#blueprint

1 messages · Page 171 of 1

celest oar
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aproach''

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simplify things and then make them more complicated after they are working if it benefits the project complexity for example

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for example if u 100% need to decrease the size of your bp because its already huge then u can move on to timelines or whatever

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simpler is always better, so u can understand what you did 6 months from now

swift kiln
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So apparently even that isnt working

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Idk maybe I messed up the code because Im so tired from this thing

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Here it is though

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wait i just noticed it

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Yeah I didnt have the height param plugged in, regardless, stop boiling event does the same as start boiling, it increases the values

hoary junco
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what's a getter for a primary data asset?

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or just a data asset in general

hoary junco
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@dark drum I did the whole thing you mentioned earlier, but I'm struggling as to how I can get the data asset back from the soft class reference, I can't seem to find a node that works here...

real garnet
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I am trying to make a movement like the arrow I drew from the Forward vector to the Right vector. I don't quite understand what to connect Add Movement Input to World Direction. Is there anyone who can help?

lofty rapids
random pulsar
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hey,i want to change a material to a lot of objects at once,but in the matrix i dont find it

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how can i do this

lofty rapids
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did you try details ?

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but probably select them in the outliner, are they placed in the level ?

random pulsar
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this will be foliage

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i will paint with them

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on landscape

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no way if i need to change every instance and modify its material

steady night
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ok i just saved my project everything was fine but now i cant open it again

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getting crasg when oading

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EXCEPTION_STACK_OVERFLOW

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ideas ?

steady night
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lol, aye

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ok i found the issue but i dont know why

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i have a minimap widget + texture + material

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thats whats breaking it

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i remade it and it still breakes

random pulsar
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omg,a small fun fact,i have 4809 chess games

real garnet
random pulsar
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just discovered it

lofty rapids
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events don't return things

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passed or returned ?

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if you just want to pass some data and return stuff use a function

bitter cipher
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hey im currently making a horror game and killer has chainsaw ive setup the 3d sound and all working but i want the chainsaw sound to update location when the killer chases the player ive tryed using event tick to spawn sound at location it works and updates but the chainsaw spams from the start how can i have it play the chainsaw sound once?

lofty rapids
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there is a do once node

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and then you plug in the reset so you can use it again

lethal ocean
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So I have a character blueprint that spawns a 2D Metasound on Begin Play and adds it to a variable so I can access it later. When the character dies it stops the sound and destroys the audio component. Then the level is restarted, and a new instance of the character blueprint is spawned in, and thus so should the audio. But the audio doesn't comeback, and instead it seems that the new instance of the character blueprint is trying to access the old characters reference to the sound, even though it should be destroyed. Why doesn't this work?

lofty rapids
lethal ocean
lofty rapids
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the sound is a component of the player i imagine ?

lethal ocean
lethal ocean
lofty rapids
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it should fire just fine

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but showing the code maybe someone might see something also

lethal ocean
lofty rapids
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ok so that is weird, are you sure your spawning in the right character ?

lethal ocean
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Why would it not fire? Spawning in a new instance of the class should cause it to run begin play again right?

lofty rapids
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ya it should run when you spawn in, are you possessing it ?

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i don't think it would matter either way it should run

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hmm

lethal ocean
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So I might not be destroying the original bp right

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Is this a valid way of doing it?

lofty rapids
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honestly i don't destroy my main character i play a die animation then i pop it back to life

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but in theory that should destroy the possessed actor

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you can also try get player character

lethal ocean
lethal ocean
lofty rapids
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which even if it did exist, should fire off when you spawn another one

lethal ocean
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Yeah true

lofty rapids
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so you got no print from begin play, and your sure your spawning that exact thing ?

lethal ocean
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I figured it out

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Player controller cast is failing when I spawn in a new actor

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should I be concerned about this? It hasn't affected game play

austere ingot
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how do i make some type of vector to feed in to Launch Character so that it launches them in the direction of a moving object?

a car hits a player, i want to launch the player in the direction the car is traveling for the most part. cant figure out how to make the correct vector from the impact or forward vector

austere ingot
real garnet
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I am trying to make a movement like the arrow I drew from the Forward vector to the Right vector. I don't quite understand what to connect Add Movement Input to World Direction. Is there anyone who can help?

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In this way, Character turns directly left or right.

lethal ocean
lethal ocean
lofty rapids
tulip karma
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Any obvious reasons On Component Hit wouldn't give any info about what actually hit it?

All I get here, is the string "Hello"

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Most example seem to suggest it should just "work" but if I try casting to a BP of a certain type, it never casts successfully

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Which is when I added this "logging"

lofty rapids
tulip karma
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It is blocking if I add an extra print and check for that :/

maiden wadi
# lethal ocean Player controller cast is failing when I spawn in a new actor

Because the pawn isn't possessed when this is called. This is an Epic™️ fuckup with initialization that confuses some people because the initial pawn works for this in most cases. However when you do this manually by spawning a pawn and possessing it, it does not work because you SpawnActor, beginplay is ran before this node is finalized, then you call possess.

There is a possessed function that I think is exposed to BP that you should use for singleplayer or server related things. For a good hook on a client you need C++.

lofty rapids
tulip karma
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Nope, Big gap between Hello and Blocking now I've added that

faint pasture
tulip karma
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Annoyingly it detects the tilemap as hitting it

austere ingot
dry sleet
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oh hell yeah lucky luke

tulip karma
dry sleet
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an excellent decision

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you'll learn unreal faster than your own shadow

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your problem is pretty strange though

lofty rapids
dry sleet
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Is it maybe because your projectile destroys itself before that event has fired fully?

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If you try cutting the logic that destroys your bullets, do you get anything?

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Although it feels a little strange that you wouldn't get any errors in the log from that.

lofty rapids
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well it looks like they are using the player characters capsule

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and when it gets hit probably if destroy the thing that hit it, so maybe that clears it definately worth a look

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i would print the location see if that logs

dry sleet
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A nulled pointer handed to GetDisplayName seems like it will gracefully return an empty string (no error), so might be that.

tulip karma
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Well whaddya know 🤦‍♂️

dry sleet
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eyyyy

tulip karma
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Nice one for that 😄

dry sleet
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I think I ran into the same issue just the day before yesterday :D

tulip karma
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Haha, always easier when it's fresh

dry sleet
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The secret is creating so many bugs all the time that they're always fresh

lofty rapids
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debugging is quite a skill, you got to be able to think of all possibilities

dry sleet
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In this case it's made even more tricky because the hit location, a value type, will be valid, but the pointers aren't!

maiden wadi
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Nah. It's definitely always option A. Except when it isn't. Then you delete it from the array and check the new option A.

tulip karma
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Moved the destroy actor call to the reference that successfully casting to a bullet returns and seems to work nicely now

maiden wadi
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On the other hand. Why does this character need to care about the bullet? Why doesn't the bullet kill itself?

tulip karma
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It did originally but it died too soon

maiden wadi
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Too soon for what?

dry sleet
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You could pool the bullets I guess.

tulip karma
maiden wadi
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Wat?

tulip karma
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Am I doing a stupid?

maiden wadi
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No. The bullet BP has the onhit/overlap. The bullet hits an actor and applies damage or gameplay effects or whatever. Then the bullet kills itself. The character doesn't need to know or care about the bullet at all. Just that it took damage from something.

lofty rapids
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any damage

dry sleet
# maiden wadi Wat?

The problem they were having above came from the bullets already being destroyed when the OnOverlap event occurred.

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Which, I admit, seems a bit strange to me, because I have the distinct feeling that destruction is deferred a little to prevent stuff like this?

tulip karma
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But that way does sound more extensible so I'll look into it some more

dry sleet
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Oh, my brain has stopped working it seems

lofty rapids
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theres an event called any damage, and you can just apply damage

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i completely missed out on that in the first version of one of my projects did the whole thing based on variables

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and custom events where you should just apply damage and use any damage event

maiden wadi
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GAS ftw. 😄 Can't wait til they make Attributes BP accessible.

burnt edge
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Can you not spawn actors from anim notifies?

ornate linden
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Where should I put an object that holds level-specific settings like lighting information, etc. such that any object that's aware could grab that obj and set its own values using it? But when I switch to a diff level I want things to use that new levels settings, etc. I thought about maybe the level-BP, but was wondering if there was some better place.

dry sleet
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Ideally it sounds like it should be in WorldSettings.

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Might be C++ only though.

frosty heron
burnt edge
frosty heron
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I would do it that way

frosty heron
ornate linden
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cpp for setup is fine, I'd just want to be able to edit the actual settings in the editor.

maiden wadi
ornate linden
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Did the custom world settings thing just now

blissful moat
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I'm having trouble getting the socket that some child actors have been attached to

maiden wadi
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GrabPoints sounds like things are attached to them, not the other way around?

blissful moat
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No, they are child actors of my weapon, that I can grab onto in VR (that part works fine)

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I have them in an array, some of them have been attached to specific bones of the weapon, I want to retrieve those

trim matrix
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I was talking about a Server RPC, which was these criteria, but wasn't sure what it was doing

tulip karma
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Thanks again for the assistance so far all, still rough but coming together nicely to say it's early days

frosty heron
trim matrix
frosty heron
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No it will run on the instance that exist in the server only

trim matrix
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everything that happen on the server can be easily replicated and shown on all clients

frosty heron
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Server rpc calls the event in the server only, period

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Don't mix it with what you can do afterward

trim matrix
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that's just it

frosty heron
trim matrix
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it's not the node, it's C++ code which should in fact, replicate everything from the server that has been created from the server to clients

frosty heron
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Just do a test your self. Make a function that print string, mark it as server rpc.

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Of client call server rpc

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Then you will see it only prints in the server

trim matrix
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ofc

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but the actor will also appear on the client. I think

frosty heron
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Again spawn actor node does things behind the scene

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But the event server rpc only get called on server

trim matrix
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every function does stuff behind the scene

frosty heron
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You are mixing it

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Server rpc only get called on the instance in the server. It's written in the description

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That's all I can say

trim matrix
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ye but you must do something in that rpc

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it's not an empty function so that's what I'm looking for

frosty heron
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I have no idea what you mean by that

trim matrix
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what will happen when I put some code in the Server RPC?

frosty heron
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It only runs on server

trim matrix
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run on the server and not replicate?

frosty heron
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Yes

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Spanw node does things behind the scene which probably run client rpc. I haven't look into my self

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So don't use that as example

trim matrix
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aight, I'll ask c++

frosty heron
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Server rpc = run on server, don't overcomplicate your learning

trim matrix
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that's not the part that I dont get

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it's after

frosty heron
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The event gets called on server only

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W.e u do there, eg setting variable, print string , play anim yada2

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So if u play anim in that server rpc. Only the server character will dance.

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Clients won't see the character dancing

trim matrix
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the animation just need to be replicated, when replicated from the server, it's just easy I think

jaunty solstice
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Any Widget blueprint experts? Is there an equivalent to a Construction Script in a Editor Utliity Widget?
How do you get a command to run when the editor loads?
I need to GetAllActorsOfClass (lights) and enable them when the editor launches.

trim matrix
frosty heron
burnt edge
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When spawning a particle system in a niagara anim notify blueprint, it's not possible to store the returned component in a variable. However, that's exactly what the built-in PlayNiagaraEffect anim notify does in c++. Is there some way to do the same thing in blueprints, or is this c++ magic?

dawn gazelle
# burnt edge When spawning a particle system in a niagara anim notify blueprint, it's not pos...

You can't store it on the notify blueprint as they aren't instanced. You have reference to the mesh component in anim notifies - you can get the owner of it, and that should give you a reference to the actor that is utilizing the animation notify at the time of execution. If you want to store or retrieving something, then you should be able to either interact with a component or an interface on your actors to store and retrieve that value.

burnt edge
dawn gazelle
stable birch
stable birch
dawn gazelle
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Ok, so an animnotifystate is one that is instanced?

stable birch
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no its not instanced

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it literally just stores it in the CDO it stores it in the mesh

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Err sorry I'm wrong I just checked

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The Advanced TimedNiagaraEffect state notify DOES store info about the components directly into the notify-itself though

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I think I misremembered^^

TLDR the anim-notifies stores the niagara systems in the mesh and queries it via-tags.
the advanced notify does the same, bust stores the extra meta-data in the anim-notify itself

trim matrix
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thx for the help

frosty heron
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Server rpc, client rpc, replicated variable, on rep are your friends. Occasionally multicast is used but only for things that doesn't need to be in sync, eg special effects

trim matrix
frosty heron
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Tick replicate on the actor

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If you are not using cmc, you will have to replicate the movement your self

trim matrix
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tick = bad performance

frosty heron
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The f

trim matrix
frosty heron
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Tick replicate in the actor = mark the actor as replicated object

frosty heron
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And even that is not fast enough

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Client has to interpolate on their end

trim matrix
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that's why mover exist

gilded jewel
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My level sequence won't play its cutscene if loaded from the menu, but works fine on the actual game map, is there something i might be missing, i am running it from the level blueprint

frosty heron
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Wdym by loaded from the menu

gilded jewel
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from my UI menu, which is its own level

frosty heron
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Show how you are playing the sequence

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and you open with open level?

gilded jewel
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yes opening with open level, playing the sequence from the level blueprint

frosty heron
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Show bigger picture

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And print string make sure it's called

gilded jewel
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this works fine alone, though i am trying to deviate to different cutscenes using a actor to simply store a string variable dependant on which button in the UI is pressed

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this is probably where my problem is

frosty heron
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Probably want to focus on why it doesn't play when you open the map from other level

gilded jewel
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so its my logic above, i went around these branches it it plays fine

frosty heron
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Debug

haughty snow
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Is there something special about how Instanced Static Meshes are created that is causing 'On Cursor Over' events not to fire?

gilded jewel
# frosty heron Debug

seems to be an issue with the variable being stored, I do have the actor in the level, perhaps a delay in it being loaded ..

gilded jewel
tawdry basalt
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is there any better way to animate actors? I made this animation in a very bad way and I'm still pretty novice in the engine so I would love to know if there's any better way I could do this than using 3 timelines 😭

lunar sleet
tulip karma
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Might be a limitation of tilemaps, might be a limitation of my knowledge, but shouldn't this do a gradual fade rather than the abrupt change it does here?

hoary junco
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how can I get a data asset back from a class path? pattym showed me earlier this for converting a data asset down into a soft class path and to a string, the string is generating just fine, but how do I then get the data asset back from the class path?

tulip anvil
tulip karma
tulip anvil
tulip karma
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I'll take a look, cheers

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Stays set to true all the way through 🤔, I'll add some more logging tomorrow, past my bedtime for tonight D:

short sun
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I am trying to get the win screen to show up when the player enters a trigger box. This is a blueprint for that trigger box. I am not sure what is going wrong. The cast fails every time

lunar sleet
short sun
lunar sleet
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Best to learn what casting does

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There’s a bp comms video at the bottom of pins

short sun
lunar sleet
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Sure:

  1. Learn what casting does.
  2. Get the proper reference or cast to the correct bp. In this case, if your function is in game mode and you want to check the player was overlapped, you would cast into the player char first, to make sure it’s the right object, and then either get the game mode and cast into it to access that function or use another type of bp communication to trigger the win, or have the GM function call in the player and do that part there.
    Step 1 is the most important
short sun
faint pasture
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What you probably should do instead:
Something started overlapping! -> is that thing a Character? -> YES -> get game mode -> is it a GM_Followgame? -> yes -> player wins

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The reason why you'd have to cast the result of Get GameMode to GM_Followgame to call GM_Followgame.PlayerWins is because you don't KNOW that the current gamemode is GM_Followgame. You just know it's at least a GameMode

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I mean, you know, but the computer does not

short sun
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im not sure what i would do to get game mode in your explanation

faint pasture
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do you see the problem?

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there's a node "Get Game Mode"

short sun
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or i wouldnt cast to the player i would just check if whats in the trigger box is a player?

faint pasture
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casting is not an action verb

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it's "Is this thing an instance of class XXXX? If it is, let me treat it like it's an XXXX"

short sun
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i kind of get why its working but still kind of trying to understand. I will reread your notes until i get it

faint pasture
short sun
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Like having access to the traits of a class?

faint pasture
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ok so when you cast SomeObject to SomeClass, if it IS an instance of SomeClass, then you know that you can have access to anything included in SomeClass

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When you call Get GameMode, you know it's a GameMode, so you get any variable or call any function in GameMode.

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But you don't know it's YourCustomGameMode until you cast to that class.

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If you have a Pet, you can't tell it to Bark unless you cast it to Dog

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Pet can't bark, Dog can.

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But you can tell it to Eat, as all pets can Eat

short sun
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yeah so im defining which game mode is being called

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and the get game mode function is just that, to get a game mode

faint pasture
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You're getting whatever GameMode is at the time.

short sun
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oh okay

faint pasture
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If the current GameMode is YourGameMode, the cast will succeed

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then you can do YourGameMode things with it

short sun
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is that destructive?

faint pasture
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no

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what do you mean by destructive

short sun
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like if my game switches game modes and my code is calling that specified game mode but the game mode has changed

faint pasture
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then the cast will fail

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What you might want to do if you have a bunch of gamemodes is something like this

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GameMode -> YourBaseGameMode -> YourGameMode1
-> YourGameMode2
-> YourGameMode3

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as an inheritance heirarchy

short sun
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and the "get game mode" would plug in to all of them?

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sorry i totally get the logic of what you're saying im just having a tough time really understanding it node by node

faint pasture
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That's not meant to represent nodes, but the inheritance heirarchy if you wanted to have a bunch of gamemodes

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in all gamemodes, someone can win. Put htat in YourBaseGameMode

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but only in CTF can someone capture the flag, put that in YourCTFGameMode

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If you're new to this I would not really mess around with tons of gamemodes

short sun
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Yeah these things can get out of hand very fast lol. I am trying to really really scope down for this being my first game

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im a professional artist but when it comes to code im a baby

faint pasture
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Yeah for now just treat GameMode as "the thing that tells you what pawn and controller and gamestate and playerstate to use"

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win condition can be fine in Gamemode too

short sun
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yeah i originally had it bound to when all enemies are dead then player wins triggers. But im scoping down and i want the win condition to be when the character reaches the end of the level

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i didnt know how to get the binding of the trigger box to the win inside of the game mode

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now i have to figure out why my UI function stopped working for showing the win screen lol

burnt edge
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I can't seem to find the code for the advanced notify, but I do see that AnimNotifyState_TimedNiagaraEffect adds a tag to the spawned effect, and UAnimNotifyState_TimedNiagaraEffect::GetSpawnedEffect looks for that tag when getting that component from the mesh. This sort of makes sense cause the timed notifies only spawn systems attached to the mesh comp, so it always knows where to look for the Niagara comp.
UAnimNotify_PlayNiagaraEffect doesn't seem to do any of that, which is what puzzles me. It defines a protected variable UFXSystemComponent* SpawnedEffect, and UAnimNotify_PlayNiagaraEffect::GetSpawnedEffect just returns that variable. UAnimNotify_PlayNiagaraEffect::SpawnEffect uses the same library functions available in blueprint to spawn the effect, and UAnimNotify_PlayNiagaraEffect::Notify simply sets SpawnedEffect = SpawnEffect I'm assuming the explanation is hiding somewhere in the Niagara Anim Notifies API that declares the SpawnEffect function, but it's still unclear to me how it's possible to do this in c++ and not in blueprints, if they do exactly the same thing on their face.

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@stable birch

burnt edge
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Oh I guess the advanced timed notify is defined by the same file as the regular timed one, strange.

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Ah I see, two classes in one file. I'm not a programmer, so that's the first time I'm seeing that in unreal cpp.

faint pasture
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if you count enums and structs

burnt edge
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Makes sense if the stuff is closely related. In this case I can see why it would be kinda obnoxious for the advanced notify to have its own file, given how similar it is to the base one.

short sun
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im not sure why my win UI doesnt show up on screen. Its from a tutorial and i did rename my main widget so im tempted to just start over. I get this error with it

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this is the event it is triggering

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all the stuff after it works. My movement gets disabled like its supposed to

steel star
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looks exactly like it doesnt know the new name

short sun
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im not sure if the reference is broken or something

steel star
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"tried to access none"

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main widget follow game ref is null

dawn gazelle
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Nothing connected to the set.

steel star
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well there is your bug

short sun
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oh my god...

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🤦‍♂️

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all i can do is make pretty pictures it seems

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thank you both for your help

normal furnace
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Does anyone know if it's possible for an actor component to override a function from its parent in blueprints? For example, I have a bunch of different actors that are children of "Class A", and Class A has a function "Function A". I'd like to be able to add a component to some of those actors that overrides Function A. Is that possible?

dawn gazelle
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Unless of course, that the actor class was already looking for said component.

normal furnace
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OK, many thanks 🙂

gleaming dove
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This is inside of a Widget. I am trying to set a variable that is within the BP_ThirdPersonCharacter. However, it doesnt seem like the BP_ThirdPersonCharacter gets the updated result?

gentle urchin
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What makes you say that

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Youd wanna avoid directly setting other classes variables directly btw

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As a general practice/rule

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If you need something else to edit it, make a public function for it

gleaming dove
gentle urchin
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That way the actual owning class can handle it as they see fit (validating, updating something else etc)

gentle urchin
gleaming dove
dawn gazelle
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This is multiplayer?

gleaming dove
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When the player's class changes after the game starts then it doesnt recognize the change, but if its set to 1 for testing before launch, it works fine

gleaming dove
dawn gazelle
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Just because you set a value on the client side doesn't mean the server automatically gets it. You need to send an RPC to the server indicating the choice and then have the server set the value itself. If you need others to know the value, then it needs to be marked as a replicated variable as well. Finally, you can't use GetPlayerCharacter X properly in multiplayer as that may not be referring to the correct player.

gleaming dove
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oh

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What do I do instead of that then

dawn gazelle
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Widgets: Get Owning Player Pawn -> Cast to Character BP.
In your projectile, hopefully you set the instigator or the owner of the projectile as the pawn firing it. You can then use the owner or instigator and cast that instead of using GetPlayerCharacter X.

gentle urchin
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Yeah multiplayer is always a "gotcha" experience for those who have yet to walk the path

gleaming dove
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I am brand new to ue5 in general and super lost on getting this to work tbh

stoic surge
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Hey all! Just downloaded unreal yesterday, working on a quick little game to get familiarized with the application. I currently have an actor, that's just a mesh block, an input action to move it, and an input map controller. I have not been able to get the inputs to register on the actor, all tutorials I've looked up use a character and not an actor. Any advice? Do I need a Player Controller too?

gentle urchin
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Youd want a player controller yes

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But inputs can be assigned to any actor

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Pawns just come with some basic methods for moving etc
Characters take this. A step further with its Character Movemenet Component (CMC in short)

dawn gazelle
# gleaming dove I am brand new to ue5 in general and super lost on getting this to work tbh

Then you may not want to be trying to do multiplayer at the same time as just learning Unreal. Get familiar with Unreal in general first and once you're more comfortable then you could consider dipping your toes into multiplayer. Multiplayer makes it harder as it adds in a lot of "Why doesn't this work" kind of questions with unintuitive and sometimes hard to troubleshoot reasons.

gleaming dove
gentle urchin
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Sounds like a bad assignment

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If they havnt covered the core concepts of multiplayer

gleaming dove
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I took the prereq like 2 years ago I remember nothing abt unreal

frosty heron
#

A uni tutor that have sense of awareness shouldn't allow multiplayer game for first project, unless they are clueless them self

gleaming dove
#

real

#

id give someone $5 to help me fix this little thing lol

frosty heron
#

Why would you pay someone to do your homework if you are serious about getting a job in a game dev industry

gleaming dove
#

I already work for a company and I script in LUA and C#

#

I will never use unreal

gleaming dove
compact fable
#

Hey guys! Is it possible to move plug in folders from the engine folder to the project folder without everything breaking? need to do it for the build

gleaming dove
maiden finch
#

Hello my modeling tool in the skeletal mesh editor is causing my unreal to crash. The goal is making skeletal meshes from static meshes (they’re combat vests) and making it a clothing my character can wear. However it doesn’t necessarily fit him so I’m editing the vest meshes itself and it’s crashing. Any tips appreciated

glossy cloak
glossy cloak
compact fable
#

I still get the "This type must derive from the 'ModuleRules' type defined by Unreal Build Tool"

glossy cloak
#

Copy the plugin you need (the folder for that specific plugin) into the plugin folder of your project.

#

If your project doesn't have a plugin folder, you'll need to make one.

#

If it's in the engine, then it should be able to build....

#

What's the entire error?

#

Are you building the the project in VS?

#

Or just trying to package?

compact fable
#

@glossy cloak I created the plugin folder, and copied it.

#

this is the entire error

#

Expecting to find a type to be declared in a module rules named 'VRM4U' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

#

the creator of the plug-in says the plugin should be in the project folder and not the engine folder

#

but if I move it from the engine folder into the project plugin folder and fix up redirectors, there are a lot of errors

#

and I am just trying to package to test some steam functionality

glossy cloak
#

Did you put the plugins folder in the right location?

#

Oh never mind. It does go directly in the project folder.

#

Right next to the uproject

#

You might also need to turn the plugin back on after you remove it from the engine plugin folder.

#

Is it a C++ project?

#

If so you might need to build the project again in VS.

#

¯_(ツ)_/¯

compact fable
#

its a BP project, I am no programmer

#

@glossy cloak plugins folder should be in the project folder and not in the content folder right?

glossy cloak
#

Right.

compact fable
#

oh i put it in the content folder ...

glossy cloak
glossy cloak
lethal pollen
#

Hi!

#

If I want to declare a local variable of a function, do I have to do it here?

#

Thanks.

#

I've found it:

compact fable
#

@glossy cloak thanks!

grim sand
#

Just double checking; If I spawn an actor at runtime, the construction script won't fire at all right? Construction script only works in editor time?

frosty heron
#

But it appears it does not fire on actor that is preplaced in editor.

#

You have to update their location for the construction script to fire

grim sand
#

Right yea. It is all working fine in the editor. I am just trying to make sure that when I spawn an actor during runtime, the construction script doesn't fire, seen as I don't want it to do the same logic in the editor as during game time.

frosty heron
#

Say what?

#

If u soawn during run time the construction script should fire. Just do a print string and find out

#

If you want something to happend in game, use begin play

glossy cloak
grim sand
grim sand
frosty heron
#

@grim sand I feel like you are trying to misuse construction script. But it's just a hunch.

grim sand
frosty heron
#

Wait for the text to dissapear then play in editor

grim sand
#

This is from play in editor, the number of actors will not make a difference here in terms of execution order

glossy cloak
#

Prints are happening from bottom to top. So yeah. Construction script first.

frosty heron
#

Execution order isn't the issue, constructor would get called first ofc

grim sand
#

Same scenario but with only 1 actor. You can ignore the print string about the save game

glossy cloak
#

Placed actors in editor also trigger whenever they're updated in editor, but also when the game starts at runtime.

frosty heron
#

What I'm saying is, it shouldn't run on actors that are preplaced in editor at run time as theirs already run when placed in editor

glossy cloak
#

Nah. Still does.

frosty heron
#

U can run it again for editor placed actors by updating their location or hitting compile in bp

grim sand
#

The print string shows that the construction script does indeed run on actors pre-placed in the editor

frosty heron
#

K , I guess I will test later

grim sand
frosty heron
#

I had the same opinion with both of you until someone came with an issue yesterday

#

So it's something that I found out just yesterda

grim sand
#

Right gotcha, I am curious about what the scenario is of that issue

glossy cloak
#

Maybe I'm crazy. I'm about 99.9% sure though. lol

#

I just stepped through some construction script code a few hours ago on my AI when it was spawning.

frosty heron
#

Spawned actor will run construction script

lunar sleet
#

It makes sense construction script would also fire at runtime, construct tends to fire every time there’s a change affecting the object, running the program would be a pretty big change ig

grim sand
# frosty heron Spawned actor will run construction script

I might have found some more info on where the confusion might come from. It appears that the construction script won't run on placed in editor actors, when the game has been packaged. The last time the construction script fires, is during the packaging process.

lunar sleet
#

Ah, good to know

#

Probably because it’s an editor thing

grim sand
versed oasis
#

So I'm trying to make animations play randomly when attacking and instead of filing up a ton of space inside of blueprints I found this comment

How do I go about doing this? Any ideas?

glossy cloak
lunar sleet
#

Mind you that random might be the same element each time 😀

versed oasis
#

Ah thanks a ton! I'm not too familiar with blueprints yet so that helps a ton!!

glossy cloak
#

If you wanted to avoid that duplicates I can show you how to go about doing that as well.

glossy cloak
#

For AI, I assume?

#

You can make a BP_AI_Character as a base class. Set up the array variable on it and build your AI logic that makes them move, approach enemies, attack, etc. Then you can make children blueprints like BP_AI_Character_Zombie or something and then change the array to have new attacks.

#

You could also add other variables like... movement speed, attack damage, maximum health, etc.

versed oasis
# glossy cloak No problem. Are you handling all this on a character?

Player character right now! I was trying to make a system similar to metal gear riding's slice mode and instead of the slow motion + plane that did the cuts I instead went with a collision object on the sword to trigger an overlap.

So I needed extra animations to test the cutting out. Thing is, my blueprint right now is CHAOS

#

Like it's incomprehensible due to how many nodes are connected. So if sn array can fix that imma go with that any day

frosty heron
#

A do once after input... and the endless spaghetti to the reset node... this is not how you want to make a combo system

versed oasis
#

But well, I got no other way to learn

frosty heron
#

You are gonna be better off not learning from him at all

#

If you want to look at some examples (inventory, combat, stats) you can look at dynamic combat system in market place.

They are not free but it's all done in blueprint and it can be a stepping stone to learn.

#

You can see how combos, input buffer and inventories are done

glossy cloak
#

Lol yeah... anytime someone is looping a wire back to a node that's a red flag.

frosty heron
#

As well as A.I

glossy cloak
#

I can think of maybe one or two use cases for having a wire running to the left.

versed oasis
#

Already got lost, there are toooons of array types inside of the variables options 💀

#

Almost none related to animation either aside from the cached animation array

glossy cloak
untold fossil
#

This is super annoying 😦

glossy cloak
#

Umm... is there a lock icon to the left?

#

Or is there some construction script shenanigans going on?

untold fossil
#

The code is used in construction script. But the changes I'm making here are in a datatable?

#

A datatable can never be changed from the outside, right?

glossy cloak
#

Right.... well that's odd.

#

Is it a rotation value?

untold fossil
#

yeah

#

it's a rotator

glossy cloak
#

Huh.

untold fossil
#

Maybe Unreal is flipping out

#

will rty restarting

#

Restarting didn't fix it 😦

glossy cloak
#

What's the actual variable type? Just a rotator?

untold fossil
#

Ok I found something really weird

#

it's a struct

#

that contains all sort of variables I use in the datatable

#

but as you can see in the struct variable itself, the default value is set to -0 and can't be changed

fiery swallow
#

usually setting the number to something else, compiling, and then setting it back fixes that

untold fossil
#

ah yes it did!

glossy cloak
#

Is that a common UE5 bug I haven't encountered?

#

Very strange.

fiery swallow
#

it's fairly new

untold fossil
#

It fixed the struct issue, but in the datatables it's still acting weird sadly

#

I managed to set the default value to 0 now in the struct

glossy cloak
#

Ah. I do about 95% of my work in UE4 still thanks to an outdated project, so I'm well versed in the bugs over there. lol

untold fossil
#

but in the datatable it's still like the first gif I posted

glossy cloak
#

And you can't compile a data table.

#

Weird.

fiery swallow
#

very weird, you should just make a new one

glossy cloak
#

Does saving and reopening it fix it?

fiery swallow
#

sometimes you learn not to fight it

glossy cloak
#

Make an entirely new data table? That might not be reasonable if it's got a lot of data in it. :/

untold fossil
#

but my datatable contains hundreds of items with lots of data 😢

fiery swallow
#

which engine version are you using?

untold fossil
#

5.0.3

glossy cloak
#

Any reason you haven't moved to at least 5.3 yet?

untold fossil
#

I tried, but it caused a crash upon launching

#

5,1 and 5.2 worked, but advanced sessions plugin is not supported on those versions

#

only on 5.0 and 5.3

fiery swallow
#

make a duplicate, and update one at a time, if 5.3 doesn't work, check the logs

glossy cloak
#

Is this the only time you've ever run into this issue? Does it do it with a regular vector?

fiery swallow
#

I wouldn't recommend updating your main project unless you have source control

untold fossil
untold fossil
#

What I will try is to recreate the rotator variable in the struct

#

see if that works

#

only redoing the data for that rotator isn't that much work

fiery swallow
#

you really should just move on from 5.0

#

iirc it had a lot of bugs

#

5.1 came out really fast

tribal gazelle
#

My zombies when attacking knock my player into the air, how can I prevent this? Any settings in the character blueprint I can use?

untold fossil
#

Found the issue. The issue is transforms. When splitting up the variable in a vector and a rotator there are no issues. It only becomes an issues when they are part of a transform variable. So lessen learned. Never use transform variables inside a struct.

versed oasis
#

How do I go on from here? I want the player to not be able to spam attacks but since the play anim montage doesn't have a "on complete" end node, I can't set it up like previously

#

A delay wouldn't really do since all anims have different durations right now

trim matrix
versed oasis
#

But the do once will repeat upon completion right?

trim matrix
#

No, you have to reset it manually in your code so

#

It wont reset until you tell it to

versed oasis
#

Oh you are right
But I gotta reset it for sure

#

Nah it acts exactly like before. So it would still need a delay which won't do 🤔

trim matrix
#

So holding down the attack button is what plays the attack animations?

versed oasis
#

Nope, just tapping once

trim matrix
fiery swallow
versed oasis
#

There seems to not be an option for pressed
Should I do started? Is it any different even?

tribal gazelle
trim matrix
fiery swallow
tribal gazelle
tribal gazelle
#

Triggered gets called multiple times (I think)

trim matrix
#

If it were me, I would use a do once node, and reset it after the attack animation is done playing. Obviously you are designing it so when you reset it is up to you and how you want your game to play

versed oasis
#

Oh but that's the thing, it doesn't have an on complete node at all
So I'm not able to repeat the do once after the animation plays

#

So you can just spam click to infinity

trim matrix
#

Oh I see

versed oasis
trim matrix
#

Whats the return value on the animation node?

tribal gazelle
versed oasis
#

This you mean?

trim matrix
#

Yes

#

Im colorblind so

#

I cant tell

versed oasis
#

Oh its not connected anywhere

#

I thought it wasn't really useful in this case (?)

trim matrix
#

Yeah but what is it? A float? A vector?

versed oasis
#

Ohhh
I dont think I have enough knowledge to help there

#

How do I know that

trim matrix
#

Lmao

#

Hover over it

versed oasis
#

Float

#

Single precision

trim matrix
#

I havent messed around with animation nodes before but id assume that returns how long the animation is or the percentage through the animation it is

#

If thats the case you could hook that up and check if its zero, and if it is then reset your do once node

versed oasis
#

Oh let me try that then

hushed rock
#

so i have this code it executes in order and i have this problem , the first time i get printed decrease and the new value (the second print) s everything works fine, the problem is that from the second loop i get only the decrease text printed but not the new value (the second print) what couldbe the problem , i can't understand what i am doing wrong

versed oasis
#

Oh wait what, the less/equal boolean isn't able to be connected to the reset?

#

I thought a single boolean could fix it

#

To check the value I mean

trim matrix
#

So you would need to hook that bool to a branch

#

And if true reset the do once node

versed oasis
#

I tried to turn it into a variable instead and even though it connected both 0 and 100 didn't do anything it seems
Let me try the branch

trim matrix
#

You shouldnt be setting its value to anything

#

Also there is a "play montage" node that has a "on completed" execution line

versed oasis
#

Oh yup but would that be the same as the play animation montage?

trim matrix
#

They are similar but I think for play montage you have to input your mesh

#

Not 100% as like ive said, not a big animation guy

versed oasis
#

Well damn that actually worked
You are a god

#

But why wouldn't the play anim montage have a on complete node? Makes no sense

#

Seemed more convenient

#

Like they seem so similar too

trim matrix
#

No clue, there is probably a good reason, some reason you would want to use one or the other

#

But glad I could help gamer

hoary junco
#

if I've serialized a transform into a string, how do I convert the string back into a transform?

versed oasis
trim matrix
tribal gazelle
dark drum
#

The latent node requires the skeletal mesh while the other one is specific to the character class.

hoary junco
dark drum
versed oasis
#

I keep getting this blueprint runtime error over the branch on the bottom as shown

Any ideas?

#

It was working perfectly until a second ago. It just suddenly started doing that

dark drum
hoary junco
#

I might make a function out of this

#

should work right? just have the string on the input node, transform on the output? turn it into a pure function?

dark drum
hoary junco
# dark drum Yea, that's what i've just done lol. Cleaned up version.

thanks man 🙂 I'm really susprised how difficult it is to deserialize stuff given how easy it is to serialize. Spent most of last night trying to figure out how to get data assets back out of a string.. like I got to the point of the class reference but there's no node to get a data asset from a class reference.. I ended up having to go through a soft object path in the end...

dark drum
dark drum
hoary junco
tawdry basalt
dark drum
hoary junco
dark drum
hoary junco
dark drum
hoary junco
#

ah, that might have been the issue

hoary junco
dark drum
hoary junco
dark drum
hoary junco
#

idk how readable it is but, I did it basically how you showed me

indigo zephyr
#

Is there like a Key-Value pair asset that can be saved to disk and access kinda globally? I need to go from my enum "Member type" to the actual blueprint to spawn. I was hoping there was something for maps like there is for tabular data with dataTables..

jagged moss
#

Can someone explain to me the difference between having this eye open or closed on a variable? and explain it like im 5

#

tag on reply pls

frosty heron
#

scroll down to Public variables

dim siren
hoary junco
dim siren
#

Ah, alright

hoary junco
# dim siren Ah, alright

also you see the "string" input variable? That counts as a variable within a function so inside a function with an input var node if you type in "get -variable name-" it gets that input node

dim siren
#

Ohh, I see

stoic surge
#

I'm attempting to rotate a cube based on user input, however I want to dynamically adjust the pivot pount to be the bottom edge of the cube (so it appears the cube topples over). Is there a way to dynamically change the pivot point before rotating within blueprints?

worthy jasper
cyan spire
#

I have a simple question. When i press the C key in the BP_FirstPersonCharacter Graph, and i have a BlueprintActor (TestStringBP) which should just print a string as soon as the C Key is pressed in the FirstPersonCharBP, how can i send a message to fire the event in the TestStringBP? I mean i was working with BPIs already, but i can't figure this out because i can't get the message node to show up.

dim siren
#

If the cube is an actor, perhaps you could add an invisible component inside it, and then you rotate the cube around the center of the component, which you can move around.

#

@stoic surge

cyan spire
#

So i want to use a node to inform the other BP to trigger the event

stoic surge
dim siren
#

Hope it works out!

cyan spire
sage surge
#

Guys, can someone tell me please how can I increase the size of Capsule Component more then 88 points? My slime mesh don't fit correctly into it. Also, if I wanted to make slime bigger in the game I will need to increase capsule component even more, isn't it?

dark drum
sage surge
dark drum
cyan spire
limber parcel
trim matrix
cyan spire
#

Alright. I implemented a interface in both my FirstPersonCharacterBP and in my TestBP. If i press the B key, it should fire a event in my TestBP (A print string). How do i do that from the CharacterBP?

dry monolith
#

Struggling to setup MakeARFilter... I'm just trying to get every actor class under my Content/MetaHumans subfolder recursively... Any idea how to set this up?

limber parcel
dark drum
cyan spire
limber parcel
# cyan spire But i want to do it the other way around

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
dark drum
dusky cobalt
#

Could someone help me? I want to create Map that will let me based on which Enum I picked, it will show me other option.
Like if then in Data Table I will choose Hunting Quest, I will get struct info S_Hunting Quest. I want to see only one option, right now I'm seeing all. Do I have to create another array of Structs?

dark drum
dark drum
rich galleon
#

I have a set of actors, how can I get a specific element of the set using BPs? What I'm trying to do is get the first actor from the set and check it's world position.

dark drum
cyan spire
dark drum
cyan spire
dark drum
limber parcel
#

just use delegates, then u wont need a ref

cyan spire
dark drum
cyan spire
#

Holy, and how do i tell him where it is?

limber parcel
cerulean mango
#

Hey guys I have been working on a clicker/idle game entirely in Blueprint. My game is coming along well, but I've encountered an issue with the display of my primary resource As the numbers get very large, the display starts to lag and the generation changes too quickly, making it hard to read.
I've heard that large numbers are better handled in C++. Is it possible to manage the formatting and display of these numbers in C++ while keeping the rest of the project in Blueprint? If so, will this improve the game's fluidity?
Thank you for your help!

sage surge
#

Now after thinking a bit I am not sure if making a main playable character with Blueprint Character class by following guide on youtube was a good decision. In my game main character have different shape keys which make character mesh much wider in shape. Since Capsule Component size limited by mesh height that mean when my character get wider collision wouldn't work correctly. Can someone tell me please if there is a way to add some additional invisible capsules or meshes in Character Blueprint to set them like additional collision?

dark drum
dark drum
rich galleon
limber parcel
#

and give it 0 index

rich galleon
#

Oh it's that simple. Thanks!

limber parcel
cerulean mango
#

@limber parcel I suppose that using letter when the numbers get too big must be a good fix no ?

limber parcel
#

no but you could do something like if your value gets bigger than 1 mil, you add 1 to another variable and subtract 1 mil from your value, that should keep all your numbers small

#

and for displaying you can just revert it

cerulean mango
#

@limber parcel Gonna try something like that ! Thanks

limber parcel
cerulean mango
#

@limber parcel but for internal calculations the values ​​will always be huge, is that not a problem?

limber parcel
#

but yeah, numbers are limited and you have to keep them in check

steady night
#

question, im trying to set the "item drop" array with the amount of available classes (children= in item mesh parrent

#

get all actors of class will only pick the ones loaded in the map already right

#

how can i get all available ones ?

#

anyone :/?

plucky ice
#

Hi guys, not a question but just wanted to thank everyone for all of their help and input the last few weeks. Thanks to you all, I’ve been working on my project for the past week and have been really excited to find that I’m learning how this stuff works and I barely have to look things up anymore. This is an excellent community and I’m very appreciative of you all.

mint blade
#

hey guys

#

maby some of you can help me with my crouch system

lofty rapids
#

possibly

mint blade
#

right now i implemented a good crouching system, the problem i have right now is when im in a tunnel, then press the sprint key (left shift), my character will sprint, then walk normally (speed of 600), do you have any idea how to not running/walk in crouch mode, thanks.

added sound reduction when in crouch mode:
<iframe src="https://blueprintue.com/render/sujzuocw/" scrolling="no" allowfullscreen></iframe>

sprint nhandle and increase footsteps sound rate:
<iframe src="https://blueprintue.com/render/5bjkqdjd/" scrolling="no" allowfullscreen></iframe>

thin panther
#

just post the link to the blueprint ue.
Not the html with it

#

but it's simple, when you crouch, set a bool saying your crouching.

When you sprint, only do so if the crouching bool is false 🙂

mint blade
#

you say to my Google Drive folder with the proyect in it?

#

after or before the variable "wants to stand up"?

thin panther
#

Ok, so you already have a boolean for when you're crouching.
Check that boolean before sprinting

#

Not sure why you have this branch though on the crouch, it's useless

mint blade
#

me neither, hehehe

#

i will try now...

#

mmm...

#

not working

#

i mean

#

how do i connect the boolean to the springint system

swift crag
#

I have this question. I have created an actor with logic inside and it functions like if you press a switch it asks the door if it has enough switches on and compares it to the amount needed and if it matches it opens. Is it hot-swappable in terms of can I change this into the doors I used in my prototype? So like when I was making my level I could drop an asset and change the mesh by choosing the option to on the details panel or dragging into the square.

severe tendon
#

Is there a Node that allows you to change the visibility of an object that isnt in the Blueprint?

#

Like you can make something disappear something that isnt in the controller BP

faint pasture
faint pasture
#

you can do that in the level

severe tendon
#

How do i get a reference from an object in the editor?

#

That doesnt have a BP

faint pasture
#

Show the thing you're actually trying to modify

#

and where you're trying to modify it from

sage surge
#

So, I wasted a lot of time with trying to find tutorials about how to use Pawn Class and in every single one tutorial even for basic movement setup I need to use C++. I guess that mean if I want to use Pawn class I need to learn C++ first or get the *** out from this idea.

severe tendon
#

Mario 64 Style

lofty rapids
grand flower
#

hey guys, is there a way to make the ExponentialHeightFog periodic so its not on all the time please?

sage surge
# lofty rapids what are you trying to do ? why you need c++ ?

Well, in my game main character have different shape keys which make character mesh much wider in shape. Since Capsule Component size limited by mesh height that mean when my character get wider collision wouldn't work correctly. So, I can't use Character Movement Component which bind to Capsule Component and I need to control my main character from Pawn Class. Since I am a complete noob I started googling to how to use Pawn Class. As I can see there is nothing like Character Movement Component and I need to create Movement from scratch, but all tutorials which I find use C++ for that (for example if you want to move your character forward/backward you need to write those lines of code) 🙂

lofty rapids
reef portal
sage surge
lofty rapids
#

idk how gravity would work with that

#

you may need to do your own or maybe there is another type of movement but i know floating pawn movement will give you some movement atleast

sage surge
#

Gravity don't work with floating pawn movement? I am using physics assets which use gravity, I guess...

reef portal
lofty rapids
#

idk what happens with the physics have not got into that yet

#

i just used the floating pawn movement in a project

reef portal
# severe tendon That doesnt have a BP

You might also want to do a check to see if it is valid "Is Valid" otherwise you might get a warning if it doesn't exist.
It may not exist for a few reasons, hasn't loaded in yet, been destroyed etc. So its worth making sure it is valid before you want to try and use that reference.
Keeping in mind that '0' is the first in the list if there are more than one of the same class in the level.

lofty rapids
severe tendon
#

Not a BP

#

An element that is on the scene

#

Like a box or an bsp

lofty rapids
#

"on the scene" by element you mean you just added a box to the scene ?

#

it should create an actor

#

which you can drag from the outliner ?

severe tendon
#

It's a Bsp that i transformed into that bridge

severe tendon
lofty rapids
#

i'm pretty sure if it's in the scene its an actor of some sort

lunar sleet
faint pasture
#

You can SET it in the level

#

Then when the button is pushed you can show MyBridge

faint pasture
#

It should not be bsp tho, convert it to a mesh.

severe tendon
#

How can i convert it?

#

nvm, got it

cyan spire
#

Got it working like this :

severe tendon
#

My character falls through the bridge

faint pasture
#

Is the thing a mesh now?

dark drum
# cyan spire Got it working like this :

You shouldn't really be using the get all actors by class node like that. With it being to call an interact function, it can't handle being able to interact with multiple things.

You probably need to look at how to setup an interaction system to handle what the player should interact with. (Normally what they are looking at within range)

severe tendon
cyan spire
rancid pollen
#

hi, I've got a blueprint set up with a timeline with the length set to 1 and playrate set to 15. When I try run it the timeline is only printing the first and last numbers from the float track. Is there any way I can get it to print the other numbers inbetween?

dark drum
cyan spire
#

I have that implement already, i have a full interaction system

faint pasture
lofty rapids
#

try not to cross lines if your showing it, makes it a bit more difficult to understand

#

it's really visual, not a big deal

lofty rapids
#

i'm just not sure if the order is reliable or not

placid bloom
#

Casting never seems to work for me. I'm trying to read a variable from a user widget in another user widget. I have a user widget object reference variable going into that cast, but it always fails

signal bane
#

I'm troubleshooting my chatGPT response within ue5, using the Json Blueprint Utilities (bottom-left). I have to use 3 "Get Field" nodes from Json in order to get the "content" of the nested json.

I'd like to just use one Node. Is there a format I'm missing out on for "Get Field" ? Like my example "choices.message.content" or "choices/message/content" or something? (both don't work)

minor mortar
stone field
severe tendon
placid bloom
severe tendon
#

I dont really understand how to call the acot in this case

stone field
placid bloom
#

What's the proper way

stone field
#

It's a very good thing to learn to figure out why things don't work

placid bloom
#

I meant in reguards to getting the object refrence, if this isn't valid what would be the proper way of getting it

stone field
#

Depends a bit on what is going on and what the relationship of the objects are, and how often the function is called.

#

Back in 5

#

Basically, if you can guarantee there's only 1 widget of that type going to be alive, you can use GetAllWidgetsOfClass. Another ( and better in many ways ) is to have an Interface ( which decouples things, which is always good ) and use GetAllWidgetsWithInterface.

If there are many widgets of that type flying around, we can ponder that if need be.

#

If you are going to be using it a lot, you might want to cache the reference on a BeginPlay or OnCreate, but that again depends a bit on how things are setup and in what order

placid bloom
#

Yeah there would be multiple of the type, the current situation is when the diologue widget is active it's going to start an interface event in the ui widget which determines if the ui should be visible. The current logic I'm trying to add is if a boolean set in the diologue widget is true, the ui shouldn't display

stone field
#

That said, it sounds like it might be wiser to have some sort of say DialogueController which handles the Dialogues and the state of the rest of the UI. In my opinion the Dialogue Widget ( or a variable within it ) itself should maybe not be responsible for the big UI state

#

But, best to make it now first how you have envisioned it perhaps

minor mortar
#

So, I'm following a tutorial for creating an RTS style camera movement system. During the video he uses an AND boolean in the branch to determine whether to apply both the modified X and Y value, and then duplicates the code (his is the first image here) with a specific check for x or for y afterwards and applying those individually.

I'm not sure if I'm missing something, but couldn't I just... not even check if the x or y is not 0, and apply both of them directly to the add actor local offset? If either x or y are 0, it will just multiply it out.. and be 0... and then it would add to the local offset nothing? So nothing would change which would be completely the same thing???

The function should only be getting called when the player pushes a movement button so.. seems like it should be simpler than even what is here.

placid bloom
#

I mean the diologue isn't the only thing affecting ui visibility so I just kind of consolodated everything that could affect it into one interface event in the ui blieprint. Also touching back on the breakpoints, I don't believe I can add one to the variable, so I can't really do much with them considering I already know the cast is failing

stone field
stone field
minor mortar
# stone field yeah, seems like a somewhat redundant check

If i don't set a local variable in the function, I can just do this, too. Looks like the same.

EDIT: For those of you who might search for why you don't want to simply plug the X and Y directly into Add Actor Local Offset, part of the problem is that it applies that movement directly. What this means is the while the single directions would apply everything perfectly fine, having both of them applied at once actually pushes the velocity faster.

Luckily, there's an easy solution: Normalize. In the example I have here, all I had to do to fix this issue was normalize the X and Y axis -before- multiplying the movement and speed modifier. You can actually just multiply the normalized vector directly and plug it straight in. That should fix any weird issues. Good luck, future you.

placid bloom
stone field
stone field
stone field
placid bloom
stone field
# placid bloom This cast fails

So you can breakpoint the cast, then hover over the reference input into that node when the debugger is stopped, and see if there is anything there

hushed rock
#

So right now i have this system for increasing and decreasing the stamina of the player, at the creation of the AC i create this 2 timers and based on the condition it increases or decreasing the stamina, this works fine but i don't like that the timers works 24/7. I thought about another way to do this putting them inside a method and calling them from the BP_FirstPersonCharacter when i click shift(to run and start decreasing) and when i stop to increase again, the problem is that i can not have async inside methods so i can not put this in a methods, any other way to do it ?

stone field
stone field
# placid bloom

Yeah, so there we see that the Reference is no good. You need to look at where you set that Reference, what is going on

placid bloom
#

So setting a variable type as the object reference will not work

stone field
#

Not just a variable type

#

So, go back to the GetAllWidgets... stuff I mentioned before

#

Oh yeah, one option is also to set the variable at the moment the widget in question is created. That can be a very good pattern, depending on the situation

hushed rock
placid bloom
sage surge
#

Guys, I was still looking for some "hack" way to add collision in Character class when character wider then Capsule and I found this old video where author show how can I just add another sphere collision which will work as additional collision to Capsule component. I am too stupid to understand how it works, but I tested and it works. The real question now is am I able to move location of this "sphere collision" with blueprint to dynamically change collision area when needed?https://www.youtube.com/watch?v=H3U6D8XAFRE&t=66s

Make sure the new sphere collisions (or any collision shapes) overlaps with the original capsule collision.

▶ Play video
stone field
sage surge
#

But... If this thing work why nobody use Capsule collision object to solve issue with Capsule Component limitation? Can someone tell me please what problems will this cause me to face in the future?

#

By the way, after closing game I am getting this warning message: "Invalid Simulate Options: Body (BP_ThirdPersonCharacter_C_0.CollisionCylinder) is set to simulate physics but Collision Enabled is incompatible". Not sure what it mean.

stone field
sage surge
stone field
sage surge
#

I can't speculate because I don't even understand why this method with sphere collision works.

stone field
#

Well, I don't really see why people don't just adjust the capsule size as needed, but I don't know all the details of the situation

sage surge
stone field
sage surge
dusky cobalt
#
  1. If I have quests in game, should the info if quest was completed be sent to Game State, and then in Game Mode, it would react on if the All quest finished = win?
    So there would be dispatchers from players/ events in game to the Game State, and then also dispatcher in Game State, binded to Game Mode?

  2. And second question, where would be the best place for Quest Manager that asigns quests at the start of the game for players to be? In Game Mode as Actor Component is good place or maybe in Game State? The trick is, that the quests would be global, means all players participate to the same goals. Game Mode or Game State? Please help! 😄

sage surge
#

Hmm, I was thinking: if I add this Sphere collision additional to Capsule will this sphere somehow prevent my character from launching magic at enemies from hands? I didn't learn yet how to create magic projectiles and only made melee attacks, but I think projectile should register hit when it reach enemy capsule? Actually, I better go and learn this before asking here my stupid questions.

dawn gazelle
dusky cobalt
# dawn gazelle Are you going to hvae a variety of different game modes, and is this a single pl...

Haha, exactly this gets tricky here because I'm trying to wrap my head around how to approach it! Basically I want to have Campaing Mode, which can be played Singleplayer and Multiplayer, and then I also want to have Multiplayer maps with other win conditions (or without quests for example). This blows my mind so much. Right now I'm brainstorming how many gamemodes I will need, and how to connect all the dots here.. I don't want to put myself in the corner by starting ''bad''.

#

The questions are mostly in context of Campaing Mode that can be played Single or Multiplayer, so I guess this would be concluded to the Campaing Game Mode which is Multiplayer, but can be played as solo, I guess.

dawn gazelle
#

Ok, so then in multiplayer, it would be shared progress?

dusky cobalt
#

Yeah, like gather 1000 resources, and every co-op player counts to that.

dawn gazelle
#

I mean more in terms of the completion - ie. Player 1 hosts, they're already at mission 15, another player joins, they'd be at mission 15. Each player doesn't have their own sets of missions to complete (in multiplayer mode only).

dusky cobalt
#

So this would be more like a match that starts, and each level of campaing will have different quests. There won't be a way to join during the match.

honest lichen
#

Hello, I need some help with my blueprints. Especially with fast noise wrapper plugin. How do i connect this loop body to pure "get noise 2d" function. Because there is no execution wire. I can't change puriosity in it cause its from plugin and honestly im new to UE and i dont know how to do it. I wonder if i can modify this plugin but as i told i dont know how to do it. In this blueprint i'm trying to generate chunk for my voxel game "like in minecraft".

dusky cobalt
#

so do I think right, to put AC_Quest Manager (that spawns quests) in Game Mode, and then, all players report to Game State (which also would get list of quests and their state), and Game Mode just listens if they were all completed?

#

or actually Actor Component Quest Manager should be in Game State, since Game Mode is here only to decide when is win, and doesn't care about anything else?

dawn gazelle
#

The component should probably be on the gamestate so that players can retrieve the data about the state of missions.

#

You could still have the game mode attach it to the gamestate only when it needs it.

dusky cobalt
#

Yeah, this is what I'm also thinking (now). This would make sense. Game Mode should only hold logic when the game is won.

#

So like 2 conditions: are quests done and is enemy dead for example.

#

One more thing, is it common to use dispatchers for something like that to report first, from the objectives to the Game State, and then Game State reports to Game Mode with dispatcher? Or interfaces? (like Is Quest Completed). I guess only binding will work here?

honest lichen
#

pls help 😦

dusky cobalt
#

so you get the result and store it into some variable (set) or add unique (array), depends what you are doing with it

honest lichen
#

im doing something like this

cerulean mango
#

I have a problem handling large integers. I try to use scientific notation but my brain can't figure out how to do it i'm trying to achieve something like that :
800 I get: value: 800 Exponent: 0
1259 I get: value: 1.2 exponent: 3
259 300: value: 259.3 exponent: 3
387 789 456 123: value: 387.7 exponent: 9
But i want to get the exponent automatically

rich galleon
#

When I try to save I get this message:

Graph is linked to external private object SlateAccessibleWidgetData /Game/Buildings/W_BuildMenuSlot.Default__W_BuildMenuSlot_C:SlateAccessibleWidgetData_0 (AccessibleWidgetData)

W_BuildingMenuSlot is my widget that I use in another widget called WBP_BuildingMenu. I cannot save the menu therefore my progress is null?

Also tell me if this is the wrong chat. I didn't know where to post this.

dawn gazelle
#

Unless you're using int64s.

severe tendon
#

I'm having a problem with this code, it's supposed to activate when i collide with the actor and check the bool that is in ThirdPersonCharacter

#

When the bool is checked it should execute this here

#

Any idea why it doesn't work?

#

The branch node is conected to beginplay btw

dawn gazelle
dawn gazelle
#

Begin play only fires when that blueprint begins play. It is never checked again

#

Instead of just setting a bool, have it call a function that runs the code you need, including setting that bool true.

severe tendon
#

Would putting connecting it to event tick work?

dawn gazelle
#

Yes, but that is definitely not what you want to do. You already have an event that can trigger logic. You dont' need to check every single frame if that boolean changed.

#

Create a function or event that has this logic in it, and include the boolean if you want (in case you need it for knowing the thing is in that state). Have the overlap call that function or event instead of setting the bool.

severe tendon
#

Ok, i did that

#

It works

#

The only problem is that the animation doesnt play 🤔

#

any idea why?

cerulean mango
#

@dawn gazelle Thanks for your reply but i'm trying to get something for internal math aswell not only for display I'm working on that at the moment :

dawn gazelle
# severe tendon any idea why?

If you know for sure the Play Animation node is triggering but it's still not playing, that's likely something to do with the animation/mesh.

cerulean mango
#

i'm trying to get the operation 1000 = 3 100 000=5 , but i don't think log(10) is available

severe tendon
#

Nvm, fixed it

#

I guess I connected the wrong mesh

#

thanks for the help

severe tendon
#

How could I remove the visibility of a bp and then give it back?

#

Like for example, At the beginning of Play the visibility of an object is set to disappear, adn then when you activate a button, it comes back

#

This is the script that removes the visibility

modest monolith
#

I don't understand why when my spawner spawns the pawn for the first time, it runs the code correctly, when the first pawn die and it spawns another, the second one doesn't run the code correctly unless I look at it

dark drum
kind geyser
#

guys hi. ı have a problem all client name the same. Why? How can ı change the name

mild jacinth
#

Is there a way to get the actors that are in the view range of camera? And filter through them? Similar to how you would use a loop to go through items.

#

I dont rlly want to use tracing

kind geyser
#

oky bro thx.

fervent breach
#

so, not 100% sure if this is a blueprint thing, but also don't know what chat to ask this in - I'm making an enemy that I want the player to be able to stand on when the enemy is inactive. The problem is that the player just keeps bouncing on the enemy and I don't know why. I placed a box collider on top of the enemy and set it to "block all dynamically" - while the rest of the enemy has no collision (for testing purposes), and the player still bounces on it. I tried changing the collision preset values but didn't really get anyway - any ideas on how I fan fix this?

I'm using the character blueprint, which I am pretty sure is the root of the problem. The only idea I have right now is to make a secondary actor BP that will pop in when the enemy can be stood on, while the enemy mesh is secretly turned invisible. But idk, it just feels like there is an obvious simple answer I am overlooking or unaware of 🤷

severe tendon
#

Any idea why this doesnt work?

#

The idea was that the second image hiddes the BP and the first image shows it again

#

But for some reason it doesn work

minor mortar
#

Is there a way to ask whether cinematic mode is currently on? I could set a boolean after -every- cinematic mode function, but it seems logical you'd be able to just call the In Cinematic Mode boolean and see what state it's currently in.

stone field
stone field
severe tendon
#

It didnt execute past the visibility node

lofty rapids
#

any error ?

severe tendon
#

Nope

#

So, from what i see it's the casting that isn't working

lofty rapids
#

wdym "doesn't work" neither thing works ?

severe tendon
#

But idk why

stone field
#

I often add print logs to cast fails with object names so I can get an idea of what is going on in more complex situations where it's not so much fun using debugger

severe tendon
#

Yep, it casts and then it stops

stone field
#

hover over the "Other Actor" or "Object"

#

it should show some info about who is calling

severe tendon
#

This is what it says

stone field
#

So, can the ThirdPersonCharacter be casted to "Puente" -> is Puente a child of that or something?

severe tendon
#

No

stone field
#

there's your problem

lofty rapids
#

other actor is the thing that overlaps

#

you can't cast to a random thing, you want to check if the other actor is something, why is this puente ?

severe tendon
#

The BP is "Button" and when you enter in contact with it was supposed to set the visibility of "Puente" to true

#

Hmm, I dont really get it

stone field
#

so you are in the Puente BP now?

severe tendon
#

Exactly

stone field
#

Then you need nothing but to get your own static mesh

severe tendon
#

Wait sorry, That was a mistake

stone field
#

if there are other things triggering that collision, you use OtherActor to filter it so only the things you want trigger it

severe tendon
#

I'm in "Button" now

stone field
#

And what is Puente and it's relationship to Button

severe tendon
#

I'll make a screenshot

harsh coral
#

Ok, so, I´ve been struggling with this for a while:
I´m setting the hidden in game tag in my blueprint in the construction script, I have a separate function for that where I collect the meshes by game tag so I can hide them.
But since that doesn´t hide them in the viewport and I want to see what I´m doing when I´m working on the stuff, I also added another function that then sets the visibility using a for each loop on all meshes to check their hidden in game status.
That works fine in viewport now: I can toggle the different tag based layers on and off and it updates in the viewport.
But I can´t make that work using sequencer.
In the end, I need to render several render passes with different layers hidden, so I animate the boolean variable in the sequence...and it doesn´t update when rendering with MRQ or even entering PIE. I even added the visiibiity functions to the "Begin play" event, hoping that would then also update when the sequence is playing, but it doesn´t.

severe tendon
#

Here

#

Puente starts hidden

stone field
# severe tendon

indeed, so you need to find that actor in the scene and call it

harsh coral
#

I could use some help on this, if I can´t make this work I´ll have to sit there and wait for each renderpass to render instead of being able to just have the sequences render one after the other and have the layers animated inside them.

#

Making "hidden in game" and "visibility" variables change in sequencer

severe tendon
stone field
# severe tendon How could i do that?

If you are using Level Blueprint, that is kind of easiest, but in the long run not great for object reusability, so I don't really recommend it.

Better is to have the Button have a variable called, say, "MyLinkedActor" of type Actor ref.
Then set that in Level Editing view to be the Puente. Then when player overlaps, you can do stuff with the MyLinkedActor.

severe tendon
#

Like this?

stone field
#

Optimally you should really just have an Interface : ICanToggleVisibility, for example. That way you wouldn't be casting to Puente, instead you could make anything go invisible/visible

#

But yes, start by doing it this way, baby steps

#

Save that, now in the scene you should be able to link those up

severe tendon
#

Like this?

#

It still doesn work :/

stone field
severe tendon
#

Yes

stone field
#

and is the variable visible

#

eye icon is open

severe tendon
stone field
#

ok, then debug again, put breakpoint on set visibility, see what is the value of MyBridge when it hits breakpoint

#

If MyBridge is Puente, then setting root component visibility is not what you need, need to figure that out

severe tendon
#

This is what it says

stone field
#

ok, so the link is working, nice

#

hmm, let's see how you made it hidden originally

#

you used "static mesh", not root

severe tendon
#

Originally i did it somtehing like this

#

And also with the "Actor Hidden in Game"

stone field
#

okay, so what you can do now is create a function in Puente called ShowMe

#

Which takes static mesh and set vis

#

and the overlap then calls that function of puente

#

this is in general a better pattern overall : give objects commands instead of manipulating them directly

#

keeps things cleaner

severe tendon
#

Yeah, I will try to do that in the future

stone field
#

well, you can start now to get this working : )

severe tendon
#

Something like this?

stone field
#

new vis true

#

but yep, that's it

severe tendon
#

Ok, finally it worked

#

Wew, that was surely something, thanks for the help dude 🥹

stone field
severe tendon
#

Yeah definitely

severe tendon
#

How could I Change the from my main camera (in the 3rd person BP) to one of the cameras that is inside another BP, and then switch back again?

#

Also, for some reason I cant put normal cameras on the scene, only Cine

lofty rapids
#

is the other bp a pawn or character ?

severe tendon
#

An Actor

#

Well, I think it is

#

Yep it is

lofty rapids
#

maybe set view target with blend, but thats just a guess i never used it

minor mortar
#

In the same vein, is there any issue with using Possess on a Pawn and later using Possess on the original Character?

lofty rapids
#

i just possess the pawn and it switches to the camera on the pawn

lofty rapids
minor mortar
#

I had some weirdness earlier, but I got mine to work just fine with this.

severe tendon
#

So, I can change the camera from the character to the alternate one, but how can i turn it back?

lofty rapids
#

set view target again but this time use your other one, and idk if you may have to possess it or is it still possessed ? idk

lofty rapids
#

where you possess another pawn and thats the menu

#

then switch back

#

somewhere off to the side so i can setup a scene and use that in my menu

minor mortar
#

Ohhh that's interesting. I haven't gotten to in-game menus just yet, myself. Do you just have the menu pawn instantiate a canvas for the ui?

lofty rapids
#

well i just put the all the widget refs in the hud

minor mortar
#

Oh, like completely off the board?

lofty rapids
#

and switch between them

#

ya so i can have a 3d scene as the backdrop