#blueprint

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tawdry walrus
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how?

dull sequoia
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is there a function I can call or some way to check if a mesh is overlapping something using it's complex collision?

thin panther
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A timer is not made for interpolating values. Timer on a low rate is not better than tick, it is not designed this way,
Timers catch up missed frames, versus only running once each frame.

You can end up with some bugs if you're trying to interpolate on a timer

drowsy steppe
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i'm having a problem, it keeps rotating. maybe it's because i'm using mouse wheel up?

thin panther
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Think, if you plug get world delta seconds into the interp to, on a timer with a low rate, if it runs it's catch up, it's gonna act as if two seconds have passed

thin panther
lofty rapids
drowsy steppe
drowsy steppe
thin panther
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show what you've made

drowsy steppe
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also i want it to rotate 90 degrees every time

thin panther
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in full

tawdry walrus
drowsy steppe
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thanks guys you're very kind

thin panther
tawdry walrus
drowsy steppe
thin panther
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no problem, it's one I see passes around a lot

drowsy steppe
thin panther
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you might want to print the difference between current rotation and the rotation var you're interping to

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IIRC mouse wheel up will fire once for each little tick of the wheel, which means in one good scroll you might be adding 1000 degrees to your rotation :P

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if you just want 90 degree increments, you might consider a keyboard keypress

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you typically use mouse wheel if it's delta based

drowsy steppe
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i'm using mouse wheel up

thin panther
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mouse wheelup is not a keyboard key

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it's a mouse event

lofty rapids
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are you scrolling more than one up ?

thin panther
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and it fires on a ridculously small increment

lofty rapids
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or your just testing with a single click or two

drowsy steppe
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i thought you meant just one type key event, is it not the same? it gets recognized as one

thin panther
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one decently lengthy scroll is going to add a ton to that var

drowsy steppe
thin panther
drowsy steppe
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i know

lofty rapids
thin panther
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oh i see your issue

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it's always going to rotate, you want to rotate towards get actor rotation + your variable

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the actor rotation and the variable are never the same and never can be, it's always going to rotate

lofty rapids
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strange

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works perfectly fine for me

drowsy steppe
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?

thin panther
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i'd assume when you're setting the rotation var

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as it's then where you'll want to rotate it x amount in front

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might be best to initialize it in begin play too to actor rotation

lofty rapids
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you should be able to just change the target and it'll interp to it

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weird you would have to do more, but i can see get actor location but then you may get mid starts for the rotation

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it would solve multiple ups like a power scroll or something ig

drowsy steppe
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yeah it keeps spinning ๐Ÿ˜ฆ

thin panther
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when in doubt, print your values

lofty rapids
drowsy steppe
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yes

lofty rapids
drowsy steppe
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no

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oops

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yes

lofty rapids
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that'll do it

drowsy steppe
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stupid error

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thanks guys, it is now working. one more thing, i would like to set interp speed as the time needed for the object to rotate, how can i do that?

lofty rapids
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well interp speed should be the time it takes

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but you can also use rinterp to const

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which will do it over a constant speed instead of the fade you get with normal interp

drowsy steppe
bronze mirage
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anyone have experience with editor blueprints? I have a BP that instantiates a foliage actor into the world, but it doesn't show up in the editor until I manually enter foliage mode- so it seems to be an editor state thing. Is there a way to manually 'refresh' the editor so my foliage appears without needing to enter foliage mode first?

drowsy steppe
lofty rapids
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ya i just tried it somethings f'd about it

drowsy steppe
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thanks guys, now it's really smooth! just like i wanted it. but i had to put like 10 on interpspeed, it's a bit annoying not knowing the precise time it takes

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also now i have a bit of a problem because if i click (the click place the object on the world) while it's rotating it puts it rotated, while i want it to be only of 90 degrees. but i think i can fix that

tidal tendon
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Can anybody tell me why non possessed AI blueprints cant spawn this sound but players can do?

hushed cobalt
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I know this is a dumb question, but how tf do I get rid of this symbol. It's distracting and difficult to see aspects of my mesh with it on display

thin panther
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set something else as the root component

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that should get rid of it for you

hushed cobalt
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omg I could kiss you. Thank you!

thin panther
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no problem ๐Ÿ˜†

tulip anvil
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๐Ÿ‘€

tidal tendon
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What is the best way to create a collision for a player controlled monster like this?
Capsule collision is too small

thin panther
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Typically, by not using characters, and rolling something custom.
The engine classes don't deal with this very well, you may want to consider a plugin like General Movement Component.

tidal tendon
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Blocking the back would be enough

heavy hemlock
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Long noodly guys like that are tricky.

thin panther
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Unfortunately you don't have many, if any options that aren't tricky

tidal tendon
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I tried adding a capsule collision but this did nothing

heavy hemlock
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Yeah, because only the actor collision counts for AI movement purposes.

thin panther
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It's not something the CMC, or any of the built in movement's are built to handle really

tidal tendon
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It would be much easier if I just could rotate the root capsule collision...

heavy hemlock
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So like... one of the tricky things is you basically need a separate nav mesh for Very Large Creatures.

heavy hemlock
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Even trickier then, because players Do Not Do What You Want Them To Do.

thin panther
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Your best solution I can see is honestly general movement component. It's built for non standard shapes like this

heavy hemlock
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So, for me, if I were making this character I would do the following steps.

  1. Seriously reconsider this as a character. The easiest way to solve hard problems is to just not do them.

  2. Make the capsule larger, and much wider, and pull it back to the characters chest.

  3. Make a complex animation system that controls the tail and the arms to prevent them from clipping through environmental objects.

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Also - the general movement component isn't a bad idea.

tidal tendon
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well...

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I think this worked...

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I just need to lower the upper part a bit

heavy hemlock
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Nice!

tidal tendon
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Its not perfect but better than letting %90 of the monster have no collision

heavy hemlock
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Now you just need to do number 3 - a complex animation system to avoid the rest of the clipping.

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Or... just accept the clipping!

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Most people do!

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Especially for large critters.

tidal tendon
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This just works %90 of the time so I guess Ill let it slide

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Would be cooler if I could cut thish extra height

tulip anvil
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i wonder if you could take a capsule component and change the half height to be lower then the width, meaning it creates a flattened sphere. i don't think so, but i've also never tried it.

heavy hemlock
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Noo, capsules don't do that.

tulip anvil
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yeah i was afraid of that

heavy hemlock
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Half height just shrinks the length of the capsule, which Akane has already reduced to zero.

tulip anvil
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ah, i didnt read that far up xD

lofty rapids
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wouldn't be easy or light on the game but might cut that top part out

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you could also just use a few seperate collision

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maybe combine them to a single event or something

spiral kite
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I sculpted some walls with the modelling tool but their collusion remained the same. how do I fix this. I can't pass through the door i cut open.

hallow compass
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every time i move around a bp by holding the right mouse button the browser shows up on button release, it's extremely jarring. Did i forget how to move around in a bp or is this usual behavior? i dont recall it happening

faint pasture
# drowsy steppe

Print the target rotation after being set in this event. Make sure it's happeneing when you're assuming it is

drowsy steppe
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I have another problem. I stored a ref of a widget in a blueprint and i want to set the percentage of a progress bar in there. I'm able to give a value to other variables there but when i try to set percent of that progress bar it gives me error "accessed none" trying to read property of set percent. any idea what could it be?

faint pasture
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have the UI know about the thing it represents, not the thing knowing about the UI

drowsy steppe
faint pasture
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and show the error

buoyant turret
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anyone know if theres a way to disable shadows from widgets used as health bars? (no cpp please)?

steel star
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any ideas why this is vanishing when i click play

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its behaving exactly as if hidden in game was checked

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and it was working before, and i havent changed that

buoyant turret
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nvm figured it out lol

zinc jasper
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is this a proper way to do soft references? ๐Ÿ˜…

waxen quarry
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Since meshes are instanced assets its fine. But if you were to use an actor you would need to set the reference and check if its loaded or not.

zinc jasper
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ah okay, thank you

lofty rapids
storm shale
maiden wadi
waxen quarry
maiden wadi
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Why would you load up every mesh in the array to pick a random one? O.o

waxen quarry
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I couldnt tell ya, I really dont know the usage context and whats going on prior to that snippet. If this is all the code then ye he would have to load the asset.

zinc jasper
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so this is not the way then?

maiden wadi
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Just use an AsyncLoadAsset call and cast the return to StaticMesh to use it. There's almost never a good reason to use the resolve node unless for very rare cases where you 'might' want to use the value but only if it's loaded.

zinc jasper
maiden wadi
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You 'can' use LoadAssetBlocking. But that's kind of a rough situation. Generally you never want to ever do that because it'll flush the async loader, meaning it'll stop running the gamethread until every asset is loaded and ready. Which can cause up to multiple second long stalls on some games.

storm shale
storm shale
# zinc jasper yes and yes

Might as well have them all loaded. U gain nothing out of having them as soft references given they are meshes.

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Either ways they'll be loaded

maiden wadi
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Yeah. Not much point to a softref there.

zinc jasper
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that thought crossed my mind but i still wasnt sure what the best practice is

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but yeah I guess that makes sense, thanks

maiden wadi
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Whatever works for your game. ๐Ÿ˜„

zinc jasper
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yeah :D

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it's pretty simple meshes anyway

timber crystal
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hello guys
quick question can i use there something to call more than 1 tag?
Example if the player1 or player2 or michaeljackson collides with it its spawn beetle

zinc jasper
timber crystal
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ahhh ok thats a way true! thanks

onyx gull
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I know some functions (such as getObjectByClass are really inefficient to call repeatedly as they work by iterating over every object in the scene, checking the parameters, and returning the ones that match.
does GetPlayerCharacter work like this?

stoic ledge
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Yup

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No

onyx gull
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Yup as in "yes there are functions like that" and no as in "GetPlayerCharacter is not one of them"?

stoic ledge
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Get player character grabs the character reference of the player.

tidal tendon
frozen cairn
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If I want separate elements of my character to glow, belt for example. Then I need to ask my 3D artist to make a separate texture and split belt from the character model? or there is a better way?

tidal tendon
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I guess you need to choose different material sides in blender

stoic ledge
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How do i get off work early?

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Only 1hr 15m, but time goes so slow at work.

eager thicket
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how do i get a specific class from this get owner? I basically want to swap out the return value for something better

stoic ledge
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What?

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"Somethong better?"

eager thicket
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Get owner returns a generic actor, but I want to return a specific actor

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for the purposes of getting values and functions specific to that actor

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does this make sense

supple dome
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yeah thats just a cast

eager thicket
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does a cast get an actor in the level though?

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like an actor needs to be placed in the level

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or can i cast without that

supple dome
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it specifies a type of a pin

eager thicket
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ah ok

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i've been misunderstanding casts all this time

stoic ledge
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I donno, i usually have a reference to what i want. So i find them hard to use.

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If i make a character reference array but store custom chatacters in it, i would need to cast from the chatacter to the customcharacter. But i dont want to, i just want to ise the customcharacters memeber functions...

eager thicket
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if i connect this get variable to tick, does that mean it's constantly calling the cast every tick or what?

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the variable is taken from a casted object on begin play

atomic salmon
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The Cast is only on Begin Play

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On Tick you are using already the "cached" cast actor, so Cast is not called again

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That's the proper way to do it

eager thicket
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is it negligible performance to doing the same thing within in the actor, marco?

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I want to do this for at least 6 or 7 different actor components, is why im asking

opal ivy
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This is probably a bit of an odd question, but if I've got a spline and a point along that spline, how would I got about getting the spline distance to each of the nearest 2 points?

atomic salmon
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@eager thicketif you find yourself repeating the same pattern for multiple BP's, that may indicate that you need to derive them from a common parent BP and have the shared parts in the parent

eager thicket
atomic salmon
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@opal ivydo you mean distance to the previous and next control point?

wise ravine
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Why can't I connect both Return Inputs into this Variable?

opal ivy
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yes

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Am I just missing a function? I probably am

spark adder
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this helped so much

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thank you!

opal ivy
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I want the distance ALONG the spline though, not just raw distance

frosty heron
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I don't touch spline much but you can get the segments along the splines. Loop thru them and add all the distance between each segment

opal ivy
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kinda? My goal would be knowing the next and previous points given a known distance along the spline.

atomic salmon
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@opal ivyok then you need to get the key of your point and compare it with the keys of the control points

opal ivy
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That seems super inefficient for long splines though

atomic salmon
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Knowing the two keys you are after, you can extract only those two points. That would be more efficient. Otherwise you are up for some C++ code.

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You can try this: Get Input Key at Distance Along Spline, which returns the key of your point

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From there you get the previous and next key and their locations, then measure the distance from them.

misty fiber
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What's the right way to have the camera orbit the selected object in the viewport editor view? Alt+LMB orbits around some random point, even with the object selected and "orbit camera around selection" turned on, with it on or off it doesn't orbit around the selected object or even orbit around 0,0,0 for me, just some random point in space I can't seem to control

atomic salmon
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@misty fibereven when putting the object in Focus with F? That typically works.

misty fiber
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it does work with f, but the selection thing seems ignored without it

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maybe the selection one only applies to level editor

random pulsar
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firstly i am sry that i ask it here,i asked it also in general chat and didnt get an answer ,maybe here is someone who knows it
i have a weird issue,my foliage has no material ,can anyone suggest something
do i need to bake or build the foliage ?and if yes how do i do this.i applied material on the foliage but on the map it has no material

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grass has material,but trees,mushrooms etc does not

atomic salmon
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@misty fiberworks in the viewport for 5.4.1

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but if the actor is large and its pivot is offset from the center, the orbiting looks weird

misty fiber
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hmm I think something else is going on, I can't move the mesh with the translation control either, even though it is attached to a scene root and isn't root or anything

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can still move it by typing in a location..

atomic salmon
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@misty fiberMay be locked. Even though when locked the translation gizmo disappears as well.

opal ivy
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Okay, so now looking at this, this is actually perfect

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Get Input Key At Distance Along Spline literally solves my entire problem

ocean grotto
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I've got a really strange issue, and I'm wondering if it is a bug or on my end. Anyone having issues making events using actor sequencer? I can create the event track, and the keyframe. I can add the custom event. But then I can't compile. Pressing the button keeps it as "dirty" and the event never fires. Anyone else seen this?

misty fiber
atomic salmon
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Is there a Construction Script acting on the component?

misty fiber
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so unrelated to the orbit thing

atomic salmon
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duh!

opal ivy
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I suppose I do have one other question... how expensive are these calculations? Do I need to avoid doing them every tick?

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(yes, I know that's a complicated question)

dawn gazelle
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Here's another example of why it wouldn't make sense to be able to connect two wires to a set node. How could it possibly know which value should be set in that variable?

lethal ocean
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Hello! Why won't this work? The widget gets added to the viewport just fine when the time dilation function isn't connected. When it's plugged in the timeline never finishes

wise ravine
dawn gazelle
lethal ocean
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Yes

dawn gazelle
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Then it'll take an infinite amount of time to complete the timeline.

lethal ocean
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Huh, even if the timeline is only supposed to last 1 second?

dawn gazelle
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Yes, because you're changing how fast time moves and the timeline is bound to that too.

lethal ocean
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Ohhhhh there's the paradox. Thanks! Is there a workaround?

atomic salmon
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@opal ivyTo know for sure how expensive it is you would need to profile it. Once you know how many ms that requires, you can decide if you can afford it on every Tick or you need to find another solution.

opal ivy
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for sure. I'm just trying to rough out an idea to make sure it's feasible before I dive in too hard

dawn gazelle
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That can probably be updated on the timeline update.

lethal ocean
dawn gazelle
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I think it's 1/dilation

wise ravine
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is this a lot for my train_BP?

spark adder
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Not sure if this is the correct channel but does anyone know how to make procedurally generated maps?

abstract terrace
barren tangle
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Hello, I don't find the documentation of the Event On Component End overlap

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what is the difference between "Overlapped Component" and "Other Comp"?

worthy jasper
# barren tangle

Overlapped component is whats being overlapped (in your case looks like colwithbox) other comp is the other thing your overlapping with

barren tangle
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but you can't overlap yourself?

spark adder
worthy jasper
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You have two components at minium overlapping

barren tangle
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does it mean that it look if the component end the overlap and trigger the function?
If i use other comp, the trigger will be the other component?

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that is a little bit confusing

worthy jasper
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So with overlap you have at least two components overlapping

barren tangle
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yes

worthy jasper
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Other actor and other comp would be the one outside your class (ie your player hit a wall) other would be the wall, overlapped component would be your player/collision

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that event has already fired, its giving you references to what was overlapped (ie your collision box and whatever it hit)

barren tangle
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that's mean if i use other comp i have to cast because i don't know what was overlapped. if i use overlapped component i don't need to because it's the component itself?

worthy jasper
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Right yep

barren tangle
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ok thanks

worthy jasper
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cast or call some kinda message on it

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yep ๐Ÿ˜„

worthy jasper
wise ravine
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I have many casts, so I'll have to optimize them at some point

ocean grotto
abstract terrace
queen dagger
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question when i enter death i want a death menu to show

ocean grotto
# queen dagger

The event you are trying to call UIShowDeathMenu is part of the BP_GameController blueprint. The blueprint you are currently calling is not that.

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So the self reference that is being passed by default to it is wrong

queen dagger
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ahhh

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do i cast then

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idk really the best move to get it to work

ocean grotto
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If self is a subclass of BP_GameController

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Otherwise you simply need to get a reference to an instance

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If your BP_GameController is the gamemode you should be able to do a Get GameMode and then cast that

queen dagger
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game controller is a player controller

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i just named it weird for some reasone

ocean grotto
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Is NewParentCharacter controlled by BP_GameController?

queen dagger
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yes

ocean grotto
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Then it is something like Get Controller Cast to BP_GameController and then pass that

queen dagger
tired tartan
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I put in a cloud mask object and how do I get rid of the clouds outside the cloud generator tile?

flat coral
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If I store a CLASS in my save file data, not an instance of the object, does that include all the data of that class? Images and such?

dawn gazelle
flat coral
dawn gazelle
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My gut tells me yes.

flat coral
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Also, related question, how dirty is it to use a data table row handle struct as the keys of a map?

dawn gazelle
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๐Ÿค”

flat coral
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The use case here is items. Right now for an inventory I've got a map using the item class as a key and the count as the value. Advantage: Extremely easy to go from map entry to instantiated item and vice versa. Disadvantage: All this shit.

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Plus I think I want to have the item data as rows in a data table. I don't NEED that, but if I had to refactor all this shit anyways it wouldn't break my heart

dawn gazelle
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I'd think it would work, but not sure how useful it would be to have both the data table ref and the row name as the key, rather than just the row name, unless you plan on somehow utilizing multiple data tables for the data.

stoic ledge
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my inventory is just an array

flat coral
dawn gazelle
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Ah yeah gotcha

flat coral
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Plus like I MIGHT have different data tables for different level's items. Or maybe different factions, or tilesets? There's lots of ways I could break it up if it gets big, and it'll probably be a pretty big list

flat coral
stoic ledge
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oh, "value" is a stacked item. anyway, i may be confused, but can you not have a data table as an inventory, adding and removing items from the list?

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my items are unique thou

flat coral
stoic ledge
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nah, i havnt used one in a while, i just witnessed some persons inventory the other day and thats how theres was looking.

deep lagoon
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would this be a good place to ask about anim notifiys?

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I'm calling an animation from its character bp
and listening for a notif on an animation on the animation blueprint

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but the notif doesn't seem to be getting recieved by the animbp

heavy hemlock
stoic ledge
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thats the normal way ;p

stoic ledge
deep lagoon
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not sure if its just how i'm calling the animation

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or if i need to more directly call the animbp to run the animation

stoic ledge
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i dont think thats the correct reference.

deep lagoon
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what is

lofty rapids
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is the animation not playing ?

stoic ledge
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the "skeletal mesh"

frosty heron
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Play animation uses animation asset not anim blueprint

deep lagoon
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the animation is playing
i just need to get the anim notify to get back to the character bp

frosty heron
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If u want to play anim inside your anim bp, use montage

frosty heron
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The animation mode is set to using animation asset

deep lagoon
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so how do i fix this set up

frosty heron
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I already write why and how

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Look above

deep lagoon
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animation mode is set to use animation blueprint not assset

frosty heron
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That's not what u are doing when u pull the play animation node

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It gets overriden

lofty rapids
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slot ftw

deep lagoon
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so montage isn't taking my asset are you suggesting placing a slot to handle it

losing the thread here

lofty rapids
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so you need to make a montage fromo your animation most likely

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and play that, but you need a slot in your anim bp

deep lagoon
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@frosty heron will the montage inherit all the notifs or do i have to reassign them

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also struggling to get the montage to play

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ok got the slot and the anim working

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@frosty heron @lofty rapids any tips on holding the last pose of a montage

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using this for a death animation

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and its currenlty reseting to sanding

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wasn't needed in the previous implementation

lofty rapids
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for death i use a boolean

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and just in the state machine switch it to death anim

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then when i switch it back he pops back to life

deep lagoon
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yeah ic just folding it into the state machine sure

teal yoke
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If anyone knows how to use implement references as a interface could you message me, have it setup just not working. Could use some help.

stoic ledge
teal yoke
stoic ledge
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i just went through the case where the gamemode will change to a listen server.

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but i think u should cast there

teal yoke
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I'm using netmode play as client, setting up everything for dedicated servers.

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this wouldn't work? interface with diferent functions like Get gamemode, Get controller etc. Then in the gamemode I implement the interface and open it then set up the gamemode like this:

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or for controller reference do that in the controller BP for controller function

twin oxide
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Hey !
I'm using BPs instead of Static Meshes for my Weapons in my FPS project (in order to customize them and add functionnalities like showing ammo directly on the mesh).
So, I need to use them as "Child BPs" in my FirstPersonCharacter BP.
But there is no "Owner No See" or "Only Owner See" option for a Child BP. So, I cant setup a proper FPS view. I've been trying to find another solution, playing with Visibility, but I cant manage to make it work.
I also tried by spawning BPs instead of using Child BPs. I get the same non-result, when trying to play with Visibility.
Is there a way to setup a similar way than "Owner No See" or "Only Owner See" with a Child Blueprint ?

teal yoke
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I don't want to cast though

stoic ledge
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pretty sure you cant just call self on this, and make it a derivative class.

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you might beable to pass the reference of the gamemode along with the controller creation so its available when u want it

teal yoke
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I have this for when play connects,

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Then that in my controller

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To load the character in my controller,

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Then in gamemode:

dawn gazelle
# teal yoke I have this for when play connects,

I'm not sure I'm understanding your use case, but this all seems unnecessary.
Get Game Mode always returns the game mode currently being used just in "GameMode" format rather than your specific GameMode for the level, regardless of what class you're in.

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You probably should be using casting rather than an interface, and if you want an easy way to access your game mode like "GetGameMode" create a blueprint function library that has a pure function that does a GetGameMode and casts to your custom "unbound" game mode and return it.

teal yoke
#

I was using the interface instead of casting. So the reference message is my gamemode blueprint and I am getting the gamemode. It has to have get gamemode if I am calling the message reference in another blueprint

dawn gazelle
twin oxide
#

Setting the owner, then using the GetChildActor node

#

Using OwnerNoSee node or Visibility node doesnt behave like it would if part of my main BP

dawn gazelle
# teal yoke I was using the interface instead of casting. So the reference message is my gam...

And in this case, there would be no benefit to using an interface over casting, if anything, it's more costly. Interfaces are good to use when you want to communicate to a variety of classes that do not share a hierarchy. Game Modes should almost always retain some form of hierarchy, and the fact that you're returning an "Unbound Game Mode" object indicates that all your game modes would in fact be "Unbound Game Modes", therefore, you may as well cast GetGameMode to "Unbound Game Mode" and use it.

teal yoke
#

there's only one gamemode I am just referencing it

#

I don't want to cast everytime I reference it

dawn gazelle
#

Why?

#

inb4 performance

teal yoke
#

yeah bad performance

dawn gazelle
#

Interfaces are more costly

#

You are not saving anything

teal yoke
#

I thought it was the opposite

stoic ledge
dawn gazelle
#

It's a massive misunderstanding and miscommunication that has circulated for some time.

#

Each time you reference a particular class in a blueprint, it requires your blueprint to load that class if it gets loaded.

#

An interface can save you from having to load multiple classes within that one blueprint.

#

IF however, you're accessing something that is already loaded it doesn't matter. Your game mode, assuming it's always going to be an "Unbound Game Mode" type, it would always be loaded anyway.

#

And by having your interface return the type of "Unbound Game Mode" it would still have to be loaded anyway, even if it wasn't the game mode selected, so you wouldn't really save anything with it.

teal yoke
#

It would already be loaded, the interface is to access it and get information from it. I wouldn't cast everytime I want to get something from it right?

dawn gazelle
#

But it costs more CPU time to use an interface to access it than casting does.

#

Also doesn't make it easy on yourself trying to follow along with the logic of blueprints when you use interfaces.

turbid bison
#

Do not use child actor components

#

Especially in multiplayer

flat coral
#

So tell me if these words sound crazy or if I'm doing something horribly wrong.
Seems like I can use the constructor of an object to rapid edit ALL objects of that type in a level, in order to move around per-object settings. EG moving from a row name var to a Data Table Row Handle struct with a bit of code.
HOWEVER This is not a one-step process because somehow this change does not mark the level as "dirty", so it does not get saved and does not get marked as modified in source control.
BUT if I mark the level as dirty some other way, EG move an innocuous object slightly, THEN all these updated values are saved?

turbid bison
#

Many things work weirdly with childActorComponent

teal yoke
turbid bison
#

Just attach actor to actor in bp

flat coral
# turbid bison Do not use child actor components

Also I wouldn't say never ever use them, but rather that they're kind of dangerous because they're a good solution to a pretty small set of problems, but a TERRIBLE solution to a huge array of problems

turbid bison
#

Their replication is badly broken

dawn gazelle
teal yoke
#

like this

turbid bison
#

You will have to cast at some point

dawn gazelle
#

Yeah, but it's a trade off between RAM usage that could end up scaling quite large depending on the number of actors you do this on/with for a mostly insignificant amount of CPU use.

turbid bison
#

Are bp cast as cheap as cpp static cast ?

dawn gazelle
#

I imagine BP is slightly more

teal yoke
#

so If I want to get a controller reference in one character then another. It's better to just cast twice?

#

or in one character if I use that reference multiple times it's better to cast multiple times than to store it in variable and use variable?

dawn gazelle
#

If you're doing something extremely frequently, like on tick, then you may have an argument for storing it in a variable. If it's just the odd time here and there, where you don't need to keep a reference in RAM, then you're better off casting each time.

teal yoke
#

Forgot I remove that

#

Would I have to set the controller after this?

dawn gazelle
#

You don't have to, nor would it likely make sense to as this event only fires one time when a player joins the game and the controller object updates each time. You could make calls into the controller from this event directly from the cast, or if you wanted to make it a bit easier to manage, you could create a functon that handles the logic in which case you can promote the casted value to a local variable which would then be automatically cleaned up once the execution of the function is finished.

turbid bison
#

I just put in a var coz I'm too lazy to cast it every time

teal yoke
dawn gazelle
teal yoke
#

would this also clear the join ID set ?

teal yoke
dawn gazelle
#

Create an input on the function. Set its type to "Player Controller" Object Reference.

#

Connect that pin to the "object" pin of the cast.

#

When calling the function from your game mode, pass in "New Player" to the input of the function

teal yoke
#

So I wouldn't put it to my controller that I am using?

dawn gazelle
#

PostLogin gives you a reference to the Actual Intance of a Player Controller that is joining the game.

#

You want to cast that.

#

If you want that value in your function, you need to pass it into the function.

#

And I'm not sure why you're trying to use IDs for players. Generally it's not a great idea as it becomes very difficult to manage. Players can be referenced by their PlayerState by everyone including the server.

teal yoke
#

Would I do Controller instead of PlayerController, thought playercontroller was more for local. So instead add the controllers to an array to keep track?

dawn gazelle
#

You don't need to keep track of controllers. Players as they join the game are automatically added to a "Players Array" on the game state which is an array of PlayerStates, and this is managed locally on the server and clients.

#

The server can retrieve their controllers from the PlayerState if necessary.

#

You need to set the input to whatever the OnPostLogin provides.

#

Once you've passed in the value from the OnPostLogin, you'll be casting it and can set the local variable as you need it.

frosty heron
#

Ideally the last frame

teal yoke
teal yoke
#

and is the controller I have set for my gamemode auto assigned right?

lunar sleet
#

This doesnโ€™t make much sense to me, can you give an example? Either way, the answer is probably: not with blueprints

stoic ledge
#

is the playerstate managed by replication? is there any need to create a class for it?

teal yoke
dawn gazelle
teal yoke
#

So I don't have to do this?

lunar sleet
#

Depends on what โ€œstuff breaksโ€ means. If weโ€™re talking null refs, you could maybe have an isValid check that prints out some instructions. If it gets more agnostic than that, youโ€™d likely need cpp

dawn gazelle
# teal yoke So I don't have to do this?

No. GetGameState gives you a reference to the current running gamestate in "gamestate" format. The only time you'd need to cast is if you want to access variables or functions that you've added to your custom class.

lunar sleet
#

But if the designer is deriving stuff from a base class, I would maybe give them a set of direct instructions or better yet, find a way that doesnโ€™t require them to do anything special @signal thunder

teal yoke
dawn gazelle
teal yoke
#

So if someone left the game it wouldn't update it?

zealous moth
#

@teal yoke on the leaving event bind a refresh to remake the array

dawn gazelle
#

Correct.

teal yoke
#

would that be more costly than just using postlogout?

#

and removing them from an array I add them to

dawn gazelle
#

You could use post logout for handling things specific to the game mode. And yea, you could use that to remove them from the array and trigger any other logic that needs to happen if they left. For clients though, you may want to use the EndPlay of the PlayerState to trigger anything they may need to do if that player leaves.

teal yoke
#

I'm doing for clients since dedicated server. It's better to remove them from the array in playerState? PlayerState acts as a state for each player right?

frosty heron
#

Remove what? Arnt the player array already handled internally?

teal yoke
#

Guess it doesn't remove them

teal yoke
#

or maybe no condition

dawn gazelle
#

No, because the playerstate is automatically removed from the Player Array.

#

If you create your own array, you have to manage that array.

#

And you have to make sure to remove the specific reference from that array, not just whatever is at index 0.

teal yoke
frosty heron
frosty heron
runic coyote
#

Sorry I'm lowkey blind; is there a section for UMG / HUD questions?

My question: I am creating a widget at/near screen center using this blueprint. In C++ I am using the following code to try and shoot at the same location as the widget. **The problem is there seems to be an offset, does anyone have any advice to alter my C++ code or my BP screenshot? ** Apologies for the messy code

EDIT: I just needed to adjust my anchor in my UMG

teal yoke
lunar sleet
#

But also maybe #cpp if your code is the issue

#

Just mind the crossposting

runic coyote
#

OH its under UI

#

I didnt look down that far

#

thanks

frosty heron
teal yoke
runic coyote
topaz condor
#

on a thirdpersonblueprint, what reference can i use for pick up item node?

dawn gazelle
# topaz condor

A reference to the item itself. If "hit object" from the hit result is your item for sure, then you'd want to cast that to Item and then you should be able to feed it into your node.

celest lotus
#

what is the difference between these two?

#

they both are same function

#

and which one is better to use?

dawn gazelle
#

I'm not sure of the exact differences when it comes to interface calls like this, but the one with the "(Message)" bit is the one I usually use.

topaz condor
#

what am i doing wrong on the phyiscalMaterial override?

lunar sleet
#

But I could be wrong, itโ€™s been a minute since Iโ€™ve messed around with interfaces

dawn gazelle
#

Yeah that sounds right

dry sleet
#

The regular node is just the interface function as implemented in your class.

#

I.e. you can use it if you have already done the casting and the class is of the correct type.

#

Message nodes can be used to test any UObject for the interface and run the function if it is implemented.

#

It does the casting and type checking for you.

celest lotus
#

ohhhh

#

understood thanks!

lunar sleet
#

From what I can see there all it does is check if it implements said interface

#

If an interface message node performed a cast, it would kinda defeat the purpose of using them when casting is purposely avoided no?

#

But either way, good to know that it has a DoesImplementInterface under the hood.

idle vigil
#

i want to remove the last card from the deck and return it in my function. However, im worried that it will not be valid if i have to run the remove function before the return node. Will this work, if not how can I make it work?

dawn gazelle
idle vigil
#

my get node returns a temporary copy of the item in the array

dry sleet
lunar sleet
dry sleet
#

No, it happens under the hood.

#

Casting is cheap.

lunar sleet
#

Didnโ€™t say it wasnโ€™t

dry sleet
#

BP casting introduces loading dependencies which isn't.

lunar sleet
#

Yeah thatโ€™s what I meant

#

Ig you were talking about native casting initially

dry sleet
#

Well then what I said is not inaccurate.

frosty heron
lunar sleet
#

Weโ€™re in #blueprint so for a sec there I thought you were implying that node is doing what bp cast node does, mb

dry sleet
#

Gotcha.

#

It's still pretty good to learn and understand the workings of interfaces in BP so you know why and why not to "fear" casting.

lunar sleet
#

Aye we regularly smack people that say casting is generally bad ๐Ÿ˜€

frosty heron
dry sleet
#

agh yeah

lunar sleet
#

But there are indeed a few instances where you may want to swap out for another comm

cold gale
#

Hi, I am new to Unreal Engine 5.4. I am creating a 3D environment, with a 3rd person player character. I have watched many YouTube videos on how to swap the Default player character with my character, and then retarget the animation, which fails every time I try, no matter which method I use. Is there a de facto way to achieve my goal in Unreal Engine 5.4 please?

lunar sleet
#

Right click and retarget animation is about as easy as it gets in 5.4

#

Idk which video you watched but the GDC talk about 5.4 animation covers it iirc

cold gale
#

I tried this with a Mixamo character. The character floating off the floor and the hips don't move.

frosty heron
#

Mixamo char is easy to retarget

cold gale
#

Get an in-depth look into how we rigged and animated LEGOยฎ Fortnite in Unreal Engine, and how we reinvented Fortnite Battle Royaleโ€™s locomotion with Motion Matching. This talk will show the tools weโ€™ve developed and share details on the content weโ€™ve built, including the transition to Motion Matching on a live title, how we landed on the animati...

โ–ถ Play video
#

@cold gale All of the YouTube videos say the same, but after hours of attempting to retarget the animation, I am lost.

frosty heron
cold gale
#

That was supposed to be @frosty heron ๐Ÿ˜„

frosty heron
#

R u retargeting to ue skeleton?

cold gale
#

@frosty heron Hi, thank you, I don't need any Mixamo animation. I only want to replace the Default player character with my own 3D character. I started with a Mixamo T-Pose character, to learn the methods involved.

#

@frosty heron Yes

frosty heron
#

Didn't take an instant for me to retarget anim but if you do the process correctly, there shouldn't be an issue

cold gale
#

@frosty heron May I ask, how did you learn the specific process correctly, please?

frosty heron
#

Watching videos, failing and repeat

cold gale
#

@frosty heron There must be something I am missing.

frosty heron
#

But once u know what to do then it just work

#

Make control rig

#

And ik rig

cold gale
#

@frosty heron I have done the fail and repeat many times over ๐Ÿ˜„

frosty heron
#

Make sure to retarget corresponding bones

#

Ye I failed for a while too until I don't anymore

cold gale
#

@frosty heron I though that Mixamo rig is now supported.

frosty heron
#

Not sure what you mean by that

#

And any rig will be just fine

#

As long they structurally simmiliar

#

Make sure the source and target have the same pose

cold gale
#

@frosty heron The recent UE video on UE 5.4 explained that Mixamo is now supported for retargeting animation, to make the process simple.

#

This video: https://www.youtube.com/watch?v=u9Z8CK561_Y&t=1160s Seems to go deep into control rigs, not replacing the default player character.

Get an in-depth look into how we rigged and animated LEGOยฎ Fortnite in Unreal Engine, and how we reinvented Fortnite Battle Royaleโ€™s locomotion with Motion Matching. This talk will show the tools weโ€™ve developed and share details on the content weโ€™ve built, including the transition to Motion Matching on a live title, how we landed on the animati...

โ–ถ Play video
#

Does anyone know a specific tutorial that explains how to replace the default player character with a custom character, without going through hours of trial and error?

frosty heron
#

Trial and error is part of the process

cold gale
#

According to EPIC, this is no longer the case ๐Ÿ˜„

idle vigil
#

I noticed I can have multiple event graphs in a single blueprint. Can these two event graphs communicate with each other through events etc without limitations? My multiplayer game has two games going on at the same time, (imagine two players playing blackjack in one part of the table and rock paper scissors in another part of the table) so Im looking to reduce the complexity of my game mode blueprint. Also does anyone have any other suggestions as to make my situation easier to manage?

#

I feel like if I proceed to keep making this game straight up without any smart planning, its gonna get out of hand quickly and become a mess

frosty heron
#

Two graphs communicate to each other? What does this mean?

#

For your multiplayer card game you just need to care about what server runs and what client runs and sees.

#

Server hold true to all the gameplay data, client simply try to sync with the server

idle vigil
# frosty heron Two graphs communicate to each other? What does this mean?

for example one event graph handles logic about blackjack and the other one handles rock paper scissors logic. When both players make their decision in the blackjack game, then maybe it triggers an event in the other event graph where it can start handling the rock paper scissors logic. The players will play one game first and then move on to the other one sequentially. Is that a valid way of using two event graphs or would I be fighting against the engine if its not designed for such use

frosty heron
#

Pretty weird way of looking at it

#

You just need to write the flow of the game

#

Player join and ready -> game start-> server draw cards -> sets cards (replicate it).

Server allow player to play a card-> and so on.

idle vigil
#

gotcha so ill make the whole game flow in the game mode event graph. (Obviously replicating the needed info in the player state etc)

frosty heron
#

When people say fighting the engine, it normally means going against how some features are set up.

Take example character movement component. A lot of people don't want to use cpp and find another way (fighting the engine) and unsurprisingly it didn't work for them.

#

Game mode defines the game rules

#

You can put the logic else where as long the server is the one doing it.

idle vigil
#

alright thanks for the guidance

fair pecan
#

Hello blueprint-masterminds!
Everytime I try my hand on adding a sound to a player-specific movement (swimming in this example) I always end up with sound-catastrophe..It just keeps playing on loop etc, or drowning out all other sounds, or even both and not stopping even though I added a node for the branch etc..I don't kno wat I'm doin wrong lol plz send help

chrome pumice
#

Guys quick question. Each time i try to make a map more detailed with lightining it starts lagging like crazy since i place a bit more light sorces. When i use "build lightning only" it places all lights on the map even if i delete them. Does this save performance or what is build lightning for?

frosty heron
#

if you have 60 FPS, you are playing the sound 60 times in a second

fair pecan
frosty heron
#

by not calling it every frame?

fair pecan
#

Haha yea ofc, but how would I go about doing that in correlation with enter and moving in water? Make a custom event "in-water/swimming"=spawn sound - play etc?

frosty heron
#

Don't know, depends what you are doing. For me personally, I will just play the sound on the swimming animation with anim notify

fair pecan
#

I c. Well i have no animations since my game is first-person. Thanks for the reply anyway : )

frosty heron
#

You can create a timer or check delta time on event triggered

#

when the input is released or your character stop moving, you will have to reset the timer or set the delta to 0

#

With delta route, you can check if it goes over certain treshold then you can play the sound

#

With timer, just play the sound. On Movement end, clear the timer

fair pecan
#

Fine ideas. I'll look into it, thanks ๐Ÿ‘Œ โœจ

dark drum
chrome pumice
#

Ahh okay thanks

bleak knot
#

so i've following a tutorial to make a push/pull mechanic, however the issue i'm running into is when i move push/pull one object, all objects called "SM_Cube" are being moved, could anyone help me figure out how to fix it DESPAIRGE

BP_Cube - https://blueprintue.com/blueprint/5yosg2_h/
BP_ThirdPersonCharacter - https://blueprintue.com/blueprint/wm9g-uix/
macro that moves the cube - https://blueprintue.com/blueprint/nqm3c01r/

dark drum
bleak knot
raw orbit
#

im working on a soft lock system and it seems to work except it makes the camera jitter and shake unpleasantly

#

any idea what might be causing such

#

^ this runs every tick while the timer is active basically

frosty heron
#

Do you also disable the player control rotation? might be fighting againts each other, just a guess.

brazen pike
#

Alternatively, you could try setting the control rotation directly? Control rotation also has some smoothing you can do built-in, iirc

spice roost
#

Right now I'm working on a first person shooter and I need to make a variable using blueprint that tells the game whether or not i'm holding a gun how would I do that with blueprint?

frosty heron
#

0o just noticed you rotate the capsule instead of the control rotation

brazen pike
raw orbit
#

it does feel like the camera is fighting the set rotation though

#

i wonder if its worth just redoing the camera code similar to ALS where its completely separate from the pawn

frosty heron
#

@raw orbit Why do you rotate the actor to begin with? If you want a tracking system shouldn't set the control rotation.

raw orbit
#

soft lock system for when there is an enemy nearby and i want the player pawn to face it automatically

grand flower
#

hi guys, i am trying to make a first person game, i am using a spring arm to make the camera smoother when turning and moving but i look up or down it zooms in for some reason, is there a way to stop this from happening please? its really bugging me.

frosty heron
raw orbit
#

oh thats a hard lock, i do have a system for that

#

soft lock is meant to be more of an assistant that doesnt fully commit like that

#

i think dragons dogma 2 has a soft lock system

true valve
#

If a player is connected to a bunch of objects using cables, how would I know if at least one of them is linked to a specific object?

#

For example, Obj1 -> Obj2 -> Obj3 -> Player. I want to know if the Obj1 is linked or not

frosty heron
#

I don't play that game but for combat assistance, I would call fort RotateToTarget on my attack montages so the player tries to face the enemy in given Anim Notify State duration

tranquil moon
#

hey there, any ideas why this lerp rotation isnt working? The actor is character-derived and has an AIController. I've used the same code for getting the player to look at other actors (but w player controller instead ofc)

#

just noticed i should prob be using GetControlRotation not GetActorRotation but it still isnt working

#

i.e. the character does not rotate at all

dark drum
tranquil moon
#

yes

#

however it does only mention PlayerController; does this not apply to AIControllers?

#

looked this up and it does indeed work differently; I need to use SetFocus to tell it which actor to look at

#

working now cat_approving

barren tangle
#

Is there a way to create an event that will trigger each time a variable is modified?

#

or you create a custom Set where you set + call an event

grizzled goblet
#

Not sure if this is the right place:

Has anyone had a chance to play with Actor Filters on Data Layers? I can't find any documentaion.

I'm hoping to create Level Instance with the versioning filter dropdown. So essentially, you place a LI in the level and select which version you/actors you want. This is distacted by Data Layers in the LI with the actor filter.

barren tangle
frosty heron
#

that func gets executed everytime the variabel is updated.

barren tangle
frosty heron
#

Set the Replication to RepNotify

#

then you will see the function

#

I'm gonna sleep, look up online if you can't get it to work yet. Good luck.

barren tangle
#

yes

#

thanks !!

hard charm
#

Guys, how could the direction of a particle change when colliding with a certain object? Can this be done?

dreamy mountain
#

hey, im using the default weapon, and when i fire, its offset to the right a little bit; how would i change this so its in the center of the screen

autumn parrot
#

Hey i know this is for blueprint coding but i was hoping someone to help me or relate to this

#

Hey guys quick question morning
Animation Sequencer
My character stays in a T pose within the animation sequencer, this happens when i use certain animations, not all of them. Some would animate but this one wont, Anyone understand why this is happening?
Also i do notice for the ones that work, i log off/ log back on and then it stops working, i would have to delete the UASSET file and reimport it into my content folder and then it works. Is there some kind of plug in that i am missing or is it unreal engine 5 thats the issue? do i wait for updates? not sure if this is a common issue going on

Click on the link below so that you could see an image of what i am talking about.

https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/c/2/6c2f8d0ee17d88aa2f9c2c85c6c925434f5cef19.jpeg

#

has anyone ever experienced this problem before?

deep elbow
#

inheriting from spawning actor perhaps?

autumn parrot
#

i can try and ill see if it works

weary spindle
#

Purchased a blueprint for skies but there are no instructions on how to access it in unreal. Never imported a blueprint before, what's the general process? Says 'Drag and drop' (I saved the file in the content folder) but that doesn't work (I tried dragging the uasset into the content browser)

verbal plinth
#

why do i get this?

barren tangle
#

if you have a pawn (or an actor with the character movement component) you need to attach the player controller to that pawn (actor)

#

then your player controller will be able to control your character.

faint pasture
faint pasture
barren tangle
#

like that you can possess an actor and use the player controler to control the movement of the actor, of course after defining all movement rules to be controller by the controller

faint pasture
#

or if it has the option to add to project, you can do that

waxen quarry
#

I have an idea and could use some brains here to throw some input at it. Im working on an inventory component for players and lootboxs. Im using data asset references in the inventory slot which works well but I want to reduce the amount of data sent over the network. So im thinking of mapping each item type and slot type to an FName value. However I dont want to do this in a data table because that requires me to update the table for every item I add. My idea is to use the asset registery to grab all ItemData assets and create a map of them in the Game Instance or in another data asset. Then use that as a reference. So runtime generation. Can anyone toss some thoughts at this?

faint pasture
#

its likely just a few bytes

weary spindle
winter zinc
#

Hi, I'd like to make a simple fish ai that moves to random points in 3 dimensions without colliding with the scenery. Is there a simple way to do it? because I find very few resources on this on the internet.

faint pasture
#

what is the actual thing being replicated or sent through an RPC?

faint pasture
waxen quarry
faint pasture
#

then add the ability to care about them

winter zinc
faint pasture
#

how is your fish moving to begin with?

winter zinc
faint pasture
#

I would do it in this order.
Make the thing move at all
Make it move to random spots
Make it path around collisions

waxen quarry
#

Multiplied by the number of slots in the inventory.

faint pasture
faint pasture
# dreamy mountain

Yeah if that socket isn't centered in the screen then it won't hit centered

#

it'll fly along a path parallel to the camera

faint pasture
#

you gotta do more math

#

you need to either:
Spawn the projectile where the camera is and pointing in the direction the camera is (usually not a great idea)
or
Figure out where the camera is pointing (line trace from camera), store that as AimPoint
Then spawn the projectile from the socket, pointing at the AimPoint.

#

Right now you're spawning the projectile at a point offset from the camera, and flying in the same direction as the camera is pointing. It'll hit offset from the camera too

dreamy mountain
#

ah ok

#

what line trace do i use?

faint pasture
#

just try

dreamy mountain
#

i cant find a from camera

faint pasture
#

there is no from camera

#

you can get the cameras location and forward direction

#

and do math to figure out where to trace from and to

sinful hinge
#

Hey, I'm trying to build a really simple patrol graph, I have my Navigation Mesh Bounds set, and I know the event triggers properly, even the random location is fine, but for some reason, the pawn doesn't move at all and I keep getting a "fail", any idea why?

faint pasture
sinful hinge
faint pasture
gaunt stirrup
#

Hi there, does anyone know how I can make a metahuman visible and unvisible in game with a widget? it seems that all the parts of the metahuman are seperate so I can't do it easily

faint pasture
#

@sinful hingeYour best bet is to base this class on Character unless you have some reason to not use Character

#

Like if you want to keep it a lot simpler or whatever

faint pasture
sinful hinge
faint pasture
#

all pawns can be driven by either

gaunt stirrup
#

parent class is BP_ThirdPersonGameCharacter

faint pasture
gaunt stirrup
#

okay

sinful hinge
gaunt stirrup
#

trying to have it so when i hover over a thumbnail, metahuman appears

#

like a character select sort of thing

#

the tutorials ive watched just use a character as a static mesh, and ive been having trouble converting the entire metahuman to staticmesh including clothing so i wanted to ask if there was any way i could do it

lunar sleet
gaunt stirrup
lunar sleet
#

why the need for a conversion ?

gaunt stirrup
#

in the chacracter selection tutorial im watching the blueprint has all the characters stacked ontop of each other and is just editing visiblity for the mesh

gaunt stirrup
# gaunt stirrup

but mine is split up into all the modular parts of the metahuman making the visibilty rig a bit more complex, i just want to make it easy as possible

lunar sleet
#

not sure what the ideal solution is there, maybe try #metahumans ?

#

I'm sure people there have done this kind of body featuring thing

lunar sleet
#

I asked something about this before, but just revisiting it so ik what my options are. I can't rotate the default capsule of my char because it inherits it from Character. Everything in my level is facing in a way that right is Y and that seems to be the case in UE's templates too, but the way they made Character, right is X. I am currently having to rotate the char by 90 degrees on begin play so it faces the correct way but if placed in the level, it faces the wrong way at Editor time. It's not a huge issue, but kind of an eye sore. Do I have a way around this other than editing the actual engine source?

supple dome
faint pasture
#

even the default char is yawed 90 degrees

remote rapids
#

hey so i have a problem

#

this is a button

#

when my mouse on the button there is a white box that wraps the button

#

and when my mouse is not on the button the white box invisible

#

how to fix that?

#

to vansih the white box

steel star
#

this is a button
when my mouse on the button there is a white box that wraps the button
and when my mouse is not on the button the white box invisible
Sounds working correctly?

remote rapids
#

that work good
but i want that there will be not white box

#

when you on it

barren pebble
#

Maybe setting the hover image to the same as the default one?

#

Been a few weeks since I buttoned, so I could be misremembering.

faint pasture
remote rapids
#

here what to do in hovered

steel star
#

hovered, draw as rounded box

#

change to image, or none

remote rapids
#

ok

#

i did image and it work well but for 1 sec i see the rounded box

#

can i vanish that us well?

#

now when my mouse on the button there is no box

steel star
#

looks for other style's that still have the rounded box value for their draw as

remote rapids
#

oh

steel star
#

and turn them off

remote rapids
#

oh i forgot
i need to change that us well in pressed

#

i change that to image us well

#

and that works now

#

thunks in any case

lunar sleet
lunar sleet
raven nest
#

I legitemately don't know in what channel to ask this question. xD I have a sceen capture 2D but I only want it to capture certain sublevels and ignore others from a persistent level. Anyone know if it's possible without selecting every element to hide individually?

steel star
lunar sleet
#

Itโ€™s not camera related

steel star
#

i know, but its the same problem

lunar sleet
#

But not same fix ?

steel star
#

pretty sure its going to be the same fix. because you cannot stack another actor with a transform above it, because the top level actor is expected to be the controller

#

if all you want though is an initial rotation, and after that it all already works for you

#

just assign that in your default values blueprint

#

or if rotation isnt exposed there .. subclass C++ and set it in constructor

#

then it will be assigned before begin play

#

or i guess just make a construction script

lunar sleet
#

Current rotation on begin play does the job for runtime. I was curious if there was any way around that weird 90 degree yaw they have for Editor time

#

Ig construction script yeah

steel star
#

a construction script, i think would do that

lunar sleet
#

Such a weird design choice for the Char class tho

steel star
#

so by default what unreal engines global/identity matrix is what? +x forward, +y right

#

so, (1,0) would be character facing forward?

#

but i suppose they wanted it to be (0,1) forward

#

or does this have no impact on anything other than the starting value

lunar sleet
#

Yeah, char has x right everything else has y right

#

Yeah I mean itโ€™s more annoying than anything

steel star
#

If you do like, "create look at orientation" for the controllers actor and a target

#

and try to apply that to the controller

#

does it end up wrong or something

#

i guess it might, if the controllers yaw is always off

faint pasture
#

just use the forward of the capsule as the forward of the character

lunar sleet
faint pasture
#

I'd just consider Mesh.Right or -Mesh.Right as forward but if it works it works

deep lagoon
#

of the top of the head

anyone know of a method to bind the players camera to an object?
got a decapitation death moment

steel star
deep lagoon
#

its a first person game

so i wan to seamlessly bind the camera to a physics object
and then let it drop from their shoulders

steel star
#

PlayerCameraManager::SetViewTarget( actor, ... ) perhaps

#

The thing you allocate can be a ACameraActor

#

if its not, it still might work though

#

AActor::GetActorEyesViewPoint()

#

you could also overload that for your player, or the actor you spawn for the head

steel star
deep lagoon
#

set view target only wants a player controller as imput

wise ravine
#

what does this mean?

steel star
wise ravine
#

might has been while I was closing it, I don't have the best memory

deep lagoon
#

@steel star got it working

steel star
#

Nice!

steel star
#

whats the deal with overlay materials? i have yet to get any material specified on that to actually render anything visible to me

#

the one on static mesh

#

.. disregard, i just did..

#

so the problem then is, its not being rendered in front of a cloud looking thing i have in scene, as a heterogenus volume component

#

or rather, it needs to draw after that, not actually be in front

#

how do you control the draw order of translucent materials?

#

nothing i do seems to put it after my heterogeneousvolume

#

found it.

#

its static mesh > Translucency Sort Priority

haughty snow
#

is it possible to set this node dynamically by passing in the name of the asset?

steel star
#

drag off the blue pin .. look for like "Get/Find asset by name"

#

something like that

haughty snow
#

hmm ok ty

remote rapids
#

i have 3 button
settings
Sound on
Mute

#

so here you can see that if i click on settings
sound on button appear
and if i click sound on so mute will appear
and if i click on settings so only settings will appear

#

my problem is that if mute is appear and i click on settings
so mute is invisible like should be but if i click again i want it so stay to mute
because now mute isnt staying, sound on is appear

#

click settings

#

sound on appear

#

click on sound on so mute appear

#

click again on settings so all disappear

#

click on settings so sound on appear and i need that mute will stay

how to do that?

quasi dagger
#

Yo! I'm working on a game on 5.4 and recently I wanted to turn on seamless travel so that I could persist my playerstate variables between gamemodes. When i turn it on, it takes me to an empty transition level. This is fine, except it just traps me in an endless void and I never make it to my desired map. Since I couldn't figure out this bug I just decided to scrap seamless travel and figure out my stuff another way. However, even though I turned it off on the gamemodes and even deleted the original gamemodes, it still acts as if its turned on to the point that when I try to switch gamemodes, it still takes me to an endless void. Help?

deep lagoon
#

trying to get an enemy to ragdoll
enabling simulate physics on it is currently not working

any advice?

frosty heron
deep lagoon
#

yes

ancient heath
#

Are you trying it in standalone?

frosty heron
#

You simulate physich on the skeletal mesh comp?

frosty heron
frosty heron
#

No idea then

ancient heath
deep lagoon
#

yes

dawn gazelle
#

Am I misunderstanding something with this? I made a custom "camera" static mesh that has two materials assigned, but it doesn't seem to want to properly display the dynamic material interface on that mesh -- I thought the material would adapt itself to fit into the part of the material it is applied to. As you can see in the first image, the plane is working fine, but the camera is only showing blue.

deep lagoon
#

might be similar to a wierd issue i've hit before
static meshes don't like it when you try to update material assignments (can't even do it in sequencer)

just for a test
try changing your asset to a skeletal mesh

dawn gazelle
#

o_o

dusky cobalt
#

Any better way on this concept for the higher the level, the more targets I want to set? Like is there better structure to use for things like that?

deep lagoon
dawn gazelle
cold lion
#

I am having some trouble where I cannot click the eyes to make them public. I tried recreating these as well and it still won't change? any ideas?

frosty heron
#

@dawn gazelle some sanity check. Eject from your character. Select the camera, select the place and move it by an inch

dawn gazelle
#

No change :/

frosty heron
#

Back in my old project 4.25, I have this weird artefact where my render target doesn't update on the plane, unless I move it

#

๐Ÿ˜”

#

Select the plane*

deep lagoon
#

well at least its not bullshit

dawn gazelle
#

Nadda. The plane works just fine, I know it's rotated, but I'm wanting to use the material slot on the camera itself.

deep lagoon
#

any ideas what could be preventing this ragdoll from working correctly?

#

op
i got it

#

it was the collision settings

frosty heron
#

Oh u didn't enable physich and query

#

๐Ÿ˜…

flat coral
#

Okay real talk. Does the reference viewer fucking lie sometimes?!

It SAYS this object is referenced by this BP, and it used to be, but the BP has had that entire variable removed. It isn't anywhere there!

#

Is there any way to figure out WHERE that's referenced? What this line is?

#

Like... It's a data-only BP. And none of the variables are even the TYPE of this one!

dawn gazelle
dawn gazelle
flat coral
dawn gazelle
#

Basically, if it's referencing the data table itself, it could be referencing that type somewhere in the data table?

dusky cobalt
#

Is this actual way to do enhanced input system if I want something like Left Mouse Button + Shift = IA_Action? So I have to create 3x, IA_Actions and them use 2 (button sepearately, shift separately) and create IA_FinalCombo from it

flat coral
#

Plus it's worth noting, BP_ManifestPersonal isn't the only child of its parent. It's one of a handful of Manfiest BPs which are all data-only BPs. So, because UII_FirstAidKit is only referenced in ManifestPersonal, it MUST be from that data object specifically, not any of the sibling objects or the parent

#

I'm just gonna delete it and see if anything shits

lunar sleet
#

I'm just gonna delete it and see if anything shits
An interesting debugging option

dawn gazelle
spark steppe
#

i think the static mesh component caches the materials, which may be why you didn't see any change

steel star
#

does ue come with a sobel shader somewhere? do i need to hunt marketplace?

#

sobel = outline

mental trellis
#

You mean like the one for selecting things?

steel star
#

yea

icy token
#

Does anyone know how to bind an event to an event key on the sequencer? I'm having real troubles trying to get this to work, ive got more info and my code in this thread, if anyone could help that'd be awesome#1234120020670550130

steel star
#

it looks like "stylized rendering" is what i want, but its under samples > legacy and only engine 4.1-4.24

#

suppose ill install it anyway and see if i can hijack any materials from it or not

supple dome
#

sobel is like < 10 nodes you can do it rather quickly

gaunt stirrup
#

does anyone know how I can make a metahuman visible and unvisible in game with a widget? it seems that all the parts of the metahuman are seperate so I can't do it easily

supple dome
#

separate components or separate actors?

steel star
#

except i dont know that its going to look good for the effect i want

gaunt stirrup
supple dome
#

theres SetActorHiddenInGame

steel star
#

and id rather not be stuck not knowing if i did it wrong, vs just looking innapropriate

gaunt stirrup
#

i was getting some help from this guy , is this going in the right direction?

#

this is on the widget blueprint

steel star
#

i haven't looked into this yet, but do ue widgets have any support for 'data binding' .. or mv

spark steppe
#

UMG ViewModel

steel star
#

ie, in this case he wants to link the value of "some actor's visibility" to some ui button's pressed/not state

spark steppe
#

not directly

steel star
#

shame, considering its a property that is a bool for both

gaunt stirrup
#

am i not able to do that?

steel star
#

you can do it manually just like you are

#

or just have it a press button, not a toggle button

#

that toggles the value each time

gaunt stirrup
#

im not sure if its working

#

is there anything wrong with the screenshot i sent

steel star
#

well it looks like you are hooking into OnHover?

#

Dont you want click clicked or something

gaunt stirrup
#

i was going to do both

#

was just testing with on hover

steel star
#

you are not supplying the cast object as the 'target'

#

also you might want to first get the value of visible

#

then invert it

#

and set it back

gaunt stirrup
#

damn uhh

steel star
#

right now its always setting it to false hidden

gaunt stirrup
#

okay

steel star
#

you know how to turn on simulation and watch if its getting called at all?

gaunt stirrup
steel star
#

you are setting visibility of "self" ?

#

surely the widget is already visible if your able to hovor over it

#

though idk if thats actually required

#

also isnt this event happening on the widget? why do you need to cast it to anything

#

and whats the distinction between (CRUSH) and .. the other

gaunt stirrup
#

i have them both in the level ontop of each other

steel star
#

ok

gaunt stirrup
#

and my widget is overtop when pressed play

steel star
#

so, you need to get that actor

#

to supply to the target pin

#

of the set visibility node

gaunt stirrup
#

do u know how i do that

steel star
#

well, you could give it a name

gaunt stirrup
#

add variable?

#

and then object ref?

steel star
#

try right clicking in bp designer's canvas

#

see if theres like "find actor by name"

gaunt stirrup
#

for the metahuman right

steel star
#

the bp for the widget

gaunt stirrup
#

or widget

steel star
#

you might need to get the world first

#

nodes: "get world" > "find actor by name" > set visibility

gaunt stirrup
#

i dont see that available

#

hovered > getworld (n/a)

steel star
slender idol
#

can I invoke the delegate here in any way?

steel star
#

normally it would go to a bind call

gaunt stirrup
#

okay i added a tag to the root of the metahuman

slender idol
steel star
#

then that is the wrong node

slender idol
#

Not the wrong node, just asking if blueprint supports direct bound delegate calls

gaunt stirrup
#

how should i integrate the tag node into this?

steel star
#

that is the wrong node to trigger a delegate, that is the node to hook a function into a delegate

steel star
gaunt stirrup
#

where do i input the node

steel star
#

execute path looks like .. event > get actors with tag > for each > element > set visibility

gaunt stirrup
#

theres no for each node for after get actors available

#

or do i type something else

steel star
#

you drag off from the "out actors" pin

gaunt stirrup
#

only "for each loop" shows up

#

when i type for each

steel star
#

yes do that

gaunt stirrup
#

this correct?

steel star
#

type in the correct tag name

#

connect the execution line to the loop

gaunt stirrup
#

okay i did that

steel star
#

drag out from array element (which is an actor) to 'set visible'

#

connect exec line again

gaunt stirrup
#

onyl set actor hidden iin game is available

steel star
#

oh alright

#

use that

gaunt stirrup
#

connect completed?

steel star
#

connect from loop body to that last node

gaunt stirrup
#

okay i

#

did that

steel star
#

then drag off from new value, do 'get value of 'hidden''

gaunt stirrup
#

from new hidden?

steel star
#

yea

#

or better

#

just drag off again from the loop array element

#

and get value 'hidden'

cyan spire
#

Hello, very qwuick quesiton. Where did the "Preview Mesh" go in 5.3.2 ?

gaunt stirrup
#

from the loop array index?

steel star
#

yes. for each actor, get current value of hidden, invert it (boolean NOT), set value of hidden

#

then, if you have two actors in your scene with this tag, the two that overlap each other and use different models

#

set one visible and one not, in the level editor

gaunt stirrup
steel star
#

each time you click button, it will flip flop

#

dont use array index

#

drag off the blue one, you can do so twice

gaunt stirrup
#

for the array

#

or array element

steel star
#

array element

#

you cant do anything with the whole array other than loop

gaunt stirrup
#

only thing that shows up is datasmith keys and avalues

#

values*

steel star
#

get actor hidden

gaunt stirrup
#

connect to new hidden?

steel star
#

so that red pin on the new node, is the value of 'is hidden' currently for that actor