#blueprint

1 messages · Page 168 of 1

gray lantern
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it's like a key right?

lunar sleet
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It’s like an excel table

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And yeah pretty sure it iterates over all of it or at least until it finds it. You can look at the source code to see exactly how they do it

somber elbow
drowsy steppe
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Hey guys. Any idea why RVO avoidance is not working with my npcs?

silent plaza
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Hey friends 🙂 I use the Third person Template with Enhanced Input. When I log the Enhanced Input Action IA_Move "Action Value X" I only have either 1 or -1 when I pressed Left or Right, but it never goes back to 0, and it doesn't increase progressively. Do you know why? Thanks 🙂

frosty heron
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I think

trim matrix
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which isn't 1 or 0 or -1

frosty heron
worthy jasper
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Generally this is just the difference between controller and mouse and keyboard inputs

frosty heron
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There's probably in between for analogs

worthy jasper
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Controllers let you get smaller values

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Mouse and keyboard is typical pressed or not

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hence why movement looks different in games that support inputs

frosty heron
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Yup

worthy jasper
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And you can usually tell what input a player is using by watching how their character moves

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Unless there is a specific problem I wouldn’t worry about it. It’s the difference of input. Keyboard and mouse are typically much snappier

lunar sleet
trim matrix
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why would you do once on begin overlap^???

worthy jasper
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To do code once in an overlap?

trim matrix
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it seems so wrong

worthy jasper
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Well as with anything it depends on what your trying to do

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But yeah on face value it’s probably not what you want

trim matrix
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create a bool called, has been hit, set it to true when it's hit and you control it on your own

worthy jasper
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That is another way to do it yeah

frosty heron
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Depending on the context, I rather use do once node over branch

lunar sleet
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@somber elbow also you can try using a Sequence node. On first pin, Do Once with everything up to the SpawnTile. On 2nd pin the rest of the nodes. Will need some testing but give it a shot

frosty heron
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Don't feel like making extra variable when I don't need to.

worthy jasper
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Kinda my thought too

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And a do once has a reset

trim matrix
worthy jasper
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Speaking generally, Do once is used when you want the code to execute at least once

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a branch is good if you potentially don’t want the code to execute at all

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Or want to change how it’s executed

worthy jasper
trim matrix
worthy jasper
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In your scenario you have to remember to set the variable before and probably after the branch

trim matrix
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ofc

worthy jasper
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For a do once it’s a single node that fires the code at least once

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With the ability to reset it if you want it to happen again

trim matrix
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sure

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but that doesn't excist in C++..

worthy jasper
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well I’m not speaking how to do it in c++ XD

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You were asking about the blueprint node do once

frosty heron
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Which is just a macro

worthy jasper
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Mhm

frosty heron
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Surely doable in cpp too but I don't know better

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Datura would know

faint creek
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Somebody could help me?

frosty heron
dawn gazelle
# trim matrix but that doesn't excist in C++..

Sure it does. It's effectively the same thing as creating a bool and setting it the first time through the do once and calling another function, and then setting it false if you want to reset it.

faint creek
dawn gazelle
trim matrix
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ew

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I hate maccros

lofty rapids
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i have not got into macros at all yet but they look interesting

silent plaza
dawn gazelle
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Yea it's ugly, but it works XD
You could absolutely set up something similar in C++ by passing around a couple of bools that you have on your class and pass in a function through to your DoOnce function, but then you'll end up with a ton of bools to manage something like this in C++.

frosty heron
lofty rapids
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started, triggered

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these happen when your using the buttons so they will have a value

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you can use the old axis mapping and get when it's zero i thinkor maybe there is another execution comming out of the enhanced input ? i still use the old stuff

silk bay
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Hello, I'm trying to remove the widget during some dialog. It prints the string but doesn't remove the UI. Any ideas?

frosty heron
lunar sleet
# somber elbow

No need for the cast node if you’re using spawn node in that tile function. Also try the sequence node I mentioned

trim matrix
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Why would you ever remove it if you never added it to the viewport?

silk bay
dim siren
frosty heron
lofty rapids
spring osprey
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Hi guys, I want to make a simple save inventory system for my character so when I load a new map the data from the previous one keeps in the new, could someone help me?

silk bay
lofty rapids
frosty heron
lofty rapids
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or just persist through levels ?

spring osprey
lofty rapids
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save it in the game instance

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use a bunch of variables

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or structs ig, but you could just use variables in the instance

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these will persist across level loads

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pretty much the only thing that does that

somber elbow
lofty rapids
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the note probably says it's already that class ?

spring osprey
lofty rapids
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create that

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then in your project settings, search for "instance"

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and set the game instance class to the one you made

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then yyou can get the game instance from just about anywhere

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and now you have a ref that is persistent across levels

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add some stuff and your all set you have a save/load untill the game shuts off

somber elbow
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@lunar sleet It looks this way now. But now It stops counting after 1 and stops spawning tiles

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And i have this error

lofty rapids
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you don't want to cross exec lines like that

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make a reference

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and whats the do once all about ? you only want it to score points once ?

lunar sleet
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Promote the cast return to a variable

lofty rapids
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i would probably cast to game mode on begin play

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unless it's going to change at some point

lofty rapids
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what does spawn tile do ? spawn the next map ?

somber elbow
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this

silk bay
dark drum
lofty rapids
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a couple things but first i would say make it work one way going up, and if you destroy it you should be good because you won't overlap it again, but if your using it in some other logic like tick or something then you may get accessed none after destroying it

spring osprey
somber elbow
somber elbow
lofty rapids
dark drum
lofty rapids
spring osprey
lofty rapids
# spring osprey so what should I do?

you can think of in this case the game instance as your "storage" for stuff that persists, so you need variables and maybe even functions,events on there that you use in the gaame

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if you just cast to the instance and don't use it then it's fairly useless

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so when you cast to it, you pull off and get/set the values you want to store

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in the case of a percent, instead of using the playerref like you did use the game instance and some variables on that

lofty rapids
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different things would need to be "saved" in different ways

lofty rapids
spring osprey
lofty rapids
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but you could store the class name and just spawn it if it's an actor

spring osprey
lofty rapids
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i don't see where it knows if you have it or not

spring osprey
somber elbow
lofty rapids
lofty rapids
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so your pulling from the game instance

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because everything else reloads

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first thing is to create a variable in the game instance

dark drum
spring osprey
lofty rapids
spring osprey
zinc spear
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I have a pawn whose capsule collision simulates physics, im trying to get it to rotate with the floor angle but the constraints on the physics tab mess it up. Keeping it enabled prevents it from being rotated as needed, but enabling it causes the physics to have influence on it. anyone got any ideas?

lofty rapids
# spring osprey something like this or

yes and then in place of your battery variable use the one on the instance, and when you load the next level it will be the same because your pulling from the instance

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in order to get that variable you need the reference to game instance, then you pull off that get/set

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i normally do the get game instance casting in begin play

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use that reference and drag off of it to use variables, functions

zinc spear
spring osprey
lofty rapids
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it will persist

spring osprey
lofty rapids
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thats just an empty variable

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on beginplay get game instance, cast, promote to variable, then use that variable

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or just use a set and use the one you made

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notice when you had player ref, you need a ref to the instance

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you must have "set" player ref at some point, it should be similar

lofty rapids
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right and use that variable

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when you pull out and get the variable

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as long as the begin play is in the same bp

spring osprey
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did that but the drain battery now doesn't work

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it doesn't show any error tho

lofty rapids
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so what does it look like now ?

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it's probably something in the logic maybe your still using the old variable ?

spring osprey
lofty rapids
lofty rapids
# spring osprey

your instance still isn't there for some reason was the begin play on the same bp ?

spring osprey
lofty rapids
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i would just put the whole cast thing in the function

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or you might be able to use construct

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how often does get percent run ?

spring osprey
tranquil lagoon
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I have this really weird bug. When I possess another actor, all of my UI, Post Processing, Interaction Traces (Actor Component) still seem to be firing.
For example, my trace I have set up firing on tick from the player manager camera, fires on the new actor now instead despite not having the components for it!

If I destroy the previous actor (with an Event Unpossesed -> Destroy Actor) then all of that dissapears and everything works like it should.

However, I want to keep the actor in the world for a while because I want ragdoll. So what is causing this to happen? 🤔

spring osprey
lofty rapids
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the battery one off the inventory your subtracting from

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but your setting the one in your bp, not the instance

spring osprey
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Okay did a set battery in the as game instance and now it works and saves in the next map : D

spring osprey
lofty rapids
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it should work with any variables you want to persist

spring osprey
lapis oracle
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Why i cant connect them ?

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is there a way to connect it ?

dawn gazelle
lapis oracle
dawn gazelle
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Location, Rotation, Scale.

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Multiply all of them all at once?

lapis oracle
lapis oracle
spring osprey
lapis oracle
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Any ideas on how to fix my issue ?

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solutions?

undone sequoia
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how to get random location in the air ?

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in some radius 😄

lapis oracle
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idk

lofty rapids
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but your target is most likely the game instance

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but drag it out and search "set variablename"

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you want to use that set

lofty rapids
lapis oracle
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Is there a dead end for learning blueprints? how much time will take to fully learn blueprints

thin panther
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you never fully learn

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you are always learning

lapis oracle
thin panther
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anything

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to get comfortable enough to make a title to ship that has a chance of success, that generally takes over a year of practice.
To give a title a really good chance, people often gain industry experience and stuff first. Most of the indie games you've heard of were made by people that once worked in the industry.

Of course you don't need to, no one does, it just takes practice, which takes time.

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It took me about a year and a half to get comfortable with blueprints and how to use them

lapis oracle
thin panther
lapis oracle
thin panther
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it takes a while because it's programming, and thats hard.
You've not only got to learn engine specifics, but fundamental skills

lofty rapids
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programming in general is extensive thing and unreal is complicated really like anything once you know it its simpler

thin panther
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You've got to learn how to break down your problems, come up with solutions, express it in the simplest form, often times with no resource to guide you. On top of this, you've not only got to learn how to adapt things to what you want to make, but also learn what nodes do the job, and the various blueprint pitfalls. That takes a hell of a long time
once you do things enough you get a feel for it.

It's always important to know why you're doing something though. Blindly clicking through or watching any resource won't help you, you will learn nothing.

lofty rapids
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but the basics of bp you can learn quick, i would say like most programming goes you can't really remember everything and there is always something new popping up somehow

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and so many ways to do one thing really

lapis oracle
thin panther
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it's a good thing, but make sure you are understanding it.
people conflate it working, with understanding.

if you watch an inventory tutorial have you actually learned what an inventory is at it's core? Have you learned why the tutorial author designed the system in a certain way. Can you spot things that weren't so great, like using hard refs to store a texture icon, or using a massive datatable for all the items in the game, again full of hard refs

lapis oracle
lapis oracle
thin panther
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if it's full of hard refs yes

lapis oracle
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What if it is full of soft ref

thin panther
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when you reference on row of a datatable, it loads all rows and all dependencies

thin panther
lapis oracle
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im asking lot of questions 😅

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anyways do you have any good source to learn bps

thin panther
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a data asset is a specific kind of asset

lapis oracle
thin panther
spark steppe
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do i have to read it backwards or smth?

thin panther
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does read a bit like that ^

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definitely took a few glances before i understood it lol

dawn gazelle
spark steppe
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are you okay?

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your english usually sounds more coherent, so could be signs of a stroke

thin panther
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I think it's just all the "you know"s that tripped me up :P

thin panther
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That is one cursed gif

dawn gazelle
# spark steppe are you okay?

I've just re-read it a couple of times to make sure I'm not in error and it seems to make sense to me. It would be so much better if it made me some cents though.

thin panther
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You're not in error, it's a correct image, my brain just refused to read it properly :P

spark steppe
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yea, it could be phrased differently to be easier to read/understand on the first read

thin panther
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I mean just to clarify that I understand it?
Outside circle: The things you are completely unware of
Red line: The things you have learned and know
Inside circle: The things you know you have yet to learn.

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I like the scale of it, though it is daunting to realise just how much you don't know :P

sweet imp
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Hey guys, so I am trying to make an enemy move continually towards the player, I do this but rapdily firing off ai move to calls and this works fine as long as the enemy can reach the player. One problem I'm having is that as soon as the player is in a place where the ai can't reach, even just on top of a tiny rock, the ai will stop moving. I'd rather them still keep moving towards the player even if they can't reach them. I could probably brute force this with some logic that makes them go straight in the player's direction if the ai move to fails or something, but I just wanted to know if there's a way to do this with ai move to or some other node instead? Thanks in advance for the help!

lapis oracle
spark steppe
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you annoyed the shit out of me years ago, you are learning for a decade now

trim matrix
trim matrix
spark steppe
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yea it was one thing

lapis oracle
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😹

spark steppe
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still you managed to leave an impression

lapis oracle
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@trim matrixThis dude is funny XD

trim matrix
spark steppe
trim matrix
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that's not being anooying lmao

spark steppe
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ofc, you randomly pinged me

trim matrix
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sorry, master

spark steppe
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alr, i'll accept the excuse

trim matrix
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you were the only one to help me when I first joined, that's why

lapis oracle
warped forge
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Hi! I've been trying to attach an apple mesh component to a tree mesh component into a socket, using add static mesh compoent node and attach component to component node, the later node's return value is true

I've created the socket, the apple appeared in the right place, but when I try to get attach socket name on the apple , I always get None
Also, when i call get all children components on the tree mesh component, I always get no children.

am i doing anything wrong?

what i'm trying to do is when the apple mesh got hit, the apple will be detached and new apple will grow in the detached socket

spark steppe
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no, i think your code should be fine

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can you show the other nodes where you try to get the child components and the socket name?

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it's possible that the whole socket stuff only works on skeletal meshes

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since for static meshs it's just a... static transform

warped forge
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Sorry I am away from my computer
I tried two places to print apple mesh's get attach socket name
1.right after the attach component node
2. In the apple's on hit delegate

Both of which output None

lapis oracle
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Why i cant connect them?

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The tutorial im watching

spark steppe
warped forge
spark steppe
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it's a bit more work since you have to add/remove the apple mesh mappings every time you add/remove an apple, but i would use that approach over a skeletal mesh for sure

warped forge
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Good idea, and I'll manage the map

spark steppe
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static meshs are way more lightweight for rendering

warped forge
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Thank you so much

lapis oracle
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Tysm

spark steppe
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since the order of operation is important for composing transforms

lapis oracle
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this for some reason doesnt connect too

spark steppe
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because you have a mesh reference

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you need a skeletal mesh component reference

lapis oracle
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i exposed this but for some reason i cant search it

spark steppe
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hold CTRL and drag the variable on the graph

lapis oracle
lapis oracle
spark steppe
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you wont get variables from other BPs, unless you have a reference to an instance of them

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guess there's a bunch of tutorials ahead of you 😄

lapis oracle
spark steppe
lapis oracle
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Nice it worked!

trim matrix
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NICEW!

steel star
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hmmm. sooo, are there blueprint class 'instances' that exist as assets so that i can assign them to properties in the bp designer without having to find some place to allocate them? what i want is just the bpclass with its default values

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right now im doing some annoying shuffling by having the property be a class ptr, then allocating the actual object in the construction script

lunar sleet
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otherwise instances don't exist pre-runtime

spark steppe
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doesn't get class defaults work on a class reference? (i think it does)

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@steel star

lunar sleet
spark steppe
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no, he is currently creating an object instance from the class

lunar sleet
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ah

steel star
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ive done both.

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the team keeps some state that isnt really safe to be in the default object though, im pretty sure

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like a TArray<AShip> of all that teams currently living ships

spark steppe
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oO

steel star
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er. UTeam is the thing ive been talking about with Class vs Object ptr

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and actually uteam will ultimately need to be an actually replicated object

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so this is all kinda just a short term hack how i have it atm

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well, how it was

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now that i am allocating a real object that gets held onto by the gamestate, it actually should be fine, imma just not touch it again until i have to

lethal ocean
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Hi! I'm having this weird issue where I'm trying to set the global time dilation to 0 and pull up a widget right after. For some reason, the Set Global Time Dilation node is being completely bypassed. It runs the blueprints before the node, and creates the widget right after, but dilation still isn't getting set. What's going on?

lusty shard
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How might I go about making it so an actor contains its own buttons and adds them to HUD element when selected. Already have selection working and when buildings are selected, they all have Cancel and Recycle option. But I want one garage building to have "Make Vehicle" option for example.

faint pasture
lethal ocean
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It's only stopped working after I moved the code

lusty shard
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How might I go about making it so an actor contains its own buttons and adds them to HUD element when selected. Already have selection working and when buildings are selected, they all have Cancel and Recycle option. But I want one garage building to have "Make Vehicle" option for example.
potential to have unique button options for each building.

dawn gazelle
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You can override the function in each class if there's different logic required for what appears as well.

faint pasture
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how do you tell the building "Hey, recycle"

lusty shard
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Is there a best way for generating buttons from within a BP? I imagine id have to have a button as a widget compoent in the blueprint and duplicate that component for each option? Jus tnot sure how to go about this.

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When building is clicked I spawn this BuildingInterface BP at the selected actors location, and store that selected building as the widgets owner.

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Then, depending on the button clicked, within the widget event graph, I do things.

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Widget owners could be several buildings.. so im allowed to have 1 widget placed at center of all selected actors. Click Recycle once, and that tells all those actors to destroy themselves.

faint pasture
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You might want to encode it more as data.
Building.PerformAction("Recycle")

lusty shard
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Good question. this is where im at though. Somehow this widget needs to be aware of that option that has been added to itself.

faint pasture
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Then you'll have the array of things to pass to the widget

lusty shard
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hmmm

faint pasture
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and you'll have the data to pass to the building in PerformAction, then the building can switch on it to do whatever

lusty shard
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I could also store all the options here...

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oy

faint pasture
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I'd maybe use GameplayTags

lusty shard
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alright thanks

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I will have to look at this... There has to be a way to have a button contain its own actions... similar to how a component can contain its own logic. but I'll see how tags can work too.

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off for dinner. thanks!

faint pasture
upbeat jasper
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How can I activate an ability till user pressed key and deactivate it on release using gameplay ability system?

dawn gazelle
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When Released -> End Ability.

cyan spire
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Hello i have a question, is it possible to add my own logic for the context menu somehow?

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Im tired of renaming it to local every damn time to not loose track

lunar sleet
cyan spire
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Damn, so i need C++ for this right. already thought that

lunar sleet
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and the engine source if you don't have it

remote meteor
# cyan spire

you dont really have to, unless you are modifying it, function parameters can also be get-ed as though its a variable

lunar sleet
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this is true, local is not really needed ig

maiden wadi
# lusty shard How might I go about making it so an actor contains its own buttons and adds the...

I do this with a set of data assets. Their class has some functions on it that are ran on each asset when things are selected and passes in the selected actors. Does different things when you're selecting multiples or singles, like some actions only show if you have a single thing selected. Only actions that affect all of the selected things will show when you have multiples selected.

Once that list of assets is filtered down, the remaining ones are sorted via a priority and then passed to a listview. OnClick an action function is ran on the asset by passing in an array of the things to affect. And since they're assets, I can gather them all easily through the asset manager. So all I need to do is make a new asset for a new action and set it up and the system picks it up.

faint violet
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Is there another way to pass through spawn data with blueprints? Because I have to use a delay, as the bp interface call takes 1 tick to activate.

frosty heron
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I don't see why you need the delay there at all.

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You want to destroy the actor when the damage occur anyway. As for your Spawn Params, you can expose them on spawn if you need the data to be readily available.
There is also Spawn deferred afaik

lusty shard
# maiden wadi I do this with a set of data assets. Their class has some functions on it that a...

You just said so many things that made me feel like a noob at unreal.
1.) what do you mean by "once the list of assets is filtered"? I am not aware of any list at this point.. you mean the list of actors that have similar action functions vs not? List view?! Your exporting actors into a list?
2.) Clarity on Action Functions? Is this different from a usual function?
3.) Since (things to affect) are assets, you can gather them all easily through the asset manager? Is this the same as world outlined?
I need screenshots or something lol feels like you're talking about an entire section of unreal that I don't know about.

#

Probably better to DM me on this if this is long winded. We are friends already I believe

maiden wadi
# lusty shard You just said so many things that made me feel like a noob at unreal. 1.) what ...

It's nothing complex. Data Assets are just classes meant to house data. But they can also have functions on them. And the AssetManager has functions that allow you to pull all assets of a type without manually specifying it into some array somewhere.

The Data Assets are meant to contain the functionality for an action. In one class, I have a function that takes in an array of actors which checks through these to make sure it can affect all of these actors. If it can it gets passed to the Listview.

Listview is a widget that creates a widget for an object. You can do the same thing with a vertical box and making a widget to put in it. Listviews just handle easier and perform better. Recommend checking them out.

So when you select actors, you gather up the Data Assets that represent your actions. Recycle, Cancel, Build Vehicle, etc.

Iterate through them by passing in the array of actors selected to filter them into a new list. EG if you click on something that doesn't build a vehicle, it would return false so would not show in the list.

Once you have all of the available actions, you pass them to the listview or the vbox and make widgets for the actions, probably buttons usually. The assets can contain the text necessary.

When you click on a button, it passes the array of selected actors into a second function in the selected data asset which does the actions. EG you click on recycle. This would try to recycle the buildings.

It allows you to create expanding lists of actions without the need to do any sort of hard coding or mass amounts of branch switching etc.

So in the end once the system is set up all you need to do to make a new action is.. Program the action itself to work. Using recycle as an example you'd program that into your buildings of course. Then create a Data Asset class for the Recycle command. Override the two functions. And now recycle shows in the list of actions once you create an instance of that asset.

lusty shard
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Thanks!

lunar sleet
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I didn’t realize DAs could be used for this

scenic stump
#

Hello, Im kinda stuck trying to trigger AnimNotifies to toggle a bool to trigger mirroring of an animation. It prints ItsWorking! but never LeftAhead! or RightAhead!. The animations triggering this is in a blendspace. Im assuming Im missing something silly.

maiden wadi
# lunar sleet I didn’t realize DAs could be used for this

You can use basic UObjects too. But not in BP. At least not without instantiating them manually into a list. In C++ you could get their CDOs to run the logic on and pull data from. But DAs are a bit more BP/scripter friendly in this regard.

frosty heron
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Static class is not CDO?

maiden wadi
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SomeClass->GetDefaultObject()

frosty heron
#

Ahh okay

maiden wadi
# frosty heron Can I ask how to get the CDO in cpp?

Worth the warning. Do not set state on any CDO that you plan to create instances from. The instances will be affected by this as well and it's considered bad form. The only useful thing I've found to change on a CDO a UWorld pointer, so that you can use World required functions in a BP child of that class. Like...

SomeClass->GetDefaultObject()->CurrentWorld = Getworld();
SomeClass->GetDefaultObject()->SomeBlueprintNativeOrImplementableEventThatMightHaveNeededPreviouslySetWorld()

frosty heron
scenic stump
#

Testing an notify bp class instead. Seems I cant cast to the linked anim graph that plays the animation. I get fail on first cast and success on second cast.

maiden wadi
scenic stump
#

this gets Abp_move success triggered.

#

Id love to understand what I was doing wrong with the first case. Should the events be defined in the parent of the linked anim graph?

faint pasture
#

What is a linked anim graph?

#

I'm not sure that's a subclass

frosty heron
#

it's a node in anim blueprint

scenic stump
#

Whats the workflow to trigger notifies here? so far using cast with tag was the only thing that worked in the notify blueprint.

#

Okay so putting the events in the root anim blueprint seemd to work.

#

But then what the heck are these supposed to do? They are set to off for me. confused

#

the checkboxes for notifies from linked etc.

#

TLDR: the Notifies in the walk animation played by the linked anim graph gets triggerd by the Animation blueprint that has the node for the linked graph, no matter what settings the linked graph has for animation notifies. They are NOT triggered in the linked graphs events. I have no idea why. shurgs Posting this if someone else has a simliar issue in the future and searches.

surreal lotus
#

HELLO ALL!

I've a very stupid replication issue I believe, I am following a simple tutorial to do a line trace that uses Apply damage function on the server.
I've attached the very simple bps

But now when I compile and run on a 2 mutliplayer setting (New editor window or standalone game)

When I do the line tracing, I get the error, No owning connection for the actor: Function Server_ApplyDamage will not be processed (ive attached the screenshot).

can anyone please let me know what is it that I must do different or anything

Thank you all!

frosty heron
#

Why would you use legacy damage system

#

Anyway your issue seems to be related to ownership.

You can't call RPC as client on actors you don't own.

#

Hence the error msg

#

Multicast is used 95% of the time for the wrong reason btw.

#

Only thing you should multicast here is the anim and the sfx

surreal lotus
#

I see, thank you, I saw similar threads regarding ownership so I will try that

frosty heron
#

As client you can only call rpc on what you own. Eg your controller, player state, and your pawn.

#

You can pass ownership ( set by server ) but let's not go over it. It's not really good practice afaik.

#

If I can give my 2 cents, don't use legacy damage system. It's ancient and meant to be removed in 5.0 but got delayed

surreal lotus
#

Thank you for your advice, really appreciate it, I’ll knew that in mind

frosty heron
#

@surreal lotus btw from reading the code, seems like all you have to do here is to pass hit actor to the damaged actor

#

Unpin that hit actor cast, and plug the hit actor to the damaged actor. See how that go.

bright hamlet
frosty heron
#

Ask here mate, so others may help you as well.

#

I mostly only pretend to know something.

bright hamlet
#

It’s regarding that old system you talked about, which one did you mean the AnyDamage or?

#

Dumb me don’t know what’s “old” and what’s new haha 😂

#

As I’m quite new to this field overall

frosty heron
#

Unreal has this legacy damage system. The one where you call apply damage.

#

That goes as far as unreal tournament afaik, most people don't use it anymore. I prefer to roll my own as well.

#

2 things I won't use are the legacy damage system and the legacy input system.

bright hamlet
frosty heron
#

GAS

#

But I just start my self

bright hamlet
#

The nightmare for a non coder 😂

frosty heron
#

No AI, no combat

#

I'm working on aiming system

bright hamlet
frosty heron
#

GAS is too good to be ignored. Especially if you are doing multiplayer game. It has in built replication stuff.

#

It is the system used for fortnite

bright hamlet
frosty heron
#

At best you can make turn based game with blueprint, is my opinion

#

If my only tool is blueprint to make multiplayer game that needs to address latency, I will give up and make single player game instead.

#

I'm in tutorial hell my self, currently watching Stephen ulbardi multiplayer tutorial in udemy

bright hamlet
worthy jasper
#

was watching a video on a game releasing on steam that’s multiplayer, mostly blueprint from what he’s saying and wasn’t a turn based game

frosty heron
#

With blueprint you can't extend character movement component.

worthy jasper
#

Blueprint isn’t all bad lol

frosty heron
#

You also can't do server rewind

bright hamlet
frosty heron
#

The lack of feature is just make it impossible to make smooth fast pace action game

worthy jasper
#

I’ll disagree tbh

frosty heron
worthy jasper
#

Yeah some things you want C++

bright hamlet
bright hamlet
worthy jasper
#

Keyword IF

frosty heron
#

Add players when playing in pie and add latency using the console command

#

Net.pktlag 400 or something like that

bright hamlet
frosty heron
#

Players that you control

bright hamlet
#

How many? 😅

frosty heron
#

Play the game with multiple clients

#

Normally 3

bright hamlet
frosty heron
#

1 listen server and 2 client is a good test

bright hamlet
#

But without the latency thing

#

And combat is 🙏

frosty heron
#

Introduce one otherwise its fake multiplayer

#

In real world there is no 0 latency

bright hamlet
bright hamlet
worthy jasper
frosty heron
#

My only regret is not learning coding earlier. I'm only a few months in but happy to achieve what I can't in blueprint

bright hamlet
bright hamlet
worthy jasper
#

Yeah for dedicated you will need a source build

bright hamlet
worthy jasper
#

Half way there then XD

#

Like converting it to c++ or compiling it?

bright hamlet
frosty heron
#

That's nice, I can't figure out how to make dedicated server yet

bright hamlet
worthy jasper
#

Dedicated servers are pretty easy to build

#

It’s just a diff build target

worthy jasper
frosty heron
#

Ye but I'm trying to wrap my head on how to execute the .exe in the game then connecting to it automatically.

bright hamlet
worthy jasper
frosty heron
little cosmos
#

Crash! What's this?

frosty heron
#

I'm not opting for Web services, no money for that

surreal lotus
worthy jasper
#

Port forward and what not be up to them

frosty heron
worthy jasper
#

That’s how it’s done

#

If your putting it on the players

#

I guess you could make a fancy auto find thing

#

In your game

frosty heron
#

I want it like l4d and they can chose dedicated instead of listen

#

And the only sole reason is because animation breaks in listen server

#

Otherwise I won't even bother with dedicated

worthy jasper
#

ah so your trying to just within game launch a dedicated server in the background?

#

Interesting

frosty heron
#

Yup pretty much

worthy jasper
#

Unconventional but hey why not

frosty heron
#

There is always a way, I just feel like I'm jumping too early

#

Rather focus on the gameplay for now

worthy jasper
#

TBH I’d just do what most games do

#

Package the server with the game

#

And add a launch argument in steam for example

#

Palworld is the most recent one that comes to mind

#

They have multiple play options

frosty heron
#

0o

worthy jasper
#

One of them launches a server the other launches a client

#

Then in game you just enter an IP

frosty heron
#

What the heck

#

Surely they have server browser?

worthy jasper
#

For official servers yeah

frosty heron
#

I see

worthy jasper
#

And there is a setting they are testing for auto discover

#

So like if a player hosts there dedicated server they can choose to add it to that list

frosty heron
#

👍

#

Oh well my plan is still to use steam, run dedicated server headlessly without the console and have the player joins automatically after the server is made.

#

A problem for another day

worthy jasper
#

Yeah def doable

#

😄

frosty heron
#

Just have to sacrifice more grey hair

worthy jasper
#

I mean that’s basically what unreal does when you hit play as client XD

spiral kite
frosty heron
spiral kite
#

no

frosty heron
#

then I don't know

#

I'm gonna guess that your skeletal mesh collision is not enabled

#

when you move around by default, you are using the capsule component collision

spiral kite
#

Im gonna check it

#

ty

frosty heron
#

but when you simulate physich on the skeletal mesh, you should enable the collision for the Skeletal mesh and let Physic assets collider handle the collision

spiral kite
#

I activated it from here but it still enters the ground

graceful sage
frosty heron
spiral kite
frosty heron
surreal lotus
#

thank you so much

#

But can you maybe elaborate why it worked this way im still a bit lost

#

i get that i cant call an rpc on sth i dont own

frosty heron
#

Remember that Server RPC is the only way for client to communicate with the server.

So as client, you want to execute server RPC, passing the data (eg the actor you hit and the damage caused (self))
Server then receive the Data -> Applying damage to the hit actor that you pass.

Behind the scene, the server will call Event damage on Damaged actor which runs on server. In here you can set the health or w/e. And since replication work from server to client, the Health of clients will be updated on the next network update

#

so what you are missing in your earlier screen shoot, is you didn't pass the damaged actor to the server

#

this way server doesn't know, who to apply the damage to. (Which is required for the event damage to be called on the damaged actor)

surreal lotus
#

Perfect, this clears so much stuff!!

Thank you so much again

frosty heron
#

also in the event Any damage, pretty sure you need to set the health variable of the character that have its any damage event executed, not the damage causer health 😄

#

but perhaps you already fixed that

surreal lotus
#

oh yes yesi think that part was missing in the screemshot, but its there

#

the updates are happening as i want

#

!! thank you

last pier
#

Hello!
I'm trying to implement a voice system with VOIP but I'm having a lot of trouble, would anyone know how to adjust the microphone sensitivity please? I've tried with set mic threshold and several commands but without success...

dreamy mountain
#

Hey, so I'm trying to make it so my ai enemies can fall off of ledges, how would I do that? They're set on an AI MoveTo set to my characters location, but when I jump off a ledge onto a lower ground, they have to use stairs; how would I make it so they too can just walk off this ledge

#

It's got a nav mesh which is on both the high and low areas, and there's nothing to stop them walking off physically, they just prioritise stairs, and if there's no stairs, they freeze and can't get to me

gilded jewel
#

anyone know of a way to add a branch referencing each array element, so as it loops it will do a different specific action based on a bool of each ?

real notch
#

I have a physics constraint that spins (wheel). How do I add some friction so it doesn't spin for eternity?

real notch
gilded jewel
#

Ive got seperate bools for each to reference later

real notch
#

And the branch is in the loop body

#

So it'll run for every element

gilded jewel
#

oh yea, but that is where im stuck, i want to set a variable for each array element, but its different for each one. so true at the end would set a bool for free flight btn, or hover course btn ,, dependant on which one was in focus

#

so i kinda want to reference the array position i guess ?

real notch
#

Idk if it's a language barrier or something, but I have no idea what you're asking sorry

#

The position is Array index

lofty rapids
gilded jewel
real notch
#

So, that's also an array?

#

Then array index

lofty rapids
#

you could just two arrays and the index to match them

#

so index 1 would link to index 1 of the boolean array so you would know which one to use

#

you would need them to be in a specific order

gilded jewel
#

ah.. i can easily set the same order .. im not quite sure how to set this up.. one sec ill try before asking lol

real notch
#

This makes so very little sense to me :p

#

If you need a different chain of operations for each, don't use a loop

#

Or, if they're actors, give them an interface to implement

#

That way you can just call a method, and each of them can implement their own logic

lofty rapids
#

interface ftw

gilded jewel
#

i think your right, my method is a little convoluted , they should each be checking and running this within themselves really

#

it was a quick easily solution, until i started to add more to it

lofty rapids
#

an interface would work well most likely because you just call a function on the item in the array, and you can handle them all seperately in there own bp

gilded jewel
#

i did this, but is there actually a way of setting a bool from here, without a direct reference to it

#

Yea i think ill have to backtrack and do it that way very shortly

marble tusk
#

I think as long as there's no return value

trim matrix
#

Anyone know how I can have it so I can select a box collision like you do with the pickwhip thing ?

#

I have that actor

#

Sat within another actor and I want to set the box collision to the one thats in the parent BP you could say

real notch
#

What's a pickwhip

trim matrix
#

so like if you have instance editable variable say on an actor in the would you can click the pickwhip and click valid object in the world

real notch
#

I googled it and I still don't know what a pickwhip is

#

All I find is after effects stuff

lofty rapids
#

i would think the child would be able to have an event for overlapping that box ?

trim matrix
lofty rapids
#

but idk that for sure

trim matrix
#

the child actor at runtime I want it to grab the box collision thats been set and bind to it's on overlap

#

the bit I'm stuck on is how I can expose the box collision variable in a way where I can set it from the parent BP to the box component I want it to be

dry sleet
trim matrix
#

thats the one

real notch
#

Half of the stuff I see in here is unreadable to me. Yet somehow people seem to understand each other. It's wild

dark drum
quartz field
#

Hi, are there any side effects I should watch out for when using the 'collect garbage' node? Using it solved an issue where an input function was still triggering in my widget BP even though I 'removed from parent' and cleared the reference to the widget, but i'm wondering if 'collect garbage' might have some unwanted consequences

real notch
real notch
#

Remove from parent and forcing GC after is a bit of a nuclear solution I think

#

The unwanted side effects could be a stutter, depending on how much garbage the engine collected

quartz field
#

gotcha, thanks!

sharp python
#

😦 Every time I restart UE5, it blanks the contents of some data table properties in my character class. Because there are about 20 child classes, this gets really annoying to fix every time. What is going on?

real notch
sharp python
#

I don't know if everything is saved, but I think it happens whether or not UE5 crashes. I'll test this, because I can't remember when I last shut it down without it crashing. This is a blueprint class with some data table properties in it...

real notch
#

Lastly, maybe it's just corrupted and the best thing to try is create a new one from scratch and see if it still happens

#

These are all the reasons it has happened to me before, but there may be more.

#

Oh, yes, one time I forgot I had changes and reverted VC but that hardly counts.

sharp python
#

Replacing the base character class might, uh, take a while. 😦

real notch
#

I believe that

#

Don't you have a working version in version control you can go back to?

sharp python
#

Yes, but I don't think this happened recently

#

Update: it happens every time I close and restart the editor, and ONLY with the data table properties in the base class; the ones in the child classes are fine. 🤔

#

I'll try copying those specific properties...

real notch
sharp python
#

😭

real notch
#

It also happened because I was using c++ and live coding

#

Two separate things

#

Maybe it's not it though. I say stupid shit a lot

spring osprey
#

Hi, can someone help me on why my outline post process volume doesn't work?

lunar sleet
sharp python
#

Status update: I made another property similar to the ones that failed to save, and set it, and this one survives a restart

#

So I just need to replace the properties, not the entire class... 😐

swift kiln
#

Hey I want to make a simple system that works like this: When certain actor is in a specific collision box, a timer starts lets say counting to 10. I was thinking to make code in event tick so when the actor is in the collision box, timer goes on, but when it goes out of it, timer saves and when actor enters it again, the timer continues from when it was left on

pine moth
#

im trying to make that after player picks 1 actor all enemies start chasing the player so im using get all actors from class but dont know how to do it

real notch
swift kiln
#

It cannot be that difficult right?

lunar sleet
real notch
#

Big brain move right there

lunar sleet
#

Prly the best way to run it anyway

real notch
#

Should something happen when the timer reaches 10?

real notch
#

In any case, you don't even need a tick

lunar sleet
#

Will the actor ever spawn inside this collision box?

#

Or always enter it

swift kiln
#

No it wont spawn in it, it can enter and exit out of it whenever

lunar sleet
#

Ok then easy

#

OnBeginOverlap set timer by event, delegate to custom event, increase integer. Promote timer handle to a variableOnEndOverlap, clear and invalidate timer handle

real notch
#

They weren't challenging you to do it, let them figure it out themselves lol

lunar sleet
#

The int will be saved.

lunar sleet
#

Not necessarily to announce they’re doing something

swift kiln
#

Anyways, thank you

real notch
#

See, then ask a question. That wasn't a question 😂 I give up

wild laurel
#

Begin overlap will not work as u expect

swift kiln
#

Well I mean I came here for something I didn't want to be just cheered up

lunar sleet
wild laurel
#

U should do this on tick in conjunction with a set timer by function imo

lunar sleet
#

Also nothing wrong with using overlap events, collision is just a tricky lady and some people give up on debugging too early

wild laurel
#

Just make a function that increments by 1, then set timer by function off begin play to loop every 1 second, then on tick check to see if actor is inside ur collision box, if not then stop the variable handle timer

#

There is something wrong with overlap if u enter and leave and enter too fast it doesn’t keep up

#

Needs to be on tick to function properly

#

If u test overlap enough you’ll realize it should only be used for things that only need to overlap once then die essentially

#

Such as a bullet or something to that effect, imo it’s not for things to go in and out over and over again

lunar sleet
#

There are ways around that.

wild laurel
#

Tick wil never fail, and ppl overthink performance. Ur entire game is a tick.. u need to use it

#

Especially since it sounds like a critical component to his game

lunar sleet
#

This isn’t about perf but alas if memory serves arguments are pointless here

grave relic
#

Hi!
I'm following a tutorial on the internet from a guy, and he has the "ADD" option on Inherited interfaces and I don't, is this a bug or not? I'm sure I did all the steps correctly. For my part, the two options are reversed!

grave relic
lunar sleet
#

I’ve seen that before, it’s a graphical glitch where the 2 are swapped. But I could’ve sworn it was fixed as of 5.3

#

Oh right that makes sense

#

His engine version is older

#

You would not normally ADD an Inherited interface

#

It’s inherited

#

But back in 5.1 or 5.2 the wrong one had the button

#

Only aesthetic tho, the Add does the correct thing of adding an interface

grave relic
#

oh

twilit granite
#

I am trying to load a asset from a PrimaryAssetId, why it is not working?

lunar sleet
#

Yours is displayed correctly

grave relic
pine moth
#

how do i make boolean enabled for all enemies with get all actors of class

lunar sleet
pine moth
#

for some reason it gives every single error on delay note on the enemy blueprint

#

and says infinite loop detected

maiden wadi
maiden wadi
twilit granite
#

I just moved it to cpp, but it would be equivalent to this

lunar sleet
pine moth
pallid nest
#

hey guys, basic and newbie question... why can't I add this variable to make an array when these are the same parent (character)?

lunar sleet
pallid nest
lunar sleet
#

Drag it into the graph

#

Then add those 2 refs

#

And hit compile first

pallid nest
#

mmm but how can I add these into my new variable (char)?

lunar sleet
#

I just told you

#

Drag the array into the graph

pallid nest
#

yes but I didn't understand sorry, none of these are compatible input/output :/

lunar sleet
#

Drag from Char, type Add

pallid nest
#

ohhh bless you

lunar sleet
#

Hopefully RPig and RDogo are not empty variables and you actually created those refs somewhere, otherwise this is a bit pointless 😀

pallid nest
#

would this be correct or do I first need to set char variable before adding a new one?

#

no no , it has a ref from a cast so it shouldn't be empty

lunar sleet
pallid nest
#

thanks for your help really appreciate it ❤️

lunar sleet
#

Np

vivid quarry
#

Does anyone have advice or sources for implementing something like this? It's very simple and intuitive on paper but I am encountering some roadblocks, the biggest two being making a charge-up animation revert to idle if the key is released early, as well as separating input for long and short holds (short hold begins charge animation, long hold sets charged state and primes attack)

#

I'm not sure what (if anything) to put on the AnimBP vs on the character BP. Typically I do all the attacks on the character BP as montages, but I'm not sure if it's worth making a state for the charge animation loop

lofty rapids
#

looks like a state machine, maybe use some booleans

#

i love me some booleans

faint pasture
hidden cape
#

Could anyone help here? Thank you

faint pasture
#

Input -> held? -> play heavy montage
-> tapped? -> play regular montage
-> released -> tell the playing montage

drowsy kestrel
#

Hi im trying to make a ads system and every time i try to ads it isnt in the right spot. (yes i tried changing all transform spaces)

gray lantern
#

How would i make this into a bool with out like making a variable?

#

the row found/not found?

#

like having a function output a bool

#

oh do I need to set local var?

trim matrix
#

use 2 output node

#

1 checked, 1 not

#

you need 0 node for that

brazen pulsar
#

Getting a really weird bug where the 'date' integer is null when interacting. It doesn't make any sense, b/c in the 'new day' event, it's reading 2, but not in the 'interact' event

#

I'm at a loss

faint pasture
brazen pulsar
#

like on the date integer?

faint pasture
#

yeah just pull off the variable you want when you want it

#

extra get nodes don't cost anything but make your code much more readable

brazen pulsar
#

like that?

faint pasture
#

Much better

#

might not have fixed your problem but at least it doesn't look like ass

faint pasture
#

What pawn is the player driving around

frosty heron
brazen pulsar
#

player's driving the firstpersonplayercharacter, the AIcontroller (NPCAI) is for every NPC in the game

real notch
gaunt monolith
#

Hey everyone, i followed this tutorial to get an interaction system going: https://www.youtube.com/watch?v=dkeVrlRFJDk
The problem is that i'm in a first person project, and now the player can interact with the object as long as he's inside the collision, even if he's not looking at the interactable object. Is there a way to add it so that the players also has to look at the object to interact with it?

faint pasture
#

Are you familiar with the Dot product?

#

or line traces

gaunt monolith
faint pasture
#

First off make this decision, do you want to select the actor within some radius that the player is most looking at, or select the one that they are directly looking at?

#

Does kinda looking at something work, or do you need to literally be aimed at it like Skyrim

gaunt monolith
#

I want to be directly looking at it, for example with a door, i want the player to be looking directly at the door to be able to interact with it.

faint pasture
#

Then just line trace on tick or a timer, and if you hit something, set that as InteractionTarget

#

then when you press your interaction key, call Interact on InteractionTarget

vivid quarry
# faint pasture the charge -> heavy path should be doable as a montage

I wound up getting it all done in a sort of strange way, but it's all in the character Blueprint (I personally like using AnimBPs as little as possible)

The formatting here is still mess and it's missing bools I will need later, etc, but it's just to see if it works. The input is set to a hold action with an arbitrarily long trigger time (10,000 seconds). So everything is done via cancels

faint pasture
#

Tick -> line trace -> did it hit? -> yes -> InteractionTarget = HitActor
-> no -> InteractionTarget = Nothing

E -> is InteractionTarget valid? -> yes -> call Interact on it
-> no -> do nothing

cerulean igloo
#

Hey. New here. Experienced dev, not gamedev. Any better way to learn the engine than doing example step by step projects on YouTube?

gaunt monolith
short reef
#

Trying to figure out how to rotate a projectile's velocity towards a particular vector

cerulean igloo
#

A bit yes but not advanced.

lofty rapids
faint pasture
#

something small and limited in scope and the amounts of the engine it touches

cerulean igloo
#

Okay. Just want to check If not missing something obvious or a good way to learn that is time tested in the communjty

faint pasture
#

make something like Super Monkey Ball or Bomberman, a one level game with a title screen and win condition

#

do it all in BP until you feel comfy with the engine, then consider getting into the C++ side of it IMO

lofty rapids
#

a blueprint tutorial and along the way put the stuff to use worked great for me i had experiencing programming but not with node

#

the beginning of this video is pretty good

#

after the landscape stuff it's about bps and how they work

cerulean igloo
cerulean igloo
faint pasture
#

You can sort of think of the C++ stuff as backend and BP as frontend but that's not a perfect analogy

cerulean igloo
#

Doesn't take ages to do simple stuff with node? I always thought programming through a GUI rather than text (writing code as we now it) is much more time consuming

faint pasture
# cerulean igloo Is it common at later Experienced stage to fully do it in c++ rather than node/b...

It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.

Read the article version: http://awforsythe.com/unreal/blueprints_vs_cpp/

00:00 - Introduction...

▶ Play video
lofty rapids
#

i would do whatever you can in bp, and when you hit something that is performance better or only in c++ then use it

faint pasture
#

Love this guys stuff

cerulean igloo
brazen pulsar
#

same problem, backed up to check if the event begin play was the problem. It was not. It seems like it can't read that there's an AI plugged into it. IDK why

trim matrix
#

make a fully working manageable gun system, the code should never repeat itself, then you are good to go

brazen pulsar
unreal violet
#

Can someone help me understand why this doesn't work in Geometry Script?

queen dagger
#

ok question

#

in ordeer to make my animations change i use booleans but i need to replicated the booleans from the client to the server

#

this is what im thinking

#

but its not working

pallid nest
#

hi guys i am trying to understand why is my array not valid (the goal is to custom event - attract in BP_Cube Grab)? I am simulating a code (copy and paste) that is working perfectly with another blueprint, the only difference between this code (that doesn't work) and the one that works is that my variable reference here is looking at a blueprint that is an actor class (and in the one is working is looking at a character class instead), any ideas how can I make it valid please?

#

This is how I am making the reference (Ref_Cube) and also the other bp that works (3_2_9_2_Pig). Something I did notice is that when I use a reference (simply get ref_cube and plug in to the array of the "for each loop", instead of "make an array" from the reference) it will not trigger "for each loop". However, when I use the array it goes to "is valid" but then it fails and print "not valid"

frosty heron
#

Reserve state machine for locomotion

#

Also you are setting it to false all the time

#

Is this from youtube tutorial?

queen dagger
#

sorta yes im taking what im following and trying to extrapolate

#

its the gdr multiplayer youtube tutorial

frosty heron
#

Ooof the bar just keep getting lower

#

Reminds me of unreal sensei

#

Using bools in anim bp to drive attack animation

#

What is gdr?

queen dagger
#

its a tutorial series on making a multiplayer game

#

im trying so hard to figure out how to make animations work

#

more acurately replicate client to server

frosty heron
#

And use montages

queen dagger
#

so for all controlable characters play make a character specific with the updated montages

trim matrix
#

@queen dagger already learning multiplayer?

queen dagger
#

yes sir!

#

been working non stop on this stuff

pallid nest
pallid nest
#

but when I do that it goes from the for each loop to the timeline straightaway and ignores the attract function D:

trim matrix
#

you loop through an array or 1 reference?

pallid nest
trim matrix
#

then you donjt need to have a loop

#

and it should be valid if it's correcty set up

pallid nest
#

bless you mate!!!!!!! finally after a few hours made it hahaha

lapis oracle
#

Any idea on how to get child actor ?

#

the tutorial im following:

lapis oracle
frosty heron
#

The respected devs here opt to not use child actors at all as they are quiet broken.

faint pasture
faint pasture
frosty heron
#

I would use components for equipment system

gaunt monolith
faint pasture
#

The component does..... what?
I'm guessing equipping an item is handled by the component which handles the spawning/despawning of actors and their attachment?

silk bay
#

Hello, I have a way to enter a car fine, but when I exit, I can't possess the character again. It just spawns next to the car, and the car remains possessed. Any ideas?

#

the screenshot is in the car blueprint

silk bay
dusty jungle
#

My class is requiring Unreal again and I'm trying to show that I can do UI stuff. However, it's not letting me add both an image and text onto the screen, as if the widget can't have two children. How can I fix this?

trim matrix
#

Canva -> Stuff

silk bay
faint pasture
#

if you're in a multiplayer context that exiting of the vehicle stuff will happen on client only

#

note how you have a run on server event to get in the vehicle

#

you need the same to get out

trim matrix
#

Cooldowns and Timers: GAS allows for the implementation of cooldowns and timers for abilities, effects, or actions. This ensures balanced gameplay and prevents players from spamming powerful abilities.

Multiplayer Support: GAS is designed to work efficiently in multiplayer environments, making it suitable for implementing complex gameplay mechanics in online multiplayer games.

Modularity and Extensibility: GAS is highly modular and extensible, allowing developers to easily add, remove, or modify abilities, effects, and attributes without extensive reworking of existing code.

Data-Driven Design: GAS promotes a data-driven design approach, where gameplay mechanics are defined through data tables and configurations rather than hard-coded logic. This enhances flexibility and iteration during game development.

RPG Systems: GAS is well-suited for implementing RPG systems such as character progression, skill trees, and item effects. This allows for deep customization and progression in role-playing games.

Ability Combo Chains: GAS enables the creation of intricate ability combo chains where executing specific sequences of abilities results in unique and powerful effects, encouraging strategic gameplay.
```Is that true about GAS? I don't get why I should use it
dusty jungle
silk bay
dusty jungle
#

Is there a tutorial on how to do this on Unreal 5.4? I'm trying to follow my professor's video, but the nodes don't seem to show up even after dragging (trying to display the UI in-game).

trim matrix
#

it's there

trim matrix
cyan spire
#

Hello, did anyone of you ever used Davincy Resolve? They have those satisfying ribbon sliders for selecting values where the longer you hold the mouse to the right or left, the faster the values change. Does someone know how to implement it for a UI widget?

steel star
#

i need this widget component to be returned by this trace but it is not

cyan spire
#

set trace response for visibility to block

steel star
#

same result

#

note that this widget is mostly transparent, but i intend that area to be hit

dusty jungle
haughty iron
#

Quick question regarding editor widgets. I have a data table that contains all my card information, I’m running asset tools to loop through and create / update a set of primary data assets, one for each card. This works fine, when data is changed inside the data table I can use my update function to update the correct data asset and save it. Now I created all my creature cards using a similar technique. However, I want to apply the data asset to the blueprint actor it’s related to example DA_card should be assigned as a variable inside BP_Card. There doesn’t seem to be a way to run through a loop of the BP card blueprint and set the variable inside to the Data asset. I could do this manually, I have 340 cards 😭 I’m just thinking is there a way to actually assign and then save it inside the blueprints using editor widgets ?

dawn gazelle
hardy magnet
#

Working on the concept of a "main menu" for what is genuinely my first ever attempt at using unreal (trying to create a turn-based game). Long story short, I'm followed a quick tutorial and now I'm committing the cardinal sin of trying to integrate another tutorial I found into my project. When running without the main menu flow, game allows me to click on pieces, move them around, and it ends the turn when I have set it to.

When running with the main menu, the game appears to assign the "NetMode: Server" screen to the "Card_Table" level, but places the "Client 1" screen on the "Minimal_default" level. I think this means I am incorrectly playing the game, or have set up something incorrectly either in a blueprint or with setting the proper gamemodes. Some screenshots of my blueprints as well as the game world not loading properly when I click on "Start Game" in my menu.

haughty iron
dawn gazelle
#

You shouldn't need a seperate blueprint for every creature. Your data assets are what could contain the data and even instructions or abilities of the card. You can subclass your primary data assets as well if needed to add more values and common functions.

#

Then you should only need 1 BP_Card, set it's associated Data Asset, and then you can run functions and read values from the PDA.

haughty iron
# dawn gazelle You shouldn't need a seperate blueprint for every creature. Your data assets ar...

How would you handle creature specific abilities if there is only one base creature blueprint ? At the moment there is a for each loop inside the parent, it can read the data asset for the attack patterns of a creature. Using a switch on enum it fires off an add actor component for the attack pattern so each creature can have its attack pattern correctly assigned, having it as one blueprint seems a little complex for handling specific abilities within the attacks as they can differentiate between creatures using the same actor component attack style, bit confusing

dawn gazelle
haughty iron
#

Like these cards, I’d have to create a lot of actor components and assign them in the base blueprint ?

dawn gazelle
#

I'm going to guess there's likely a bit of overlap within the abiltiies of your cards, with maybe just some values changing. It'd be best if you were working in C++ to manage it as you can instance an object that represents what an ability can do and show and hide values for that particular object.

haughty iron
#

This was how I built all the data assets using the create asset tool

frosty heron
steel star
frosty heron
#

Vissibility

steel star
#

😄

frosty heron
#

But your component is set to overlap on vissibility channel

#

Change it to block instead

steel star
#

yea, the other guy pointed that out and i changed

#

i ran out of ideas

frosty heron
#

Do a line trace to see if u actually hit the comp

steel star
#

well, i don't, that is the issue

#

if my cursor (where im tracing) is over the static mesh (which i have collision also for) it hits

#

but i have a 64x64 or w/e it is widget around it too, mounted to a center socket

#

which is like a reticule around the ship

frosty heron
#

My suggestion would be to do a line trace manually with draw debug. Then ensuring you are able to hit the component with a print string. If that's not happening then keep checking your collision settings imo.

steel star
#

hm. ever try to debug a trace call? like.. put a conditional breakpoint somehow for the specific widget..

#

well, wrong channel for that

frosty heron
#

I just print string on hit component

lunar sleet
#

I noticed the DataAsset docs now tell you to implement it in cpp and derive from it in bp. Is there a specific advantage to this as opposed to just creating those vars directly in a DataAsset bp?

hushed orchid
#

hello, i am trying to build Unreal source 5.3 with VS 2022 and having Windows 11. But for some reason, as soon as the build starts , maybe after 11 to 15 / 6000 , sudden bsod happens.
2. i tried to install older versions of nvidia driver, updated the latest updates from windows update, updated the VS too but still same result.
3. I tried seeing the logs in event viewer but i could find only repeated ones which i am not sure if its related to my crash with building UE source.
Any ideas on how to solve this ? thanks for answers

hushed orchid
maiden wadi
lunar sleet
dawn gazelle
# lunar sleet I don't mind putting them in cpp, was just curious if that is any different than...

There's some really fun stuff you can do with DataAssets in C++ that you just can't in BP, like showing and hiding fields under certain conditions or having fields limited to certain values (like gameplay tags only allowing tags from a certain hierarchy to be selected), or the best that I've seen, is having arrays that allow you to instance objects for the asset which then also allows you to give additional definitions of properties or behaviors for those assets.

quartz flare
#

Can anybody tell me what the animation blueprint node that blends in your active montage is called in the pop-up? I have to keep copying and pasting it because I can't find it in the menu to create one from scratch.
First one usually says like "Slot UpperBody Group DefaultGroup"

frosty heron
#

you can then select the slot to change the slot to existing slots you declared in Anim Slot

quartz flare
#

Hmm when I right click in an ABP and type "add slot" there are no results, and looking through all the "slot" results I don't see a match

frosty heron
#

just type slot

frosty heron
#

Upper body is just a name that is declared, you can make one with any name.

quartz flare
#

I have 7 slots defined

frosty heron
#

Screen shoot

quartz flare
#

Upper, Lower, Full, etc.

frosty heron
#

What is your actual issue? You can't find your slot? Or are you looking for blend per bone node?

quartz flare
frosty heron
#

U already have the slot

quartz flare
#

When I need one I go to an old ABP and copy it b/c I can't find how to add one from the pop-up lol

#

yeah but how do you reference it in the blueprint?

frosty heron
#

Just type slot

#

If u want to pull the node above

quartz flare
#

oh for f's sake

#

I typed slot and scanned that list like 100 times

frosty heron
#

I said that like 5 mins ago tho

quartz flare
#

yeah I have no clue why I did not see it

#

lol

#

I have been staring at this list for like 20 minutes trying to find it

#

well time for bed

gray ingot
#

Hi, does someone has ue5.2 installed? I need just 1 node ObjectLocalBounds, the blue one, i have ue5.3 and it has only red one.

rancid moat
#

I have this current setup, an actor BP_WindshieldWeatherEffect with a SceneCaptureComponent2D (img1), and another actor BP_Droplet with just a little sphere inside. (img2)
My BP_DepthCam generate X BP_Cube, set itself as the owner and film them.
It work well, my texture shows normals variation without issue. (img3)

Thing is, I only want that cam to see those cube, so I set them to Only Owner See = True and at that point, nothing show. (img 4 & 5)

Am I misssing something?

dim siren
#

Had some problems with overlap events and traces not returning any values, but doing that for one of my actors fixed it. Not sure if it applies here, but worth a shot if you didn't fix it yet.

tough creek
#

I feel like I'm missing something simple here- I want to make a function that I can then re-use in several different other blueprints. I've made a blueprint function library with the function but the function doesn't appear when I search for it in another blueprint. How do I get my function library to appear in other blueprints?

versed oasis
#

I'm actually curious, how would someone achieve the Metal Gear Rising Blade mode effect inside of blueprints/unreal in general? Is it doable even?

dim siren
versed oasis
#

Pretty much this

#

It gives you a target which gets rotated using mouse while slowing time almost to a pause.
(Until here it should be easy to achieve)

However it then gives you this patterned plane (?) and once you slash, the mesh in front of you gets split in parts based on how/where you are aiming being able to slash it to even tiny pieces

tough creek
versed oasis
#

I'm assuming it replaced the mesh with 2 new meshes and then slashes those to even smaller pieces. Does unreal have a feature allowing you to slash meshes? In new ones?

dim siren
#

There are some tutorials for mesh slicing using Blueprints.

versed oasis
#

I'm assuming it would be better in c++ but my coding experience stopped when classes were introduced in it back in my university years, and I would rather avoid it unless necessary as I feel like learning coding Is impossible for me since I have quite the bad relationship with maths

versed oasis
dreamy mountain
#

hey so ive got an enemy with ai moveto, set to target the player, but they cant fall down ledges; how would i make them fall?

dreamy mountain
dark drum
# dreamy mountain whats that

They're nav link proxies. They tell the AI (when using the nav mesh) that they can go from A to B (in a straight line) even if it goes off the nav mesh.

dreamy mountain
#

would i need to make that for each ledge?

swift kiln
#

Hey Im bumping this here because I think this is more of a blueprint question. So basically I created low poly water material that has 2 parameters - height and speed. Now I have a blueprint in which I basically tried to do water boiling logic (the parameters will increase smoothly). I tried creating dynamic material instance in the construction script, but that doesnt seem to help. Basically, the material is doing weird things where it just sets the parameters in instance to whatever it wants, but when I check it in editor (with that print string), it looks fine. Any suggestions?

lofty rapids
#

do the the initial values work if you change them to whatever you want ?

lofty rapids
#

oh i c you have the water mesh plugged in so it should go to that

swift kiln
#

Should I change the source material to the material I want or just set it in mesh directly?

#

I tried whatever it just doesnt work the way it should

#

the values are printing just fine, but the material doesnt behave how it should

lofty rapids
#

i have only used it a couple times but i think thats what you need for one thing

swift kiln
lofty rapids
#

i have only created, then set the material

swift kiln
lofty rapids
#

i have not tried a water effect, but i used it to change a parameter

#

and i had no issues

#

i just created, then set the material on the mesh to the instanced one

swift kiln
#

Can I check the parameters in material instance in runetime?

#

Because values that Im checking look fine

#

so Im guessing its just have to be something with the material

granite elk
#

Has anyone had this error before and might know whats causing it? im not making any lengths checks

#

My game works as intended so im unsure where this is coming from.

lofty rapids
#

you cut off the spot that shows the length

granite elk
#

sorry let me reproduce it

lofty rapids
#

well according to the error, if the length is less than 10 then your accessing out of bounds of the array

granite elk
#

yeah im just unsure why that is. if i remove an element from the array does this move the higher array indexes down?

lofty rapids
#

are you removing while iterating ?

#

and also are you using the index from a loop ? or i'm guessing it's just a variable ?

lofty rapids
#

but you shouldn't remove while looping over an array

faint pasture
#

or at least don't remove while iterating forwards, do it backwards so the removal doesn't make you skip elements

granite elk
#

thank you both im pretty sure that's the mistake I made

dreamy mountain
#

theres a slot there, it just isnt taking it

indigo stratus
#

Hey, guys!
I have a blueprint actor that I place in level. I change the values on exposed variables and stuff on the components (Transforms, spline points etc.) on the placed actor in level. I want to apply all these changes to the blueprint class. How would I do this?

thin panther
#

you don't

#

you can't apply a change in an instance back to the default object.

indigo stratus
#

Hmm.. okay. thanks!

faint pasture
#

place in level, then modify defaults and see the results

indigo stratus
#

That's the way I do it right now. But said blueprint has 10 very long splines in it, that I use for a simple race. It's very tedious to work in the blueprint and watching the result in the level.

thin panther
#

You'd probably want those to be customised on a per instance basis anyway

indigo stratus
#

Not really. I have the 10 splines and just move a target on the spline. I want to spawn them within the blueprint.