faint pasture
dawn gazelle
wise ravine
faint pasture
#

why are the signatures different?

#

the Is Anamoly? bool

wise ravine
faint pasture
#

yeah you have 2 functions here

wise ravine
faint pasture
#

why do you have an interface for this anyway?

#

Does anything besides your GameState need to implement StationInfo?

#

StationInfo is a bad function name anyway

faint pasture
#

Then why is there an interface

wise ravine
#

It's probably not the most efficient way, but It works for me*

faint pasture
#

so explain this

#

why are the signatures different

#

just hidden pins?

deep lagoon
wise ravine
#

Because I was adding new variables to the inferance while sending screenshots

faint pasture
# wise ravine Ohh, no I just had to recompile

ok so what you're seeing is probably that you are calling the same function 2 different ways.
One is "call StationInfo on GameState, which is a MyGameState, so you know what functions it has"
and the other is "call StationInfo on this thing which presumably implements it"

#

you could hook a random actor up to the bottom one but not to the top

wise ravine
#

Yes, I understand that

#

So you could think about it this way, by calling the function directly on GameState, it calls directly to the Game State. While calling it to the Interface, calls it to any actor that implements the interface

#

Is that right?

wise ravine
faint pasture
#

You shouldn't have this be an interface anyway

#

but since the implementation of an interface is a function on the object, if you know the objects class, then you know it has that function

#

so you have 2 ways to call the same function

#

Dog implements MakeSoundInterface.MakeSound

You can call Dog.MakeSound, it'll bark
or
You can call Thing.MakeSound on something that's actually a dog, it'll bark

#

2 ways to end up in the same place

#

but if you don't know it's a dog, you can't do the 1st one

wise ravine
#

Makes sense

#

So i'm assuming it is a feature that I can utilize

faint pasture
#

it doesn't matter for this, this should not be an interface

#

YourGameState should just have a function or event called StationInfo or with a better name, and that's the end of it

wise ravine
#

Yeah I understand that

simple apex
#

Hello,

I created this timer, and I am currently having some issues

Any reason as to why this timer isn't working? It should be started at event begin play, but upon testing it acts like it never starts?

Anyone know annother way of making a timer?

simple apex
#

oh

#

thanks!

deep lagoon
#

@dawn gazelle
last set of quetstions

what events in gameintance
would be best to tie to for loading an re-initializing a level

#

and know of anywhere i can find more robust documention on how levels are loaded

dawn gazelle
# deep lagoon <@218956378654507008> last set of quetstions what events in gameintance would ...

If I remember right, there's only 4 events in the default game instance you can implement in blueprints
Init - Called when the game loads up for the first time.
Shutdown - Called just before the game exits (not necessarily during a crash)
TravelError - Called when the game detects a problem with moving to a server.
NetworkError - Called when the game gets disconnected from a server.

Re-initializing a level would just require you to re-open the level - everything would be restarted from scratch.

#

If there was details you wanted to save, then you'd have to store it in the game instance or in a save game object, and on begin play of the relevant actors read the values from game instance or that save game object.

deep lagoon
#

yeah
in that case i'll just have the leve/game mode itself store and move the data onto the instance

just need to see if game mode has an initialize function that i can properly tap

dawn gazelle
#

There's Begin Play on GameMode, but that still might not be the right place to do what you may be trying to do.

deep lagoon
#

yeah i need something a bit earlier

#

any thoughts?

#

or is there more i can do on the level object

#

idealy the system can work on any level with this game mode

dawn gazelle
# deep lagoon or is there more i can do on the level object

Not really. While Begin Play of the level does happen before Begin Play of the GameMode, using that would make it less modular as you'd have to duplicate the code for the begin play in each level.
What is it you're wanting to do before GameMode's begin play?

deep lagoon
#

basically esuring the player is spawning in the correct location and that all the states of the doors and enemies are persisted

#

so then if they progress, and then die before a checkpoint,
resets to that point

#

notthing too complicated

dawn gazelle
#

Override the choose player start function in the game mode.

deep lagoon
#

makes sense/ already did lol
just felt liek there should be a better call in there

dawn gazelle
#

That's the right spot. The alternative is to not use the game mode's own systems for spawning by setting the default pawn to none, and then spawning and possessing their pawn when you're ready.

deep lagoon
#

though. spawn actors is pretty far down the chain

#

say i want to persist if x/y enemies, alive and dead etc

dawn gazelle
#

Why restart the level?

deep lagoon
#

thought it was the simplest way
but maybe it isn't

#

what other things could be done

#

creates an inverse issue of how do i respawn an enemy that was destroyed since the previous checkpoint

dawn gazelle
#

If all you need is the player to be moved back to the last check point, you can just determine what the last checkpoint was, spawn them there and reset them as needed.

#

Ah

deep lagoon
#

yeah

#

restarting the level with a state snapshot seemed better

lofty rapids
#

depending on how you spawn the enemies you can keep track of id's and not spawn if they are dead

deep lagoon
#

as is they are just placed in the level

lofty rapids
#

i would give them id's and keep a removed array if your trying not to spawn them again and using the same logic

deep lagoon
#

sounds good
i'm following
what id system would you recomend?

frosty heron
#

Use Guid if you need a unique number

trim matrix
#

rand()

lofty rapids
deep lagoon
#

currently, though that may not be required

deep lagoon
dawn gazelle
#

New GUID

#

(It's a node)

#

You can promote that to a variable, and it'll give you a random unique value.
If you check if the GUID variable is valid on the construction script of your actor, and if not, you can set a new guid - this will then allow your actor to be assigned a GUID when it gets added to the scene.

lofty rapids
deep lagoon
#

i don't want to use a save hence the questions

#

ideally its just on the game instance

lofty rapids
#

ya just give the ids and check all the id when load remove the ones that are dead

#

probably not the most efficient, but easy to do

faint pasture
deep lagoon
#

thats what i'm asking for advice on how to do / where & when

faint pasture
#

you can probably just fill up an array of actors to destroy

deep lagoon
#

eg
game mode and instance don't seem to have an event that is after the actors are loaded but before playher start

faint pasture
#

they should be stably named and able to be referenced, i think

#

not 100% sure but I'd try it

#

This is why I never load or unload levels

#

lol

#

1 level from boot up to shut down

deep lagoon
#

how do you like to handle player death and respawning in those cases then

lofty rapids
deep lagoon
#

all share a class right nows
and game mode has a list of all of them in the level

lofty rapids
#

so they have a shared parent class ?

simple apex
#

Hello,

Quick question,
How can you apply a pose to something outside of the anim bp?

Thanks!

sinful hinge
#

What would be the best way to trigger this sound every loop of the timer ?

lofty rapids
faint pasture
sinful hinge
twin shale
# faint pasture just play it

I thought I was being clever...but it turns out CallHelperCommonEventStatusChanged always gets the last tag in the array, not the tag that is being listened to... You have any idea how to get this behavior to fire properly?

faint pasture
#

unless you want it to snap from day to night

sinful hinge
#

Just a simple on/off

faint pasture
#

how long is alert timer usually?

#

a timer is just a thing that fires at some interval

sinful hinge
faint pasture
#

you need 2 timers

#

or one that goes 50s, 10s, 50s, 10s, etc

#

I mean you can check on tick how much time is left but that's a bit goofy

sinful hinge
#

Yeah I want to avoid ticks as much as possible, not a fan of a check being made every frames like that

#

Can I have a timer within that Set Day Night function ?

deep lagoon
faint pasture
#

A timer is a whole component

#

you can have a timer feed a thing with a delay though

#

so timer is for alert, and delay output is for the actual thing

#

delay has to be in event graph though, can't be in function

faint pasture
#

enemies aren't placed on map

strong lance
faint pasture
#

You can reparent it or just modify the class, if that's what your'e talkign about

strong lance
faint pasture
#

if it's just a StaticMeshActor then you don't

vague geode
#

hello all

#

i have a blueprint problem

#

and im kinda desperate

#

if i open or right click this BP and some others (not all)

#

actually

#

nvm

#

as i was gonna take screenshots to post here it suddenly magically opened

faint pasture
#

show it

vague geode
#

uh... server has the magic touch i guess

#

been trying to fix it for 3 hours and now it decided to work

cedar lynx
#

Hey I'm trying to make a really simple walljump with no inputs, how do I get the launch to launch me in the opposite direction of my facing direction

cedar lynx
lunar sleet
#

You need forward vector

faint pasture
cedar lynx
#

ah like that okay

faint pasture
#

you can get the forward, up, right vector of anything with a rotation, or of a rotation itself

cedar lynx
#

thanks!

green warren
#

i asked in the general chat but i feel like i should ask here too. im trying to get procedural caves working. the code shown here gives a cave-like output, but its far too chaotic and cramped to work for my game. one of many issues with this code is the infinite loop error i get when i set the gridsize above 18. this error is fixed by adding a delay next tick component after the completed part of the 2nd for each loop node, but adds the issue of the mesh only generating one polygon. how can i fix this issue? i understand that my code is horrible, but this is the only way i know how to make a procedural mesh with 3d noise (other than using a plugin i cant afford)

lunar sleet
#

They run in one tick

green warren
#

what should i do instead?

faint pasture
#

or use a timer

dawn gazelle
green warren
faint pasture
#

Event DoJustSomeOfTheWorkSoFramerateIsn'tZero

faint pasture
#

it's a mapping of locations to what

#

cube corners?

#

are you reinventing a bitmask?

green warren
#

im gonna find the vid real quick maybe i just forgot something

deep lagoon
#

does anyone know where actor object name is derived from

#

it doesn't seem to match the outliner name

mental trellis
#

It's based on teh class and the number of that class already existing in a level.

#

The outliner name is the actor "label".

cedar lynx
#

it's a 2d game to clarify

green warren
# green warren im gonna find the vid real quick maybe i just forgot something

https://www.youtube.com/watch?v=dN_LNrwSr5U&t=1114s this is the video i got the code from. as shown in the vid, it makes a random mess of polygons unless you tell it to make a very specific shape. i tried shoving a perlin noise component onto it, which is where im at now as i havent made much progress since doing that

This is a fully Blueprint implementation of the marching cubes algorithm that I figured out recently. It's not optimized and is mostly just for learning purposes. Also I apologize for being quiet and sniffly. This was take 3 and I decided to cut it here.
CSV download:
https://drive.google.com/file/d/1lViyb4hWHVCLH3_poIxWNShCRHQ5K5q2/view?usp=sha...

β–Ά Play video
simple apex
#

Hello,

Quick question,
How can you apply a pose to a Skeletal Mesh outside of the anim bp? As seen above, I am kinda stuck for what to apply so that I can
A send the pose to whatever anim BP and
B after the pose is send go traverse the PoseArray in reverse

The seccond image is an example of what I am trying to achieve with world transforms instead

Thanks!

vague geode
#

why am i getting this? my pathfinding is not working anymore and i have this

stoic ledge
#

try promoting the path to a variable then run

steel star
#

how do you null check in blueprints?

#

'not equal' node with only one pin?

#

into a branch?

rotund barn
#

can i somehow use "get forward vector" and add a certain value to it in a way it always adds it into the forward vector? im trying to make a grenade system for a topdown game.

steel star
#

id pick a toss vector, assuming an identity rotation, then rotate it by the real rotation

faint pasture
faint pasture
deep lagoon
#

@dawn gazelle got it all working
just needed to save it on game instance

and yeah turns out object name was enough for the system i needed

faint pasture
#

or if its top down use the yaw and set pitch as you want

deep lagoon
#

got a hard one
so i have my checkpoint system properly overriding the choose player start

but now i dont have a way to start game at location

#

*in editor / pie

rotund barn
# faint pasture you can always just add some Z to it

i can* do the grenade itself (by spawning a projectile actor with gravity). sorry i shouldve been more specific. so while holding down the button i want it to draw the area where it will explode once thrown. i already have a system of drawing things on the ground from another thing i did. but now i need to set the location in which to draw it in. using the coordinates doesnt work because if i add lets say 100 to Y, it will always be in one direction, not where you are facing

steel star
faint pasture
#

that will get you the point 100 in front of you

rotund barn
deep lagoon
#

like i just need to find out how the super choose player start function works but i can't find it documented

dawn gazelle
#

Otherwise choose player start you just return the actor you want to use as the location that the player should start at.

steel star
#

editor preferences

rotund barn
# faint pasture nope

so i get forward vector + 100, 0, 0 and then multiply with forward vector? sorry, im so confused. what did you mean by "add 100 * FacingDirection"?

faint pasture
deep lagoon
#

@dawn gazelle what settings are these in

dawn gazelle
deep lagoon
#

can;t seem to get the binding to work

#

alt p still functions

#

it even lists the binding as correct

#

but it doesn't do anything

#

i think its because i overwrote the root choose player start

rotund barn
deep lagoon
#

i just want to reimplement part of it now though
and i don't know where to start

shut escarp
#

hi guys i have a material texture that id like to change in my player characters blueprint. Anyone know how i can change it? I can change the parameters but not the texture itself

faint pasture
#

100 x Forward is a float times a vector

rotund barn
faint pasture
#

for the multiply

rotund barn
# faint pasture

my dumbass didnt take mathematical order in an equation into account.. i was reading it left to right : D

deep lagoon
#

is there any way to get the super of an overridden function in blueprints?

vague geode
faint pasture
#

like not call the super?

vague geode
#

But thank you for the help regardless

deep lagoon
#

or to at least look at it

rotund barn
# faint pasture

thank you so much for your time and effort. i really appreciate it, its working now

deep lagoon
#

@faint pasture
so i've overidden Gamemode.ChoosePlayerStart
works great for my game logic

but it is also preventing me from spawning the player at camera location
even with a direct hotkey

#

i need to re-enable that part of its functionality for the level designers

#

even if i can just have a branch on the first iteration

#

so
i can also solve this if i can just call the base function in here

#

cant seem to

dawn gazelle
#

Do a check if you're playing in editor, if so, do a Get Actor of Class > PlayerStartPIE return that actor.

#

Though I'm not sure how one does check if they're in editor in blueprints

deep lagoon
#

yeah

#

i'm not sure either

#

anyone have a guess?

dawn gazelle
#

Maybe check if PlayerStartPIE is valid?

deep lagoon
#

also i still don't know how to call the super function so even if i can i can't access the base logic of
spawn player at camera pos

dawn gazelle
#

Seems like it only spawns PlayerStartPIE if you choose to use the camera as the location

#

This seems to work just fine.

deep lagoon
#

find player vs choose?

#

@dawn gazelle thanks that worked perfectly

lament iron
#

These dishes simulate physics, and I saw a video mentioning that pressing 'K' saves their state during simulation, which only worked when I used static meshes. How can I apply this same method to actors?

frosty heron
#

Static meshes are actors

#

Anything you place in the world is an actor

lament iron
#

you're right i forgot about that, but that only works if i drag the static mesh itself to the scene

frosty heron
#

Nvm u r simulating I never do that

#

So not sure

dawn gazelle
frosty heron
#

Isn't simulation is for component

#

Physich simulation I mean

dawn gazelle
#

Yea

lament iron
#

After starting the simulation and pressing the key, a message pops up saying it saved the state. However, the actor resets its state afterward.

raven flare
lament iron
lament iron
#

I tried a different approach, I added the same mesh to the scene, let it finish simulating, then right-clicked and chose 'Replace with Selected Actor.' This worked fine.

graceful rampart
#

Scenario:
I am shooting a car. The car is not moving. when the car health become zero due to shooting of bullets I am blasting the car and when blast happens the car should jump upwards in z axis so I am applying impulse in z axis. The weight of car is 1000 kg. I don't want how much impulse I should apply?

I am using Add Impulse Node.

graceful rampart
normal solstice
#

Hello, I am trying to procedurally generate objects (actors I believe is the correct term) in a container, and I am coming across a bug. I followed a guide online, https://www.youtube.com/watch?v=bR9ukEQdM2w, but I am getting an error that wasn't discussed in the video. I am able to create a container and specify how many actors I want to spawn inside of it, but for some reason whenever the actor gets rotated closer to 90 degrees, it becomes stretched thin. I do not believe it is transformed anywhere so I do not know how this is happening... I apologize if my terminology or explanation isn't the greatest, I have only been working with unreal for a couple days. Any advice or help is appreciated.

SUPPORT THE CHANNEL
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In this video I am going to show to all of you guys how to make an optimized procedural spawn system, and how to spawn objects on the ground automatically.

PS: This spawn method is very useful for in...

β–Ά Play video
dim siren
cedar lynx
#

Hey Guys, for some reason this blueprint makes my actor move from the world origin as starting location? Any idea on a fix?

#

I must be missing something

round moth
#

I have sphere collisions with instance editable integers. I casted the BP to the player character and made promoted it to a variable. But when I walk from one collision to the other, each of them having a different instance editted variable, nothing changes. it sticks to the default variable. How can I get this instance based Variable?

meager arrow
#

Hi, is anyone in a scenario when the Level Sequence is changed runtime to a Level Sequence Actor in UE5.4? I’m having crash in built game

lament iron
cedar lynx
#

it would say absolute scale if it was world

frosty heron
frosty heron
#

Show the hierachy

#

If it's the root then it will be the world space

#

You set relative but relative to what?

#

It doesn't have a parent

cedar lynx
#

Like this

frosty heron
# cedar lynx

Your root comp is the top of hierachy, w.e value you set will be relative to the world.

#

If you want to move the actor forward by x unit.
Starting location is current world location , end location is starting location plus the distance in cm.

cedar lynx
#

Thanks!

wild crater
#

Question regarding graphics settings. So we use the Game User Settings to set resolution, fullscreen, etc. But whenever a new level is loaded these settings change again (when launching in Standalone from editor). Any idea why this would be the case? Afaik the settings are never changed during this transition.

barren tangle
#

Hey

#

is it possible with the Event Begin overlap / End Overlap. To check if The component (Collision Box) of a specific actor is beggining or ending the overlap? and not the entire actor?

maiden wadi
wild crater
maiden wadi
#

You mean OpenLevel is causing your game to go non fullscreen?

wild crater
maiden wadi
#

Sounds like you might not have called ApplySettings?

#

IIRC there's a special one for resolution stuff.

wild crater
gloomy pilot
#

HI guys busy with a project that use mainly widgets, I'm at a cross roads that the project is getting too big and I would like to organize. currently all my functions to switch between widgets are located on player controller. I would like to move them onto an object problem is I cant seem to figure out how to get player controller reference on the function on objects, keeps telling me its unsafe. Mean while I have been trying to learn interfaces but still struggling there as well. So I guess my question is is the right place for these functions on the player controller or move it somewhere else?
Image

maiden wadi
gloomy pilot
maiden wadi
#

It already has functions to get the correct controller based on the hud. I think GetOwningPlayer or GetOwningPlayerController or something.

midnight kiln
#

I'm trying to preserve the rotation of the camera relative to the player character when teleporting them, but running into weird issues where the camera ends up with its up vector pointing sideways. First screenshot is before teleport, and second screenshot is after teleport. Any idea what's going wrong?

dark drum
spice viper
# gloomy pilot HI guys busy with a project that use mainly widgets, I'm at a cross roads that t...

UserWidgets? You could create a "parent" widget that all your other widgets inherit from. All those functions you're created can be shared to children if they're public or proteted access. In the parent, create your controller reference so that all children widgets can use it. UWs have a GetOwningPlayer which is the controller of the widget.

If you're going a blueprint function library approach you could pass the controller as a reference directly, or use the same function.

wide scarab
#

Is it possible to trigger a event from an Animation Blueprint Transition?

midnight kiln
#

even if I use delta via inverting the local rotation, the same issue with the camera being rotated sideways still happens

#

Okay, this works instead

dim siren
raven flare
#

Ok

fair tapir
#

Is it possible to see where in a blueprint a reference (seen in the reference viewer) is located?

#

I have read through my blueprint like 20 times and yet I can't find this supposed reference to another class.

barren tangle
#

there is that funcion

#

but it's retunr a list

#

that's ok, but what if from all those Overlapping components, i know the one i want because i can only have one of that component

still bolt
#

Hey everyone, newbie here trying to learn unreal engine for archviz,
but unfortunately i am facing this situation where, my forward shooting ray couldn't recognise the Couch. (but able to recognise the cube) which is weird.
it would be very much appreciate if you can help me understand what is happening here, and how can i overcome this situation?

barren tangle
#

is there a way to only get the one i want? on that case

true valve
#

When you use AddCableComponent and add the cable with other objects. Can I simple destroy the component to remove all the connected cables?

tawdry walrus
still bolt
lofty rapids
timid rock
#

Is it possible to check whether an asset is marked as dirty in blueprints?

dark drum
willow island
#

Question: in Character Blueprints, the skeletal mesh should face the x-axis (or else the character walk/run sideways), but in Control Rig, y-axis is front.

Here' comes the problem with that... when I "get relative transfom" from the character's HMD and Motion Controllers (VR) and try to do anything with that value inside Control Rig, the outcome is all messed up (e.g. let's say the head moves 50cm in the x-axis, it moves 50cm in the y-axis instead, and the rotation is already 90 degrees off from the very start).

How do I solve this problem? Can anyone at least suggest a keyword so that I can know what I should search for?

spark steppe
drowsy steppe
#

Hey guys, I'm trying to smoothly rotate a selected object with the mouse wheel, clockwise with the wheel down and the opposite with the wheel up. I did it like this but it works only the first time. With the value in the timeline being set to 90 it's a problem. How can i do it that it keeps rotating smoothly every time i scroll the mouse wheel? i know it should be simple but i'm still learning

#

I tried it like this too with a timeline and it works but only the first time. Any suggestion?

dark drum
#

Does anyone know how to delete a folder (and it's contents) in the save game folder at runtime?

thin panther
#

bp file utils plugin should have what you need

dark drum
lofty rapids
drowsy steppe
lofty rapids
dark drum
lofty rapids
#

you set the target value on mouse wheel, and just interp from current rotation to target on tick

drowsy steppe
#

i want to rotate 90 degress whenever i scroll with the mouse wheel

#

it works without lerp but not with it

#

it works smoothly with timeline but only the first time

lofty rapids
#

rinterp on tick

thin panther
lofty rapids
#

it will be smooth, you can even use rinterp to const

drowsy steppe
drowsy steppe
#

i appreciate your help by the way

drowsy steppe
# lofty rapids

in rotator you put how much you want the object to rotate?

lofty rapids
#

you could do that, and also go backwards or use x,y

#

but you want to rotate z

drowsy steppe
#

isn't that expensive to do it with the event tick? i'm noob so i ask

lofty rapids
#

so what i did was take the current target rotator split the struct, and just added to z

lofty rapids
#

but don't be scared of tick

#

just don't put too much on there

drowsy steppe
lofty rapids
#

you could use a timeline, but what about if you turn it multiple times ? you want it to keep waiting ? or will it skip idk ?

sacred cradle
#

I have been looking up posts to get basic client movement working, but a lot of posts show this method. Though for me my character does not move anymore when using this.
Does anyone know what I could be doing wrong. (I have the Character and Controller both set to replicate)

spring osprey
#

do u guys have a clue on what could be going on wrong here after dropping items? It only happens when I drop by amount

drowsy steppe
tawdry walrus
#

that way is better then event tick

#

and you can play with timer value if you want to make it more smooth

lofty rapids
#

i wouldn't worry about a interp on tick

#

it should be fine

#

tick is not exactly "bad"

#

just don't misuse it with a bunch of crap in it

thin panther