#blueprint

1 messages · Page 169 of 1

indigo stratus
#

I know what you mean, but I don't want that.

#

But thanks anyway

marsh pilot
#

Hey all, looking for some generalized help on how I should organize my resources data for a banished-like game. I have a struct of what each type of resource has, then I have a data table of that struct, and then I have an enum for each row name from the resource data table. Lastly, in the building master I have a map of that enum where the float is the amount of that resource in the inventory (or needed to construct it). Let me know if there's anything I should do to streamline this

thin panther
#

That data table is going to cause you issues btw
You've fallen into a classic trap that a lot of tutorials teach.

That is, hard refs in a data table.
When you reference one row of that data table, all rows are loaded, and all the dependencies. Meaning just by grabbing a single row, you've loaded every icon, every mesh, and every material, and every texture that anything in that table relies on. Move to soft references

gaunt stirrup
#

does anybody know how to change an image in a widget on a button

gaunt monolith
#

I've followed this tutorial to get a day/night cycle going with the sun position calculator https://www.youtube.com/watch?v=Zg2NaZcyAjk . Could anyone point me in the right direction to be able to add the day and time updating on the player widget too?

kind prairie
#

Hi everyone! I hope someone can point me in the right direction. I have a third person project using the default template. I have a blueprint for a ball, where I have a sphere as root component and has physics enabled. The ball also has logic to increase the scale based on distance moved (think like a snowball growing bigger)

what I want is upon event trigger, have the player and ball snap to each other so that while moving, the ball still remains in front of the player (with physics still enabled on the ball). I have tried to attach the ball (but that doesnt work with physics). I also tried physics handle. I managed to kind of get something working with that, but I dont feel it is the correct approach? (I might just be using it wrong haha). I also gave a quick look to physics constraint, but I had better results with physics handle. I feel there should be a simple way to do this and I am just completely missing it haha. any help would be greatly appreciated!!

small coral
#

Select the texture you want to change it to

nocturne river
#

I am trying to find out how to freely deform models in UE5 according to game play, but I am having trouble figuring it out.
To simplify and specify what I want to implement, I would like to move one vertex of an object in response to key inputs in the game. For example, when the player takes a step forward, the vertex should move forward by the same amount.
It seems that it is possible to move an entire object using the Geometry Script, but I want to be able to move just one vertex to deform the object.
My ultimate goal is to create a game that deals with 4-dimensional objects, so I need this knowledge. Alternatively, if you know any useful methods for dealing with 4-dimensional objects, I would greatly appreciate it if you could share them with me.
I apologize for the beginner's question, but thank you in advance for your help.


Note: This question was originally written in Japanese and translated into English using GPT (Generative Pre-trained Transformer).

dreamy mountain
#

anyone?

thin panther
# nocturne river I am trying to find out how to freely deform models in UE5 according to game pla...

You might want to check up with #geometry-tools for specifics, however I know certainly you can manipulate vertices with geometry script. It may be involved, and you may need to build the mesh from scratch, I'm not 100% sure on whether you can manipulate a specific vertex on an existing mesh. Geometry script definitely sounds like the right start though. I can't think of any other way you would approach it without making a custom system, or using something deprecated, like the procedural mesh component.

Also, wow, GPT is really good at translation, at least from Japanese to English 😆

faint pasture
#

Make sure not to over-constrain the ball.
Only constrain on X and Y, leave Z free, and all rotation free

hidden cape
#

I guess no one has an answer to my question?

kind prairie
# faint pasture Make sure not to over-constrain the ball. Only constrain on X and Y, leave Z fre...

I did get better results with physics handle in terms of the ball rotating as I am moving it. But I was not able to set X Y Z constraints in the handle, that I could only do in the physics constraint. For the handle there is just toggles for linear and angular constraint, which enables the damping and stiffness options.
So the fact that I cant disable constraint on the Z axis, means the ball goes with the player if jumping (not end of the world, might just disable jumping when pushing the ball).
I have a location set infront of the character, which I constantly use to set the target location, and use high linear stiffness to keep it there. is this the correct approach to set the location?

faint pasture
#

physics handle uses a constraint under the hood so it's all the same really

kind prairie
#

if that is the correct approach to setting the target location, do you have any suggestions on how to modify that location to accommodate the growth of the ball. ( I will share videos now to show what I currently have)

faint pasture
#

You'll probably have to do some math

#

I'd just make sure it's not too stiff so it can move around a bit

kind prairie
faint pasture
#

I bet if you made it stiff enough such that when turning left and right it lags by like 15 degrees, and did a bit of math to make it not suspended in the air or shoved into the ground, it'd work pretty well

kind prairie
faint pasture
#

handle

#

would work for both tho

#

handle is basically a wrapper on constraint that doesn't let you split out your XYZ limits

kind prairie
#

and this is the stiffness and damping settings

trim matrix
#

the model looks dope!

gaunt stirrup
#

thanks ❤️

#

@small coral

small coral
#

No problem 👍

#

@gaunt stirrup

uneven warren
#

hi all
is there anyway i can access the current behavior tree task inside ai controller?

nocturne river
dusty marsh
#

Can anyone help me find out why my character clips like crazy in my 2D level?
This happend when I am supposed to run into the wall beneath, it just clips up the wall like nothing.

EDIT: I'm pretty sure it has to do with my character sprites hitbox.

#

Same here ( currently standing on the tile right of the character ) supposed to fall down

granite elk
#

@lofty rapids @faint pasture Thanks again. Your comments put me on the right path and my game is working as expected with no error messages.

dreamy mountain
#

if someone could ping me with some hepl on this, would be greatly appreciated

tranquil lagoon
#

I want to chain two characters together, meaning that one character moving further away from a player will eventually drag them with them.
**Use cases: **

  1. If one player jumps down a ledge and the other one doesn't, the one who jumps should hang over the ledge.
  2. If the player on the ledge moves further away from the ledge, they will eventually drag the player up

Does anyone have any pointers, tips or guides on how you would accomplish something like this? I found this game Chained Together on steam, that seems to do exactly what I want: https://store.steampowered.com/app/2567870/Chained_Together/

Dive into the epic adventure of "Chained Together"Begin your journey in the depths of hell, chained to your companions. Your mission is to escape hell by climbing as high as possible.Each jump requires perfect coordination to scale the platforms and escape the scorching heat. Traverse a multitude of worlds, each offering unique challenges. Diver...

Release Date

June 2024

▶ Play video
lofty rapids
dreamy mountain
#

ill put 5 in a row and show you, hang on

#

each machine has a perk id, but no matter which you go to, it gives that order of perk

#

@lofty rapids thats all the code involved in it, should help with fixing this, because ima be honest, sat doing this for a few days, its been broken for the past few and i just really want this done and fixed lmao

lofty rapids
dreamy mountain
#

yes

lofty rapids
#

probably not a good spot for it, you probably want that on the player

prisma tree
#

Hi, sorry to interrupt. How can I check if a variable has any value/content in it?
I want to check if the variable (object) has a savegame blueprint in it. If not create a new and if it does continue:

dreamy mountain
#

its only there because i had an issue with buyables where you could buy something from like miles off, so went with this to fix it, dk if theres an easier fix

lofty rapids
#

by that i mean the same bp ?

dreamy mountain
#

yep

#

its one blueprint, with that perk id changable per machine

lofty rapids
dreamy mountain
#

1 - wonderbarr
2 - magic fingers
3 - barraidaide
4 - tutti shooti
5 - 1-up soda

lofty rapids
#

then when you press the key check if it's valid

#

but do in the input on your character or player controller

#

so when you hit the key it only happens once

#

thats mostly a problem idk if it will fix everything but it's a good start

fierce timber
#

Hey,

I am currently working on creating a rebinding menu using user settings from the Enhanced Input Subsystem. I want to develop a system where each user can customize the trigger type, modifier key, and key binding for each action. To achieve this, I created a custom input trigger with multiple options, including:

Modifier Key: None, Left Control, Left Alt, Left Shift
Trigger Type: Pressed, Pressed Continuous, Released, Hold, Hold Continuous, Hold Reset, Double Click
However, I am facing difficulties in allowing users to change the modifier key or trigger type in the user settings; currently, I can only modify the key binding itself.

Any suggestions on how to resolve this issue would be greatly appreciated.

dreamy mountain
#

thats what the buy perk does, it checks if you already have said perk

lofty rapids
#

i'm saying the enhanced input action

#

think about it

#

you have it on multiple actors

#

i'm surprised it even fires on a random actor

#

but it's most likely going off multiple times

#

for the amount of cubes you have in there

#

it's not specific to when your overlapped

#

just the way i would do it is put an interactable actor on the player as a variable

dreamy mountain
#

i have an interactable variable

lofty rapids
#

if you invalidate the variable by setting it to none, the when you hit the key you check is valid

dreamy mountain
lofty rapids
#

i would also use started

lofty rapids
#

thats such an odd way to do that

dreamy mountain
lofty rapids
#

because your triggering all the events and checking a variable

#

instead of triggering it once

dreamy mountain
#

why overcomplicate it when this works, but this isnt the issue

#

the issue is that it displays the wrong perk

#

and skips over a slot

lofty rapids
#

does hello print more than once ?

#

i'm guessing 4 times ?

dreamy mountain
#

nope

#

it prints when im in the box and press f

#

which is my input action

#

where it fires off the following
hello
1
2

  • press f again
    hello
#

ok, i fixed one issue, being the perks not giving me the right one, now its just that skipping of the first slot

lofty rapids
#

make sure your array is organized properly

#

maybe perk2 is supposed to be perk1

#

try to flip them see if it works

dreamy mountain
#

it was

#

fml

#

thanks for helping though, i wouldnt have thought to check that

untold ivy
#

Alright, for one of my smart objects I need a Box (Fbox)
For test, I managed to make it work by using my current actor's position.
My game is taking place in a shopping mall. I would like, when an NPC gets in front of a store, he looks for smart objects to interact with within the store.
My issue: How can I associate a particular box (or set of boxes) with an entry point to pass it to the action?

dreamy mountain
#

whats the code look like?

fresh ice
#

Can anyone help me figure out import this grappling hook into unreal engine. The engine shows just parts of the grappling hook

lethal ocean
#

Hi! For an endless runner project I have a main floor blueprint that gets repeated. It contains an audio component, but it only plays on the first instance of the floor. As soon as I start running across the platforms, the audio disappears. Is there some settings I am missing or something?

lofty rapids
#

so you have an audio compent, and it plays on the first one, but doesn't play when you spawn a new one ?

frosty heron
untold ivy
frosty heron
#

Tps stands for third person shooter

#

Fly stands for first person shooter

#

What sort of camera style are you using.

untold ivy
#

I know TPS and FPS. It's overlap I'm asking about. What do you mean "by overlap"?

frosty heron
#

When the character overlap with the box, a reference can be passed. So what stops you from interacting between the box and the player.

#

I don't think you need to check distance with the player as well imo.

brazen pulsar
#

I'm having a bug with an individual level transition instance. I've got like 7 in the level, but this one and only this one is uninteractable. doesn't even notice when the use command is sent to it.
Is there any kind of instance bug possibility? Does that happen?

frosty heron
#

Debug

brazen pulsar
#

how?

frosty heron
#

How to debug?

brazen pulsar
#

yea, also what

frosty heron
#

U can use print string, find out the root of the problem

#

If your interact never get called, find the caller and keep working your way up

brazen pulsar
#

No, the interact gets called, it's just that it's not getting sent to this specific instance. If it was getting there, the debug string at the top of the bp would print when it hits it

#

But it's not

frosty heron
#

Again work your way up, make sure interact gets print in that instance? How? Again work your way up. Check the collision setting etc if you are interacting with a trace or check your overlap.

Make sure that instance have the right collision etc for the interact to trigger

deep lagoon
#

hey
looking for some deeper insight on how to best manage sound for character

eg pairing sounds to discrete behaviors
ex i have a charging enemy that plays a sound for that charge

what are some best practices for managing sounds like that
preserving audio components vs respawning and destroying them?
when should i think about a higher level sound manager component etc?

#

realized i'[m just defaulting to managing each possible sound in parallel and that feels sub-optimal

#

--can't really find any resources on this subjecft

untold ivy
broken wadi
# deep lagoon hey looking for some deeper insight on how to best manage sound for character ...

Since my game is multiplayer some sounds needs to be heard by others so I spawn them (along with any particle effects) using a multicast. For sounds that play for the local player only such as when the character doesn't have enough stamina to perform an action it doesn't need to be heard by other players so I just play an audio component that's already on the character. I also have level placed sounds that run continuously in the background.

Using audio components attached to the character or having one-off sounds spawning in with auto destroy doesn't really matter all that much for performance as far as I can tell. I think its best to make use of whatever management / organizational system that works well for you. Also maybe try asking in #audio you might get a better answer there.

dreamy mountain
#

hey so im trying to do a like delay between attacks, but only while the player is in the attackrange box collision; how would i do it without causing an infinite loop and crashing ue

broken wadi
#

I solve this by using Set Timer By Event. Also the Process Damage event in the screenshot does a bunch of gameplay logic to damage amounts etc... but for your example you can just replace it with the Apply Damage node you already have. @dreamy mountain

dreamy mountain
#

i tried to adapt it because the enemy is only damaging the player but it didnt work, is the overlapping actors array you have that important, or am i just being an idiot
@broken wadi

broken wadi
dreamy mountain
#

ah ok

quartz flare
#

How do you play only one section of a montage? I see there is a "Starting Section" but then it just continues playing my following sections.

dreamy mountain
#

i got it working, thanks lawlster

#

do you also happen to know how to add a delay before triggering a natural heal after the player takes damage?

#

thats my health system, and it gets called on event tick

#

its in the player bp

spark steppe
#

don't use health != max health

#

use health < maxHealth

broken wadi
#

Instead of using tick, on the Event Begin Play setup another Set Timer By Event with 0.5s loop. Then you can call your health regen event. Also you can use a negative number on the Apply Damage node to for healing.

spark steppe
#

otherwise it's likely to bite your butt considering floating point precision

dreamy mountain
spark steppe
#

or use nearly equal -> not

broken wadi
#

That way you don't have to constantly check the stuff before the delay every frame since you only want to apply a small amount of health 0.5s anyways.

quartz flare
frosty heron
#

Loop it

#

Set the next montage to it self

tranquil lagoon
#

Is it possible somehow to ensure a constrained component actually attaches to the Physics Constraint location? Everything works perfectly when I set the contrained component at runtime (using a trace) except for one thing, and it's that it leaves this massive gap.

quartz flare
frosty heron
#

I do it all the time.

#

You are not looking at the right place, I'm not talking about abp node

quartz flare
#

I am in my montage asset, I am able to add sections but they automatically set their next section to the one that follows in the timeline

frosty heron
#

Again you can modify them

#

Keep trying or look up on the internet

#

I can't show you cuz I'm at work and no pc for obvious reason

#

Just read what was said above again if you lost

quartz flare
frosty heron
#

Not looking at the right place

#

The section would be in boxes

#

Eg mine will look like Default->punch-> dead

#

Where dead is looped

#

Selecting the tick box or w.e next to the dead box then selecting the dead section will loop it

quartz flare
#

oh I see a Montage Section window at the bottom right, let me try toying with that

#

lol that is a wacky UI. Okay, clicking the stop button and not setting it to itself but clearing it to None worked

#

thanks!

#

(looks like a stop button to me lol)

stoic ledge
#

the designer probably struggled for hours on what shape it should be and was like fk i guess a square

tulip karma
#

Assuming a 2d sidescroller, if I spawn a projectile in a blueprint, how do I properly set its initial velocity? At the moment when I'm facing left the projectile shoots to the right still, due to initial velocity being set to 1000 in the x-axis. If I try and spawn it then set the velocity with the return value from Spawn Actor it doesn't move at all, so I assume I'm missing an extra step, or approaching it entirely wrong... Any suggestions?

stoic ledge
#

x2?

tulip karma
#

Is that for me sorry?

stoic ledge
#

@tulip karma i misread what you were saying a bit, i feel that you set the velocity but isnt updated correctly

tulip karma
#

Yeah, that's my feeling, just not sure where atm ha

stoic ledge
#

assuming the projectile actor just spawns and starts moving from some initialization method. is velocity inherent variable in the actor class?

tulip karma
#

Just found something about deferred spawning that might be what I need

lofty rapids
#

also i would think rotation would matter, maybe just rotate it when you spawn

#

have not worked with projectiles much but it's a thought

tulip karma
#

That's not a bad shout, deferred spawn doesn't seem to be available from blueprints anyway so I'll take a look

lofty rapids
#

try to set like 180 in the spawn

tulip karma
#

Balls, it rotates the sprite but still shoots right, guessing it's that initialVelocity still D:

lofty rapids
#

is it a normal projectile ? or like mentioned whats going on with the shooting ?

tulip karma
#

Yeah just an actor blueprint with the Projectile Movement component

magic parcel
#

Anybody know why this might be happening:

The first montage plays fine, the second one plays, but it never goes to the completed pin, or the blend out... it only goes to the EXC pint (top one)

mortal hamlet
#

Anyone know how to disable character movement when crouched?

magic parcel
#

The issue is, if I use the EXC pin, it does not care how long the animation is and just moves to the next node

dim siren
magic parcel
#

if I set the blend tree up, it will repeat from the EXC pin, and every time after that it runs fine with no problem

tulip karma
magic parcel
dim siren
tulip karma
lofty rapids
tulip karma
#

Yeah exactly

dim siren
#

You can try using an Inverse Transform Location node.

tulip karma
#

How would that work sorry?

mortal hamlet
magic parcel
#

Create the state machine in the animBP

#

from there, create the state (crouch)

#

in the crouch state... pull the characters current speed and set to 0

#

so, while they are in that state they will have 0 movement speed

#

So, it goes from exc pin -> interrupted (no clue why, as I have done nothing with the code at this point) -> back to exc (where it stays and does not go to completed or interrupted agian)

dim siren
tulip karma
#

Socket transform stays the same :/ it uses the scale to change the direction the sprite faces

dim siren
#

Then that's probably part of the issue, as the projectile will always spawn with the same transform.

#

Not sure how to solve it though, sorry 😛

tulip karma
#

Interestingly even if I break the transform apart, set all the rotation values to 180 and then log that out, the rotation is still 0 🤔

dim siren
#

You could change the transform location depending on the scale I suppose. So if the scale is -1 or whatever you use to flip it, you can inverse the x-axis when spawning the projectile.

tulip karma
lofty rapids
tulip karma
obtuse kraken
#

How does welding components when attaching them work? Having some issues with it.

tulip karma
stoic ledge
#

@tulip karma "You need to create a Float var (Ball Speed) in the projectile class. Set it as instance editable and exposed on spawn. Next set its default value to your absolute minimum speed. Save.

Open the construction tab. Drag the projectile movement component (PMC) into the graph. From it drag out and Set Initial Speed and Max Speed. Use your Ball speed as the value.

Now you can dynamically set your ball speed on spawn. The Spawn Actor of Class (your projectile) will now have a "Ball Speed" pin. So calc the speed and pipe that value to the Spawn actor node."

~Rev0verDrive

tulip karma
#

Thanks for the info

halcyon flower
#

Hello again, I have an actor with a component on which holds stats and information and I was wandering is it possible to get the components variables without spawning the actor? This is for a vehicle shop and I want to show the stats like top speed, acceleration, power and more without spawning the vehicle actor similar to Forza. Because I use a component I cannot just get the class defaults but I want to use this component so I can use it with other vehicles like helicopters and bikes.

halcyon flower
lunar sleet
#

Yeah I believe so. There’s also DataTables which can hold multiple rows

#

If it’s just values you can prly store them all in there

halcyon flower
#

But if I were to make a change in the actor I would have to also change it in the data asset or table

lunar sleet
#

If you’re making a change in the actor, I’m guessing the actor is spawned by that point

halcyon flower
#

I meant in the editor like changing the top speed to balance a game

lunar sleet
#

Well yeah but you’d only need to change it in one place, provided you make the actor take its values from that storage

halcyon flower
#

Oh ok, I never thought of using it that way. I thought data tables were just to reference data

#

Thank you

mortal hamlet
magic parcel
#

I have been playing with this damn blend tree for 5 hrs now..lol

#

something my coder could do in seconds lol

mortal hamlet
#

fair enough, i just put the blendspace together instead of my other one which i kept, this project im currently working on is practice for my later project, i just need to figure out how to disable movement when my character is crouched, then i have some more animations to implement

magic parcel
#

make a crouch state and put this inside there

#

how to get those to the result node... no clue

#

but this is how you set the speed 😛

mortal hamlet
#

ah mine is a much different look lol

magic parcel
#

some people like uber complex ones 😛

mortal hamlet
magic parcel
#

so... with this setup

#

you could never go from jump to crouch

#

or from crouch to jump

#

without going through idle first

mortal hamlet
#

No, and its done like this on purpose

magic parcel
#

I suppose, depends on the game I guess

#

in any case, the path doesnt matter

#

the logic is the same

#

in crouch start you would put the nodes I showed you

mortal hamlet
#

its based off of an older game, battalion wars to be specific

magic parcel
#

and in Crouch end, you would put the same nodes, but with the normal values you want

rugged merlin
#

This question probably gets asked a lot, but I haven't been able to find anything quite matching what I'm asking specifically.

I have a project where a component will be fired using a projectile and I want there to be different behaviors depending if the thing it hit implements a specific interface. What is the best way to check whether the component being hit is an implementation of that interface? Is there some way I can use casting to tell?

#

I intend to use the OnComponentHit event unless there is a better one

frosty heron
#

You shouldn't really need to cast if you are using interface. That totally defeat the purpose

rugged merlin
frosty heron
#

If u are going to use interface, just plugin the object to the interface

#

Eg hit actor -> interact

#

No casting needed

rugged merlin
#

The only way to make it compile is to use a cast

frosty heron
#

No that's just misunderstanding on your part. Show your bp

rugged merlin
#

How else do I get the thing I want to call the method on

frosty heron
#

If you want to use interface you want to implement the function IN the interface

rugged merlin
proud salmon
#

When using soft references, for example, an animation montage.

Prior to playing the animation, I want to load the asset using Async Load Asset, correct?

If so, should I ALWAYS call async load asset or should I check if the soft reference --> reference is valid and only run it if not?

Image A vs Image B vs ??? (Is there another way I should be doing it?)

frosty heron
#

Then make a function in the interface . I_Grapple

Then in your grapple point bp, implement the I_Grapple function which execute the grapple function

frosty heron
#

Then it's just on component hit, hit actor -> I_grapple

#

Not from the picture no you did not

proud salmon
rugged merlin
#

For now I just want it to return true since this is a placeholder

#

This is in a different class, so I can't use self

frosty heron
# rugged merlin I did

You are not even dropping interface node. It's the one with the msg icon. Follow the instruction above

#

The picture u showed is trying to use grapple succesfuk in your bp grapple not the one derived from interface

dawn gazelle
#

What you have there is a function that is contained within a class.

#

To call that function directly, you must have a reference of that particular class or any of its children.

rugged merlin
frosty heron
#

Then call the interface not the function that live in your bp grapple

dawn gazelle
#

it says right on the node... "Target is..." which indicates its a function.

frosty heron
#

Hard to help if you are being combative

#

Get the node with the msg icon

rugged merlin
frosty heron
#

Now you can plug hit actor or any object to the target

rugged merlin
#

Ok thank you

dawn gazelle
#

So you have an object and an interface known as Grapple Point?

frosty heron
#

I would suggest to prefix your interface with I_

rugged merlin
#

It only has the grapple successful method

#

And I wanted to call that method whenever the grapple hook hit something that implemented that interface

frosty heron
#

In your grapple cube, override grapple successful, add a branch and on true call what ever function you want

rugged merlin
frosty heron
#

The does implement interface might be redundant btw depending on the context

#

Cuz if they don't implement it simply does nothing

rugged merlin
frosty heron
#

But it's fine to do if u want to filter the code after the interface call

#

Ahh yeah that's fine then

rugged merlin
#

Yeah this would actually be very bad if it does nothing when it finds that it's not an instance of grapplable point

frosty heron
proud salmon
#

Ya, I just mean. Do I need to do the "is valid" and not run through "Async Load" every time it's called, or does it not matter?

frosty heron
#

It won't be valid unless you load it at some point

proud salmon
#

Sure, but say I'm using the asset every 10 seconds.

Should I:
a. Check if valid --> Load if not --> Use
b. Load --> Use

I guess to put it another way, is there any harm in calling "Async Load" if the asset is already loaded?

frosty heron
#

No harm

#

It will just go to completed pin

proud salmon
#

👍 That's how I had hoped but wasn't sure. Thank you

frosty heron
#

But I also don't know better

#

Right now the things I put on soft ref are material textures etc

proud salmon
#

ya, I went a little wild but I'm going to dial it back to things that make sense 😂

frosty heron
#

Everything that goes to my DT or DA I try to soft ref it. Can't afford any hard ref there

proud salmon
frosty heron
proud salmon
#

well the reference is stored in a data table

#

and then used when the actor is spawned

frosty heron
#

No idea with construction script

#

My experience is doing very minimal things there

#

Mostly setting anim leader pose and setting comp ref

proud salmon
#

Ya not sure the best way to go about doing this 🤔

I want to have a soft reference to the static mesh in the data table, as it could become a pretty big data table over time.

But I also want to be able to put the item that uses the data table into the world in the editor. But Async Load doesn't seem to work for that, so you can't see the item when you place it. Works fine when I hit play.

graceful rampart
#

Hey,
I am having an issue,

Whenever I possess an pawn Why does Possession moves Camera to default position? How to stop it?
Can you one help me out regarding this.

rugged merlin
rugged merlin
graceful rampart
rugged merlin
dawn gazelle
graceful rampart
# rugged merlin Oh so it's a separate object?

Yes its attached to the pawn (i.e my custom vehicle). When character seat inside vehicle I want to set vehicle camera at the position from where the player goes inside vehicle. But as I possesses the vehicle pawn camera goes to the default position

graceful rampart
rugged merlin
graceful rampart
magic parcel
#

Can somebody help me with getting an interp setup? I tried a timeline, I tried a set time by event... i failed all 😛

#

I dont know why it doesnt interp. The value switch worked

#

but interp...nope 😦

dawn gazelle
magic parcel
#

That is what the FInterp does, no?

dawn gazelle
#

It doesn't update any values. It just gives you an output.

magic parcel
#

so I need to inertp the value with a lerp?

dawn gazelle
#

If you don't give it the current value for this frame, then it'll always give you the same value output.

magic parcel
dawn gazelle
#

In your example there, you'd want to plug in GetCurrentFOV into the current value input.

#

The delta time is just how miuch time has passed since the last frame.

#

It interpolates how much the value output should be based on that time and the two input values.

rugged merlin
magic parcel
#

that is 90

#

TargetFOV is 120

#

the switch happens, but no interp between the switch

#

so that is where I am lost. Do I use the timeline and alpha from there?

dawn gazelle
#

It needs to be fed a changing value for the current value.

#

If you don't have a changing value, you'll always get the same value output.

magic parcel
#

okay, that makes sense, but I have no idea how to do that (primarly an artist here :P)

#

is that where the set timer by event comes into play?

#

and then I use the update timer handle (variable I created?)

dawn gazelle
#

Interps happen over time.
If you want it to look smooth, you want it running at the frame rate, not necessarily a timer.

magic parcel
#

so, you are suggesting I put this on tick?

dawn gazelle
#

You can use tick or a timeline.

magic parcel
#

so I had a timeline, but again, I dont know where to put that node or hook that in

#

here I have added at timline, I will add a track called alpha and that will act as the interp speed

dawn gazelle
#

Current: Get Current FOV.
Target: Whatever your desired FOV value is.
Delta Time: Delta Time from Tick or Get World Delta Seconds
Interp Time: how fast you want it to go from current to target.

#

So long as your "Get Current FOV" is returning the last set value, then it should work ok.

graceful rampart
# rugged merlin Wait so what's the specific problem? Is it going inside the vehicle when you ent...

https://forums.unrealengine.com/t/why-does-possess-move-camera-to-pawn/280233 This is the problem that I am having someone has posted on forum but the issue was not answer yet on forum also

Epic Developer Community Forums

I’m really new to UE4 so bear with me. Coming from an Unity background, I’m quite lost. I want to have a Top Down Camera and 2 players that can be controlled locally using the keyboard. I created a new PlayerController and binded the keys to move the players around. In the BeginPlay method, I instantiate 2 players (simple Pawns with a static m...

magic parcel
dawn gazelle
#

No you don't, at least not that I see.

magic parcel
dawn gazelle
magic parcel
#

this pulls the FOV value from the curentFOV

dawn gazelle
#

You have "Target FOV" going into Current.

#

You have "Default FOV" going into Target.
I dunno what you have toing into Interp Speed.

#

World Delta Seconds is fine.

#

Target FOV would need to change every frame in order for it to work right.

rugged merlin
graceful rampart
dawn gazelle
magic parcel
#

no

dawn gazelle
#

Then how is it updating every frame?

magic parcel
#

I thought that was the point of the timeline

dawn gazelle
#

You are setting the FOV of the camera component on the timeline.

#

That is the only variable you are changing.

#

You want to get the FOV of the camera and plug that into Current.

#

Then when the next frame goes, it'll read the new value.

#

The next frame, new value, etc...

#

Right now, if you're only setting "Target FOV" once on begin play, then that value doesn't get changed.

magic parcel
#

so you want me to go from tick

dawn gazelle
#

I didn't say that.

magic parcel
#

and from tick, I pull the FOV from the camera

dawn gazelle
#

You want to get the FOV of the camera and plug that into Current on the Interp To

#

You can do this on the timeline.

magic parcel
naive herald
#

Hello, I want to take the rotation value of Bonn and control it so that it doesn't go beyond a certain angle. What should I do

magic parcel
#

Okay, that shift seems pretty small

naive herald
magic parcel
#

okay, so how would I go about reversing that?

#

direction node?

dawn gazelle
#

Not in this case.

#

Your timeline isn't really controlling the values.

magic parcel
#

cause I need to change it based on the bool value

dawn gazelle
#

Really, if you're going to use a timeline, you're probably better off not using an interp and just have a float track with the start and end value you desire.

#

Otherwise, it could be outputting a 0 to 1 value and you can use that in a lerp instead.

magic parcel
#

is there a better option? that isnt a timeline

#

problem with lerps is they are not smooth

#

finterp to has an ease in and ease out

#

I guess I could do that with the timeline

dawn gazelle
#

You can control that with your own float track.

#

Make your curve smooth

#

Make it output 0 to 1

#

Lerp between those two values based on the track.

magic parcel
#

so, in theory this should reverse it

#

lol nope, that went back to being shit lol... damn

dawn gazelle
#

Use one connection from the update to your SetCameraFOV.
Whenever you're setting IsSprinting true have it call an event that calls Play (not from start) on the timeline.
Whenever you're setting IsSprinting false, have it call an event that calls Reverse (not from end)

magic parcel
#

so very close lol

#

so, the first time I do this, it works

#

when I press again, it just goes from 90 to 90

#

reverse was not working at all 😦 So I tried this way. I know its not correct

lunar sleet
magic parcel
frank viper
#

Hi if your string of executions / execution line is very, very long, perhaps too long and set to execute during a PreConstruct on a Widget, what would happen? Would the execution get cut off once the widget appears on the screen, or would it just continue to execute? 🙂

magic parcel
dawn gazelle
magic parcel
#

so I have three values I need to play with here

#

current (whatever the camera is at now) | target (120) | default (90)

lunar sleet
#

I haven’t had that much luck with FInterp. Timeline is usually used with Lerp

magic parcel
#

I will try interp again... but that was instant

#

so I will try again

lunar sleet
#

Not interp

magic parcel
#

lerp sorry 😛

#

okay, so that worked

#

but now I need to go from the 120 to the 90

#

so.. how do I do that?

#

because current is now 120

#

so.. if I reverse it, I get nothing

dawn gazelle
magic parcel
#

okay, that works for a button press. I can hardcode the values in this case

dawn gazelle
#

The "A" and "B" of the lerp, just need to be the default value and the target.

#

default into A, target into B.

magic parcel
#

dear baby jesus

#

6lb 9ounce

lunar sleet
#

Haven’t heard that one before

magic parcel
#

thank you for the help

magic parcel
#

okay, well now that is working!!!

#

Thank you both for the patience and working with me! ❤️

dawn gazelle
#

Finterp just works with delta seconds and the speed and the current and target to reach the output of this frame for those values.
So like... You're running at 60FPS, your delta time should be about 0.016.
If you had a current value of 0 and a target value of 1 with an interp speed of 1 , that's an indication that you want to move to the value 1 in 1 second, but you're starting at 0.
The last frame took 0.016 (according to your delta time) so the next frame would need to be (target(1) - current(0)) * interpspeed * delta seconds + current = 0.016 as output.
So long as you store that output and feed it back into the current value, the next one would be (target(1) - current(0.016)) * interpspeed * delta seconds + current = about 0.032
next frame... (1 - 0.032 * 1 * 0.016) + 0.032 = 0.048
etc.. all the way until you reach 1. So long as the current value gets updated each frame, then the math of the finterpto can do its job.

magic parcel
#

I bow to your knowledge and helpfulness!

#

I think if I wanted to make the camera aligned with velocity, finterp would probably be the better option

#

right?

ionic cypress
#

How you are going to align your camera?

magic parcel
ionic cypress
magic parcel
#

this is what it looks llike normally

ionic cypress
#

You said you are going to align the camera with velocity?

magic parcel
#

with the FOV shift, this iw aht I got

magic parcel
#

the slower I am going the more normal the FOV is

ionic cypress
#

Ah, ok. Yeah, you can use finterp for the FOV interpolation.

magic parcel
#

this gives a sense of speed and helps to sell the idea of sprinting. With a PostProcess effect this will make it even better

ionic cypress
#

Or, you can make another camera mode like sprinting, then you can switch between two camera mode.

#

Then interpolating everything between them.

magic parcel
#

yeah, we have a camera plugin that we did that with. The problem is that its not update for 5.4.1 yet

ionic cypress
#

It is more common way if you have different ones.

magic parcel
#

we have been busy with making switch triggers for the dungeon, and the boss AI

#

I just wanted to hack something in before the coder wakes up! 🙂

ionic cypress
#

Ok, then it is enough.

craggy lake
#

Is there a way to grab the speed of an actor that's being animated with control rig? Or at least a component of it. Calculate component velocity of course returns zero, and the other also returns zero I guess because control rig is what is technically moving.

Is there a way I could compare the actor position from the PREVIOUS tick? I tried the position history one and it also didn't work.

frosty heron
#

What do you actually want to do?

frosty heron
#

Don't know about control rig tho. I only use it for foot ik

visual crest
#

can some one explain to me why this is happening and how to fix it? basically the float out of my function has data put into the out pin but there is no data coming out of the function. The strange thing is I have another BP of this thing in the world and it works perfectly...

craggy lake
#

But I can't get the velocity of any frame. That's the problem. So I'm thinking manually use get position and somehow store that

frosty heron
#

You can get your previous velocity

#

Event tick , get OldVelocity. Print old velocity. Get current velocity (velocity this frame) set old velocity = current velocity

#

Every tick, your old velocity is the previous frame velocity

craggy lake
#

So ok yes I could have a variable called old velocity but it would he zero

#

So I think I need to do it somehow using the actor or a bone position. But I don't know how to store it

faint pasture
craggy lake
#

Yes I can make variables but I need to get the velocity of a joint and it only returns zero, my assumption is because it's being controlled by control rig so doesn't 'know' it's moving. So that's why I'm thinking to do it with world position

frosty heron
#

If you need example look at how the default tps template pass bool to control rig

craggy lake
frosty heron
#

Not sure the connection between getting the last position of a bone with animating by hand via control rig

craggy lake
#

No connection, but it's not coming through an anim bp

#

I think best way is getting the joint world location, storing it and then getting it again and comparing it to the new one but I don't know how to store it tbh

#

Calculate velocity from position history! Get socket location! I think I did it

#

Only thing is I wonder if I can store the history from the sequencer rather than ticks or live update

barren tangle
#

Hello, I have attached my camera to my player controller like that

#

in another blueprint when i get the player controller. how can i retrieve the attached camera?

frosty heron
#

You are setting the new target to the camera

#

Nothing to do with attachment here

barren tangle
#

yes

#

so i need to manually find my bp camera ?

frosty heron
#

What are you trying to do? I never have to reach for the camera like that.

faint pasture
frosty heron
#

Ye prob get player camera manager get camera. I'm not sure tho

#

U can always do a test

barren tangle
#

i'm trying to create a parallax effect. and i need for that to find the camera position

#

ok thanks i will try the camera manager

#

yes it's working thanks

maiden wadi
barren tangle
maiden wadi
#

It's more about the simplicity. Moving a UV by the camera position is easy in a shader and "almost" free.

barren tangle
#

because you understand UV... that's a part the game that is difficult to learn and doesn't seems logic to me, without a good documentation or tutorial. People doesn't really explain how to manipulate and understand those UV 😄

#

but after test the movement of the backgorund is not smooth so i guess i will have to find how to do your approach

maiden wadi
barren tangle
#

i would like to have several layer of backgorund. And make them move on different speed base on the "distance" from the camera.
To give the illusion of depth on those flat images.

maiden wadi
#

So like a sidescroller? Same Idea but in a 3D game?

#

If yes. Are the backgrounds 2D or 3D?

hallow tundra
#

How do I send a text from an array in a blueprint to appear in a widget, I have this in the blueprint but dont know how to get it in the widget.

hallow tundra
faint pasture
#

I mean what class

hallow tundra
#

ineed it to be in a textbox in a widget blueprint

#

if thats what u mean

faint pasture
#

How is the widget spawned?

hallow tundra
faint pasture
#

Whatever responding the widget should tell it what to say or tell it what object it should look at to get what to say.

#

Then the widget can set its own text

barren tangle
#

i would like to make a simple backgorund like that with different layer of images

#

the blueprint approach sounds good but CPU is not enough good for that

maiden wadi
barren tangle
#

X -->

#

only X

#

there is no Y movement

drowsy steppe
#

hey guys, i have a variable in a parent actor that i want to set in a child actor from another actor. but when i set the variable of the child in the other actor i cannot access the variables in it. how can i do that?

maiden wadi
#

@barren tangle So UVs are fairly simple. They simply map a 0 to 1 value. 1 to 2 is the same as 0 to 1. 32 to 33 is the same as 0 to 1. If you scale your UVs to use 0 to 2, you'll zoom out and tile once. If you add to your UVs, you'll pan them.

Thankfully there are some easy shader nodes to help with it so you don't have to do everything manually. Panner is one of them that'll help you here. In Image1 if you put Time into a panner's time value it'll just constantly pan the image sideways which gets you close to what you want.

In Image2 we're taking the camera's world X location and feeding it to the panner's time. So when your camera moves long the X axis, this image will pan.

#

You'll likely need to invert it, and slow it down significantly. But if you do something like this, the background will 'just work'.

barren tangle
reef portal
drowsy steppe
#

Maybe because i set the variable where i get the child just as a generic actor?

reef portal
maiden wadi
# barren tangle but UVs means all pixel of the image? the screen? because. most of the time is a...

Not specifically all pixels. UVs are just coordinates. If you put a 1024px texture on the same thing as a 128px texture. Most of the pixels might be the same color due to UV mapping. The 128 scales up or the 1024 scales down and they "relatively" match. One just has more definition so less blurry when close. If zoomed out far enough they look the same.

The reason being is that at 0.5x 0y UV, you're roughly around 64 on the 128px size, and 512 on the 1024px size. It just makes textures relative mostly. And learning to manipulate them lets you move textures around or scale them, without having to do it with other costly means.

drowsy steppe
barren tangle
#

are you sure you have the child actor? can you acess to its function for example?

barren tangle
drowsy steppe
#

i didn't resolve my problem but at least i got to being able to set the variable. I suspected that before, casting to the parent actor referencin that to the child set in the array before, and setting the variable from there, i was setting the variable for the parent and not the child. Could that be?

midnight kiln
barren tangle
midnight kiln
dusky cobalt
#

Kinda stupid question, but why there is not all variables in the Get Class Defaults? There is exception for widgets? I wanted to get the Widget Unit Tooltip straight from class defaults, but seems like I have to first get Actor Of Class and create variable of Actor, and then from Actor I'm able to get it actually?

inner anvil
#

Hi, I'm currently working on physics hands for VR. I do this with MotionControllerComponent and Physicshandle who grabs a separate actor of a physics hand.
The problem is, because of the way i manage the character, the MotionControllers are inside a SceneComponent which updates on Tick to be in front of the player. but because of it (i think), the PhysicsHandle does not follow the right location. I think it's following the location relative to the parent SceneComponent instead of the Controller world location, but I'm not sure... I tried to change the world to the relative and back, but it was never a right location... Can anyone help?

In the video, the white cube is the Physics Hand and cube with the grid is the Motioncontroller.
The HandPositionFix function runs in the tick and changes the HandOrigin (the parent component of the MotionControlers)

lusty shard
#

hi! I am trying to create a tooltip widget and make a custom button that will always reference that same tooltip widget. How do I get the Tooltip widget variable that I have created and stored in the HUD from inside of my button?

#

I can get it with context sensitivity turned off for some reason

#

But I dont know why.

dusky cobalt
#

First thing, there is no way you will need any casts if you are trying to do something like that.

lusty shard
dusky cobalt
#

What is your content of the tooltip? Like what it's based on?

lusty shard
#

it sbase don the buttons details.

dusky cobalt
#

Ok, where are your buttons?

lusty shard
#

so button already has tooltip information already, just trying to pass that to the tooltip widget

dusky cobalt
#

You need to create widget tooltip inside buttons.

#

So like, create ''base widget tooltip'' with all variables that are coming from Button Reference or what ever.

#

and then inside button, you create widget base widget tooltip, and pass reference of the button.

#

and the tooltip with get populated with all the informations from the buttons.

lusty shard
#

buttons are everywhere. Main Menu, pause menu, credits screen etc... theres a build menu in the game which will use a different tooltip widget if i can get this working for the menus.

dusky cobalt
#

It should not be a problem, unless your whole structure is bad

#

then you have to think about fundamentals

#

I can show you my example

#

I was just working on tooltip too

#

Like, if you have a lot of buttons, and you made them all separately without any like ''base'', then you have problem.

#

because you have to also manually now create widget inside each of the button

lusty shard
#

so I shouldnt create the tooltip in the HUD then?... because then id be creating this tooltip widget for all buttons that exist.

dusky cobalt
#

Example: I have BP_Unit parent class, that then has like 20 units, doesn't matter

#

because I create it all in Parent class once

#

I send there Reference of the unit to the Widget

#

and then it's all populated in the Widget

faint pasture
#

Tooltip can be handled by an interface if it makes sense

dusky cobalt
#

so I can show you my next step

#

because here it get's complicated a little haha

lusty shard
#

so when the tooltip widget is created, it always gets struct info, in my case button info.

dusky cobalt
#

Yes

lusty shard
#

but seems bad to create widget for each button?

dusky cobalt
#

What are you trying to do? I think there might be tooltip built in for the buttons already?

faint pasture
dusky cobalt
#

Or are you trying to make a nice tooltip with a lot of info?

faint pasture
#

Yeah there already is a bit of tool tip mechanics built in. What should your tooltips look like?

lusty shard
#

yea trying to upgrade from built in option

dusky cobalt
#

My tooltip is a little bit more than just text when I hover over something.

lusty shard
#

Then in game tooltip build menu will have this with added costs for buildings.

faint pasture
dusky cobalt
#

It's kinda like button should not give a shit about what it is in your widget kinda.

#

Button is just for clicking.

faint pasture
#

You really need to wrap your head around the data driven way to do this kind of stuff if you want to make something like an RTS.

dusky cobalt
#

The tooltip info should be created in the building / unit / resource / character / anything.

#

I showed you how to create base widget that get's populated with the info of the unit.

#

so now how I use it

#

I have another Widget, which is actually a button. It's also created only once, and is taking info from any other unit (so if I have 20 units, doesn't matter, I have one Widget ProduceUnit, and it's beeing feed with the data of each unit, what ever is needed). And since I feed there Unit Reference at the start, I can also access the Widget Tooltip that I created inside that Unit (can be building, resource anything).

#

and then I have UI Interface that I send to PlayerController (or HUD if you want).

#

I send that Tooltip Widget info to the PlayerController

#

and the playercontroller get's that Widget and adds it as a child to the Main UI > Tooltip Box

#

it's really intuitive once you understand it

bright flint
dusky cobalt
#

both are plugins from marketplace

bright flint
#

and my ue5 storepage just went japaense in the en-us region????

#

nani?!

dusky cobalt
#

yes, this one xD

frosty heron
#

probably just get the CDO to get the info

dusky cobalt
#

cdo?

frosty heron
#

class default object

dusky cobalt
#

I cannot get Unit Reference or the Widget from Class Defaults, I was even asking for it 1h ago here

frosty heron
#

well that's what im saying. Depending on what you are doing, you don't need an instance to reffer to. If you are just reading static data, you can just get the default class object from the class

dusky cobalt
#

I don't understand

#

I only have class reference at first and I cannot get Widget as variable from class defaults, so that is why I get Actor of that class in this case

frosty heron
#

Nvm, I already see you are doing it

dusky cobalt
#

Yeah, some things I could getfrom class defaults, but I had problem with the Widget that is in that class. I was asking if it's normal or what i'm missing 😄

#

but I just got actor of class and made work around

frosty heron
#

not sure why Unit reference is necessary here at all

#

Hmm this is 2D?

dusky cobalt
#

In this case it kind of is, I'm using it here later

#

and Im not decided yet

#

if I will get just Unit Reference here and then Get Unit Widget Tooltip

#

and send just the Widget

#

or I send Unit Reference and get Widget from that Reference in the playercontroller

#

not sure which will suit me more, so left two inputs 😛

waxen sorrel
#

someone remember how you add "debug keys" editor only on the character controller ?

frosty heron
#

Im not sure why the Widget is the one showing the UI to the player tho.
What kind of game are you making? If you are just trying to do a mouse over, maybe you can call it from your player controller or else where and just call interface to the widget

dusky cobalt
frosty heron
#

I feel like it';s not widget job to set reference to what the player interact with

#

well anyway, hard to make suggestion from my end. Just hope you work out what ever you are doing.

dusky cobalt
#

It's just complicated because there is widget first of the thing that you can produce like Unit Produce

#

like first I have W_ProduceUnit right xD

#

and inside that I put that Unit Tooltip

#

so when you hover on Produce Unit yo uget UnitTooltip showed

#

and I might want to use that UnitToolBox in the MainUi for other things later, not sure yet

#

This is best approach I came with myself and it kinda works for me and I think it's scalable

waxen sorrel
random pulsar
#

in bp there is a play sound 2d node,but how do i mute the sound?
by volume i know how
is there another way?

frosty heron
limber parcel
#

u can put fingers in your ears and pretend u cant hear it

frosty heron
#

also Play 2D is fire and forget node, if you need to get a reference to it, use Audio Component

random pulsar
frosty heron
#

what about it, are you not using Sound Classes?

bright hamlet
random pulsar
#

i know this is not right

frosty heron
#

yes, it is not right.

#

Use sound Classes, you can set the volume and other settings based on classes

random pulsar
#

it breakes a lot of opp rules

frosty heron
#

EG. UI, SFX, Dialogue, BGM, etc

#

well got nothing to do with OOP imo.

frosty heron
random pulsar
frosty heron
#

@random pulsar check the link above.

#

You suppose to group your sounds based on it's class (SFX, UI, Game, BGM, and so on)

#

that way you can just call a node to collectively set the setting for a specific class.

hidden cape
#

Im having a real hard time getting rid of these warnings. Ive remade the enums, replaced references fixed the bp's etc etc. 12 hours of messimg around. Theres no duplicates...its driving me insane. The new project I migrate to works...its in the output log of rhe project being migrated from...does it even matter? Readt to lose it...any help is greatly appreciated.

frosty heron
random pulsar
steady night
#

is it possible to remove a Enumerator Selecting ingame ?

frosty heron
steady night
#

like if i have a Enum with 5 options can i remove 1 option ingame ?

frosty heron
#

@random pulsar After you set the sound classes, this is how I set the setting

#

your button can easily just set the volume of the game to 0 and the BGM to 1

random pulsar
frosty heron
random pulsar
#

and there is one more ,when i press the on button multiple times ,there is played the same music a lot of times
how do i solve this one also?

#

with a boolean ckeck?

frosty heron
#

you are using Play Sound 2D, it is your source of problem

#

unable to reference to it, there's nothing you can do to stop it or changing it's setting as it is unreachable.

#

Use Audio Component

#

Button Pressed -> Audio Component Stop Sound -> Play Sound

random pulsar
#

ok ok

#

thx

frozen cairn
#

How do you do a folding sword animation? for example sword is divided into 3 parts and its unfolding one part after another.

one way is to animate a static mesh rotation and another way is to do skeletal animation

which way do you prefer?

frosty heron
#

deff skeletal mesh and do everything in your 3D program

dreamy mountain
#

it just doesnt change it from hidden to visible

rose crest
#

try to add it to viewport and remove, dont change visibility

dusky cobalt
#

Okay... I just realized that if I won't have Actor of Class in the level, this is not gonna work.

#

What are other ways to get variable from the class?

#

or I will just have to use cast?

#

I know I could put actors somewhere far in the level and it would work, but just curious about most straight approach?

faint pasture
dusky cobalt
#

This is a Widget of a Produce Unit Button. I create these from Building (Building holds data, which units it can produce, and the array is of Classes of units).
So in this button I only have Unit Class Reference.

Then this same blueprint, I have logic that on hover/unhover I send info to PlayerController to show Tooltip of the Unit in the UI.

#

BP_Building

faint pasture
dusky cobalt
#

I need to get Widget_Unit Tooltip from Unit Reference Class or Unit Reference

#

Any idea why it's not showing here?

#

It's in the class, maybe I need to set it to User Widget?

faint pasture
#

The class for a unit shouldn't hold a whole widget. It should just hold the data required to construct that widget.

#

We should probably already has. What does the tool tip for A produce unit button show? Presumably a description, some of the unit stats, other stuff, right?

dusky cobalt
#

Oh, should I create it just somewhere else? like inside Button Unit?

#

Yeah

#

like it works, but only for the units that are in the level

#

like I have other buildings with other units, and if they werent spawned, then I dont see them because Actor Of Class doesn't work.

#

Okay, if I understand right. I just have to create that widget

#

in here

#

instead of Getting Actor of Class

faint pasture
#

You shouldn't be getting actors of any class for any of this.

dusky cobalt
#

Yeah, hmm

faint pasture
#

From the building, you should be able to figure out which units the building can create. Given a unit class, you should be able to figure out all the info needed to fill out a tool tip for the create unit button. You don't need to have a created unit to do that.

dusky cobalt
#

Like that?

#

I will expose other things for that widget, this is example of 1 detail.

#

and then I will just send that widget further

faint pasture
#

Yup

dusky cobalt
#

That's even better

#

lol, thank you!

#

really my mind was kinda blown because not everything was working and couldnt find reasons, then I found out it's beacause these actors must be loaded in the level, which is not always good

mint blade
#

hello guys, i need a little help, want to reduce the sound timing of my footsteps when in crouch mode, because it hear as if it was walking normally, it's a FPS game and right now i have no animations in the game, these are the blueprints, i hope some one can help me, thanks.

<iframe src="https://blueprintue.com/render/sujzuocw/" scrolling="no" allowfullscreen></iframe>

<iframe src="https://blueprintue.com/render/kbj4hqcs/" scrolling="no" allowfullscreen></iframe>

<iframe src="https://blueprintue.com/render/n4qx3svf/" scrolling="no" allowfullscreen></iframe>

remote meteor
mint blade
#

im new with the engine and im trying to add a second parameter, "when walk speed is 300 (crouch mode), play the footsteps more slowly".

#

my footsteps are at 0.45 each time in the timelime

#

and when im in crouch more i want it to be at...0.80 more or less.

#

then, when i get up again, go back to 0.45

tawdry basalt
proven crown
#

After I open the new level AI stops working properly(AI Move to). If I set navmesh from static to dynamic in project settings, it works inconsistently, and can follow player just to suddenly abort. Also, after I open new level, and press Alt+S, it no longer shows navmesh.

If I start level with ai directly, AI works perfectly. AI is spawned on the level after some time

mint blade
tawdry basalt
mint blade
proven crown
#

here is Enemy Ai class

mint blade
lofty rapids
#

i dont see footsteps timeline

tawdry basalt
#

yeah, same

lofty rapids
#

thats probably where you would have to change

tawdry basalt
#

oh wait

#

it's the last link

lofty rapids
#

oh ok i had to go more right

grave relic
#

I want to make sure my audio is finished playing when I click my PLAY button before starting the scene, which node should I use? How can I do?

mint blade
#

now i need to slow down the footsteps sound and play it when in crouch mode.

lofty rapids
#

i would consider another timeline that you run if your crouching

mint blade
mint blade
#

thats my problem

lofty rapids
#

if it's 600 then play the basic walking

#

or use a boolean for isCrouching

idle vigil
#

im trying to rotate the first card upside down in my blackjack game but it wont rotate in the correct way even though i have tried all three axis. Where is my mistake?

lofty rapids
# idle vigil

so it's upside down but not facing the right direction ?

idle vigil
#

its like in the resident evil game where the opponent wont see the first card like this

mint blade
idle vigil
mint blade
lofty rapids
mental trellis
lofty rapids
idle vigil
mental trellis
balmy viper
#

[Crossposting this from #cinematics , because it's more of a blueprints problem I suspect.]

Hi guys, I am trying to hide my HUD during LevelSequence playback, using a simple BP function. I know SetVisibility to Collapsed is being called, but it's still visible during playback. Help please.

gaunt stirrup
#

Does anyone know how i can toggle a image visibilty with a button inside a widget

grave relic
#

Guys, I have this PLAY button, currently, for the Menu scene, I have a separate card so "MainMenu", this card contains the base GameMode of Unreal Engine "GameMode".
I have a completely custom GameMode with the game UI and everything, I want when I click the PLAY button it loads my GameMode "BPI_GameMode_MP".
How can I do?

dusky cobalt
#

override world settings basically

tulip karma
#

Don't actually need the set initial speed either

tulip karma
grave relic
tulip karma
#

I almost had it like this at one point but I missed exposing the variable on spawn to make the pin appear in Spawn Actor D:

dreamy mountain
#

how would i change what needs to be hit for the event anydamage on an enemy? i want a custom non capsule collision hitbox

#

im using that yellow one instead of the capsule

balmy viper
lofty rapids
#

and it should trigger

#

but whats the error ?

sharp python
balmy viper
sharp python
#

If it's not that, put a breakpoint on where it hides it and see if the breakpoint gets hit

balmy viper
#

oh I've never set breakpoints yet, didn't even know you could, in BP

#

ya learn something every day!

#

But I know it's being called, from tracewrites

balmy viper
dreamy mountain
dreamy mountain
#

just didnt compile after disconnecting it

lofty rapids
#

whenever you damage the actor through a node, that event will be called

#

so just call it on collision, what are you trying to do ? be able to shoot it in that box ?

sharp python
faint pasture
dreamy mountain
faint pasture
# dreamy mountain

just have the capsule not block the projectile and have the other hitbox block it

#

and voila it'll work

torpid imp
#

hey guys, I have a questions here that I'm not even sure what keywords should I looking for. I have an asset, every time when I press interact key player should move to its location and press again player will back to the original location

#

I achieved this function, but I also want the player camera can change to the asset's camera

#

Like this, what blueprint node should I use?

lunar sleet
#

Set view target with blend

torpid imp
#

Yea, I tried this, but I couldn't attach the camera on it

#

*to the new view target

lunar sleet
#

You’re trying to connect it to blend time there

torpid imp
lunar sleet
#

Show the entire error

torpid imp
#

The mouse moved when I made the screenshot

#

ok I tried to make it work, now it looks like this

lunar sleet
#

Ok don’t just connect things at random lol

torpid imp
#

ok, do you have suggestions? I just try to make it work by my interpretation

lunar sleet
#

You need a ref to the other cam

#

That needs to be an actor

lofty rapids
torpid imp
lunar sleet
#

Yes

#

You can also try to feed it that actor if it contains the camera, might work

torpid imp
#

I will try this method, thanks

random pulsar
#

@frosty heron can you tell me please where do you right the logic for audio settings?I write it in game instance

torpid imp
#

Solved it, just need to connect player pawn on it

random pulsar
#

dispatch is gray,i cannot add inputs

#

any ideas?

lunar sleet
random pulsar
#

its a widget and i followed a tutorial,but there is 4th version of unreal

#

i have 5.3

lunar sleet
#

that should have nothing to do with it

random pulsar
lunar sleet
#

Lol, I've seen that guy's crap before. I'd steer clear

#

He should rename his channel to CodeLikeMeCauseIGotNoIdeaWhatImDoing

dusky cobalt
#

sadly like 85% of tutorials on yt

#

xD

random pulsar
#

i dont like him also

lunar sleet
#

ok, where did you get this function from and what type of widget is this slider thing

random pulsar
#

but i dont find other tuts

lunar sleet
#

Is your slider isVariable checkbox checked?

random pulsar
random pulsar
lunar sleet
#

so why are you using a dispatcher, what are you trying to do with it

random pulsar
#

man,no idea,follow the tutorial

lunar sleet
#

I don't have time to watch crappy tutorials. You don't know what you're trying to achieve?

random pulsar
#

he creates a input variable in dispatcher and connects it withthe slider event

lunar sleet
#

k, no idea why he's doing this, but here, if you want to make that happen

#

did you bind this dispatcher anywhere?

random pulsar
#

not yet

lunar sleet
#

ok, make a new custom event, give it a float input variable

#

like this

random pulsar
#

in the widget?

lunar sleet
#

ideally, wherever this dispatcher is supposed to be bound

#

guessing it's either in the widget or some parent class

#

but for now you can create it in the widget itself if need be

#

this is just to show you how signatures work

random pulsar
#

ok

#

now what

lunar sleet
#

now click on your onValueChanged dispatcher in the left panel

#

Click Copy signature from and select the MasterVolume event

#

make sure you've compiled first

random pulsar
#

thx
it worked

dreamy mountain
faint pasture
dreamy mountain
#

nope

#

i know how to set them

#

but idk what each one is

#

@faint pasture

faint pasture
#

@dreamy mountainhttps://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Collision/Overview/

An overview of how Collision and Collision Responses operate in Unreal Engine 4.

tulip karma
#

Having some trouble with crouching, and not sure on the best way to resolve it, if I don't change the capsule size when crouching the sprite is in the correct position when I crouch, if I reduce the capsule size - which for collision purposes is what I'm after - the sprite clips into the floor, I guess I need to offset the sprite somehow so that the sprite remains in the same position it does with the unchanged capsule?

tulip karma
faint pasture
tulip karma
#

Ohhh, I forget why they weren't to begin with now tbh, I'll take a look, cheers 🙂

spark steppe
#

set view target with blend

jolly oriole
#

I have an actor component that is created and destroyed at runtime, that needs to get a reference to a specific actor in my level. The actor component is added to my player character.

The specific actor will always exist in the level, and only one of them.

What's the best way to handle this?

dawn gazelle
jolly oriole
#

idk if unreal does some pre-filtering magic or if it brute force gets everything

maiden wadi
#

That's not how that works.

spark steppe
#

that's one of the rare cases where get actor of class is fine to use

#

it's oneshot, so i wouldn't care about 1ms vs 0.4ms

dawn gazelle
#

I believe it uses a hashmap for lookup. If you have tons of actors, then I wouldn't necessarily set a reference to conserve memory usage unless you plan on using it extremely frequently (like on tick).

jolly oriole
#

LOL

spark steppe
maiden wadi
spark steppe
#

oh true

#

it does prefilter by class

maiden wadi
#

If you create three instances of some classes. One is an Actor. One is a Pawn. One is a Character.

Unreal puts each of these instances in a bucket for every one of it's parent classes. So with these three classes. You have three buckets. Actor, Pawn and Character.

However, Actor has three instances. Pawn has two instances and Character only has one.

This is because Character is a Character, a Pawn and an Actor.
Pawn is a Pawn and an Actor.
And Actor is an Actor.

So when you ask for a Pawn. It goes directly to the Pawn bucket and dumps that list into an array of two to return to you.

jolly oriole
maiden wadi
#

Largely there's not really any overhead of GetActorOfClass. GetAllActorsOfClass "CAN" be bad if you're returning an array of hundreds, but that's mostly the array allocation more than anything.

spark steppe
#

apparently i mixed it up with GetAllActorsWithInterface

#

which iterates over all actors

deep lagoon
#

hey
looking for some deeper insight on how to best manage sound for character

eg pairing sounds to discrete behaviors
ex i have a charging enemy that plays a sound for that charge

what are some best practices for managing sounds like that
preserving audio components vs respawning and destroying them?
when should i think about a higher level sound manager component etc?
realized i'[m just defaulting to managing each possible sound in parallel and that feels sub-optimal
--can't really find any resources on this subject

maiden wadi
#

Yeah. Anything that doesn't have a Class input is bad.

spark steppe
#

yea, same for Tags

deep lagoon
#

no

steady night
#

how can i make sure a UMG is not overlapping Other UMGS ?

jolly oriole
steady night
#

i have this issue wherea a widget is overlapping another widget even if i change the Z order

#

is there some other settings for that ?

maiden wadi
# deep lagoon no

Oof. Well. Normally you'd have something similar to a Cue that GAS uses. This manages your visuals for an ability or effect. Spawns and maintains particles, plays sounds, sets material parameters, etc.

EG if your charge was an ability, you would simply create a cue when starting it and end that cue when it was done. Can also do it by applying a GE too, less manual that way, and probably useful to add more tags and stuff. But either way one way or the other the starting of this ability creates that Cue. This replicates for multiplayer so it also works on clients. And that cue's beginplay or init sets up the visuals/sounds. Like starting to play a charge effect or binding to the character's animBP for footsteps to play a different larger thudding sound. When the ability ends, the cue dies, unbinding things, killing particles and stopping sounds.

Character doesn't have to know about these sounds, particles, or anything. It's all about the cue. So that same character can just be used anywhere regardless of abilities it has and doesn't have to keep a lot of stuff softreffed or loaded.

steady night
#

@jolly oriole

maiden wadi
tepid hatch
#

can anyone help me with debugging what is happening with my blueprint i am trying to make a keypad that when i want i can make the code random and it doesn't seen to want to work properly i am transferring over from unity and don't understand the blueprints too much

#

i am using horrorengine as a base and it is blueprints which i am not use to

#

the pics show where i am getting the leads from and the blueprint min is 0 max is 9 if that helps

dawn gazelle
tepid hatch
#

should be just adding

dawn gazelle
#

Like here... if it chose 5 2 4 6 for the random numbers, the value would be 17.

#

But then you're checking the player's input for 5 2 4 6 would be 5246

spark steppe
#

just generate one random number between 0 - 9999 and padfill

#

also you really want them to test out 10.000 combinations?

tepid hatch
#

thanks i am just not use to blueprints because i copied it from the base on the other

#

no i will have it around my map just one number at a time just want it randomized though

frosty heron
#

Use array

tepid hatch
pure heron
#

I'm having trouble with a mediaplayer component... Here's a graph of the widget that gets a reference to a mediaplayer from an actor to create autio controls: https://blueprintue.com/blueprint/ymaazoba/
The player skips every other track. If I have tracks 1 to 5, the player will play 1-3-5. Or 2-4-6, or 3-5, etc.
If I switch the tracks manually with Previous and Next functions, all of them play. But autoplay only ever plays every other one.

#

I'm losing my mind because there's nothing whatsoever that could cause it

rugged merlin
#

I'm having a problem where I have a projectile component with an initial velocity set to 700, but when I actually spawn the actor, it refuses to move no matter what I try

#

Is there any reason that would be happening?

visual crest
gray dune
#

white circle and red circle position itself to the enemy actors position in screenspace

#

but it doesnt quite work

steel star
#

is there some sort of parallel node, or split node, which takes one execution path and outputs two

#

id rather not have to drag out from the tail end of the previous thread

#

i guess i can make that a function

lofty rapids
#

a sequence ? @steel star

#

you can add as many pins as you need

olive yarrow
#

Hey folks, I'm attempted to have props be clickable in my project. I was avle to have them clickable and print a string under the top down game mode - but my process doesn't work in the third person. Any advice?

steel star
#

How do you get the UPlayerInput object for an APlayerController? It has a property for it but its not exposed to blueprints for some reason

lofty rapids
olive yarrow
lofty rapids
#

you should be able to just make a blank one

#

and set it in there

#

unless you put code in there

#

then you'll have to copy that over

olive yarrow
#

no code at all, there was some blueprints for movement but i didn't have movement enables any how

lofty rapids
#

just create a blank one, and set it in the override

tulip anvil
lofty rapids
#

then you can enable click events

olive yarrow
#

enabled... still nothin'. Maybe i should stop trying to pull these long sessions 'cause it's the easy stuff i'm forgettin' here

olive yarrow
minor mortar
#

Question:

So I'm making a game where only in one level I'm utilizing a grid object I've made. I want to be able to utilize the information from the grid from outside it, so I have it being defined in the game mode itself so I can point to it when I need to.

If I run this on levels without the grid, it'd cause problems since I'd be trying to set the Grid variable to something that doesn't exist. So, how could I add a check between the Get All Actors of Class and the Set Grid to make sure it actually found something before trying to set it? I think I need to add a branch, but I'm not sure what I would need to set the condition to check for.

olive yarrow
#

ohp, got it!

tulip anvil
#

its not in the content browser, its attached to the character as "character move component"

olive yarrow
#

aaaaah, but then is a seperate blueprint in top down?

bitter raven
#

hello, how to make minimize button from blueprint?

tulip anvil
#

they might have done something different for the top down template, i'm not sure.

olive yarrow
#

fair nuff, but preciate the free knowledge!

tulip anvil
#

i always just use the third person template as my base.

tulip anvil
storm solar
#

I have an issue where in UE 5 where my ai character will only T pose instead of usning blend space animation. Ive been following leaf branch games RPG series and have been stuck on this for several days. I looked at a fix for this and use acceleration for paths was already checked by default. How can I fix this?
https://youtu.be/soyBFtFFsNE

In this episode we go through how to fix your AI using UE5 mannequin to play animations when moving instead of having its animation idle sliding around in Unreal Engine 5.

Join the Discord server here: https://discord.gg/zBeebU7uv3

Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

▶ Play video