#blueprint

1 messages · Page 174 of 1

lunar sleet
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Where is here

tired hollow
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I'll be more considerate in the future btw

lunar sleet
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Which is where, inside the task?

lunar sleet
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What are you trying to set it to? @tired hollow

tired hollow
lunar sleet
tired hollow
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I also have the key (in blackboard) set to Instance Synced

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What do you mean

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In Unreal 4 I could just set it to a Vector value and it worked

lunar sleet
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The bb key itself needs to be a vector

tired hollow
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IT is

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Actually, if you want, let's move over to Ai

lunar sleet
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K good, sec

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Go to your task and on receive execute AI, take whatever vector you want to feed and set blackboard value as vector using the key you made

tired hollow
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Okay, what do I do with that key now

lunar sleet
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that's it. give it the value you want

tired hollow
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But... The move to location needs a vector

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shouldn't I give it the key I made?

lunar sleet
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The nice yellow Value thing is a vector

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give it whatever value you wish

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or feed it a location

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here's an example

tired hollow
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Okay, but if I never did set it to use the key I made in the bb, how is it gonna know what I'm talking about?

lunar sleet
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you assign the key on the task inside the tree

tired hollow
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I never could set it here

lunar sleet
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to the BB variable

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not in the task

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ON the task

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in the BT

tired hollow
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ah okay

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let me try this out

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So for example, like this?

lunar sleet
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here, a better example maybe:
BTT (1) BT(2)

tired hollow
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Forgive me for not understanding, I have a learning cognitive disorder

lunar sleet
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it can get confusing, since one is called a BB Key and the other a BB key selector, but the latter gets shortened if you resize the details panel

tired hollow
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But now I understand

shut quarry
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I have a bttask_blueprintbase derived blueprint and I'm tryna grab the TargetLocation which is a blackboard value how do i grab thta?

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the task which wants the targetlocation is bttask_chaseplayer I'm just adding arndom decorators at this point

ionic cypress
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Each AI controller could have one blackboard instance, so you need to get the relative AI controller then get the blackboard.

dusty jungle
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How do I make it so that the pink text also disappears?

faint pasture
dusty jungle
pine mesa
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Could someone help me? I need help remembering the name of this blueprint node: It makes it so that the nodes after it only happen once and cannot repeat. You can also reset the node, that's what I remember, so if someone knows the name of it, I thank you in advance!

hasty igloo
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I absolutely cannot figure out why this code only runs on the server and it makes no sense at all

surreal bridge
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I seem to be having an issue with calling a function from my Function Library from inside of my Primary Data Asset.

I don't seem to be able to use any of the functions inside the library.

I'm guessing it might have something to deal with World Context, so if there isn't a way to make that work, is it possible to make a static map accessible everywhere?

graceful sage
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this really brings your name in the light

dawn gazelle
# surreal bridge I seem to be having an issue with calling a function from my Function Library fr...

You are correct. Data Assets do not have a world context which prevents the use of function libraries within them.
I think without the use of C++ you're kind of limited in to how you can have easily accessible static data. The only other way I can think of is to create a macro library based on object which would allow it to be used everywhere, but all you're essentially doing then is making a bit of template code to retrieve your data that is under the hood going to be copied and pasted wherever you use that macro.

true valve
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How can I isolet this? I only want to see fruits & Veges. WHen I cahnge Category I want to show specific items.

reef portal
dull kraken
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any shortcut to hide / unhide the blueprint and details panel and only show the event graph?

lunar sleet
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Close it. Reopen it from Window -> Details

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I don’t think there’s a hotkey but you can check if you can bind one

dull kraken
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is there a way to bind keys? closing and opening is tedious

lunar sleet
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There is, in editor settings. Whether you can bind one to open the details panel I’m not sure

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You can also resize it into oblivion iirc

dull kraken
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just learnt you can dock panels. that makes it much easier than readding lmao

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thanks 😄

cobalt spoke
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How do you use local variables in blueprint? I want to do the equivalent of changing a value of a function call based on an input (value == 0) ? EnumVal1 : EnumVal2 without declaring a variable for the entire class

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Its for a ui widget so I dont really want to use cpp

graceful sage
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inside the function go below the variables section and youll find local variables

cobalt spoke
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thanks

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is there a reason events arent considered functions?

graceful sage
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cause they're two different things afaik in bps

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events can have latent nodes while functions can't

worthy tendon
frosty heron
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Events can't return values

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Functions can return values

graceful sage
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^

frosty heron
worthy tendon
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yes, they won't be local

lunar sleet
dark drum
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Also events can be replicated while functions can't.

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I'm a little late to the party haha

dark drum
dark drum
north lynx
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Hi there friends!
Did anyone know how can I create the outline material on the object when player is looking at it?
Line trace by channel as far as I know have to work on event tick to work properly with that and we all know that it is laggy
I can't find any good tutorials about that and don't know what to do

Note: I have post process material, but I need to create code to highlight objects only when player is looking directly at it

frosty heron
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You can do it on tick

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Just don't do the highlight logic if it's already highlighted

north lynx
frosty heron
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On the next trace, check if hit actor is == to the ref

north lynx
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Alright I fixed that, but I have yet one error to fix
This Set render Custom Depth has one time error and don't know how to fix that

north lynx
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Nevermind, I fixed every issue

frosty heron
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share your fix briefly for others with the same problem

broken badge
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I'm getting some weirdness with linetraces and screen space here:

I have a widget that overlays the end/ hit location of a linetrace to act as an aiming cursor. Obviously the widget gets the screen space location of that point. If that location goes off screen at any point though, it's like it kills the widget somehow...

wheat snow
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Afternoon guys,

Trying to get back into UE after a few years and trying to make a tractor beam.
The current set up I have is that when I hit an actor I currently suspend the physics so I can move it, but it looks like the second I simulate phyiscs it refuses to let a trace hit the object. Does anyone know either:

  • What I'm doing wrong
  • What I could do instead incase the version I've put together is bad practice
broken badge
wheat snow
broken badge
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It might be that suspending physics also suspends trace interactions. Might be worth making a custom channel for objects you want to move?

broken badge
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Does it simulate physics properly after you let it go?

wheat snow
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Yeah it falls to the ground, but seems like turning on physics makes it hate line trace

broken badge
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Can we see the code for turning on/off physics?

broken badge
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Shouldn't the bool be checked in the bottom one?

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At the moment you're un-setting physics in both

wheat snow
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I believe it was, bare with

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Yeah it was, that's me messing with it a bit before screen grabbing

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Tried it again, I can move it until it hits the ground
So if I throw it up, I can catch it, but once it hits a surface it gives up

broken badge
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So physics works again until it interacts with another object again?

meager wadi
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Hi everybody, not sure if my question is in the right spot. I have a task with which I'm stuck since several days regarding the CollabViewer Template (ArchViz version) in 5.3 for tethered PC-VR with Quest 2 HMDs
I need to teleport all players to a certain location by the press of the button. This code in the Level BP works for the location, but not for the rotation. All VR players keep looking in the pre-teleport direction.

wheat snow
wheat snow
broken badge
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Are you changing the object's collision at all? (Query/physics?)

wheat snow
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I shouldn't be, unless by turning off the physics simulation I am

broken badge
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Have you tried running some print strings on tick just to check things like physics sim/ collisions etc. to see when issues might be kicking in?

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That's all I can think of, that by turning off they physics it messes with the collision preset

hot skiff
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Hi, I am a newbie and I am having a problem. I tried to generate a .exe from my project on Shipping mode and the functionalies that I have collapsed in functions like in this case don't work (but they work on the editor). Is there something that I am missing?

broken badge
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There are some nodes that only function in editor, and break in a packaged project (Get Display Name is one I can think of off the top of my head) it's worth checking if you have anything like that in there

hot skiff
frosty heron
hot skiff
frosty heron
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if you don't know then nvm, shouldn't be the issue

hot skiff
lilac storm
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Hey devs , i can't change engine scalability settings of Textures ,Shaders ,Post Process and Effects to LOW . It got reset to EPIC every time as shown on video , any ideas?

frail marten
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Can anyone help debug some weird behaviour I'm getting from my behaviour tree? my BTT_Waypoints task refuses to fire regardless of which event it's plugged into. My Selector is functioning correctly and the State is being set as expected, but the Sequence node seems to not want to trigger it's child nodes for some reason.

UE 5.3.2

broken badge
hot skiff
hot skiff
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ok, thanks for trying to help me

dusky cobalt
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Can anyone give me advice with structs? I cannot decide which way to choose and I want to be consistent with this on whole project.
When setting struct in any blueprint. Should I then break this struct and set every variable separately so I can then just point to that variable get/set it easily, or should I keep it clean and always get Struct, break it, and get 1 variable.
1 example below, like I would need to use Team Number in 3 different places, either I will have it separately (which means I would have to ''initialize'' each variable from struct, or just always get struct and break it). What are you guys doing usually ?

thin panther
trim matrix
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that's against everything

thin panther
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If it's related info, I always like it in a struct.
Though that S_ suggests this is a blueprint struct, which should not be used

thin panther
# trim matrix that's against everything

lol, you didn't even answer the question. The answer wasn't where to put the logic, it was should the team size be a member variable or be in a struct... which can be on a gamestate

trim matrix
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I thought it was already a struct, sorry then

dusky cobalt
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I know this is like everyone personal choice how they use it, so I wanted to see how people usually approach it, because both ways may be correct

thin panther
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I wouldn't bother storing it in it's own member, just get the struct and get the info.

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Caching is good if the operation is expensive, but this isn't

dusky cobalt
thin panther
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You're also keeping the relevant data contained where it should

dusky cobalt
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I dont have basically 2 times the same thing

thin panther
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please read above about bp structs though, they can bite you, hard

dusky cobalt
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in pinned message?

thin panther
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Always declare your structs in c++, you avoid most of the issues and require little to no actual C++ knowledge.

thin panther
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always

dusky cobalt
lament nacelle
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Hi, is there an elegant way to get a unit vector's direction relative to a character's rotation in blueprint?

thin panther
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Yeah, if you're unfamiliar with the language, header preview gives you basically all of the code.

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There are several hoops you can jump through to minimise the risk of bp structs, but I don't remember them, and they're not really worth it anyway

dusky cobalt
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I started moving everything to Data Assets in my project and I will have a lot of structs

dusky cobalt
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good to know xD

maiden wadi
trim matrix
lament nacelle
maiden wadi
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You just want to know a left right forward, backwards, up, down?

cyan bone
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Im making an rpg. And my character has social interactions with other characters.
This spawns a UI with a vertical box with different answers i can give to specific questions.
For now im using a Switch statement to manage the outcomes of certain answers i give.
So for example, friend says. "Hey, join me in this quest."
And i answer "No, i have more important stuff to do."
Then that will go to the switch case Disappointed: -10 opinion.

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Is there a better way to do this?

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This seems like it can get weird fast

maiden wadi
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I would very strongly recommend you something like Flowgraph plugin.

sick sky
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Type "dialogue" in marketplace you got a lot of free plugins

versed oasis
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How would I go about making this transition smooth? I made it so the time slows down and I want the original colorful post process to switch into my grey post process, just gradually

maiden wadi
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@cyan boneI made a mockup for work about this recently. General idea was to push a widget to screen for each segement of conversation. I changed this later to push a single widget and use that one. But same idea. Widget sets up for dialog, and broadcasts events that the flowgraph listens for. And you can just hook up your outputs to where ever you want to go from each node, and each node has it's own conversation data from a datatable.

pulsar pulsar
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is there a way to do #if directives in blueprints? 🤔

thin panther
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no

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best you can do is debug only functions

maiden wadi
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Not easily. Things like Prints sort of do this where they'll literally disconnect on non editor builds. But it's not simple to do.

cyan bone
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okay will get to it

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hopefully it works well with quests and changing opinion stats

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and other things

pulsar pulsar
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Dang, oh well. Just wanted to differentiate and switch based on wether it's being played in the editor or not

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cheers anyways!

cyan bone
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thats the issue. because doing the dialogue its easy. but each dialogue has an outcome

maiden wadi
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You can make a node for each thing. Dialog>Choice1>LowerOpinion>Dialog, etc

cyan bone
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i can also make a struct

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data table

maiden wadi
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Not likely. I just prefer flowgraph for this because you can make a graph per conversation and see it visual in a tree and you get the whole visual of what is going on at a glance. Much easier developer tool.

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It's worth noting that flowgraph is useful for a lot more than dialog. We started using it for mission/quests, dialog, in game events that can't be done easily in a sequencer, etc.

astral pine
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Is it possible to get Dedicated Server's Mapname & Port in blueprints?

dark drum
# cyan bone Im making an rpg. And my character has social interactions with other characters...

Something like my node base dialogue system might we what you're after. It is BP only but the general concept could be built on especially if you like to dabble in C++.

https://youtu.be/88xikHeYQDA

Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects,...

▶ Play video
sturdy pivot
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Hi! I wanna change the material of a mesh but loop body doesn't work

broken badge
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(I think)

sturdy pivot
versed oasis
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How could I go about making a smooth transition between 2 different post processing volumes? Post process existing within the character BP and getting enabled when pressing the button. I just need the transition between them to look smooth if possible

young meteor
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What is an easy way to change a forward vector (I guess a vector in general).

Say I get my forward vector but I want to add 30 degrees in clockwise direction (want to keep Z the same)

young meteor
dark drum
young meteor
mild jacinth
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does anyone know how it is possible to sort closest location between 2 actors who have a vector location(image attached)

broken badge
mild jacinth
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closest to self in this case

broken badge
mild jacinth
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ah

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will try see if that works.

broken badge
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For each element, check if it's closer than the last. Then on completed, use that closest actor for whatever you need

lofty rapids
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easy to closest, not so easy to sort it

mild jacinth
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yeah i was about to think here that how would I approach now getting the lowest value out of all these distances in float value

lofty rapids
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you can get the highest, or lowest

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by comparing agains a highest or lowest float

dim agate
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Is it a bad idea to get a reference to an actor's world (or relative) transform rather than its location if I'm splitting the transform pin and using just the location data? I currently have a BP where I do this because I'm unsure whether in the future I will want to use the rest of the transform data in the BP or in a child of it.

lofty rapids
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and through the loop change the highest or lowest float based on if the current one is > < the variable

broken badge
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Something like this maybe

broken badge
mild jacinth
# broken badge

okay but what is check distance? where does it get its value. it could be 10 million for all i care

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im trying to get the closest actor to the player character (closest enemy) so I can lock to it.

broken badge
lofty rapids
reef portal
broken badge
mild jacinth
lofty rapids
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you can cast to what you need ?

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but the loop will work just as well

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just be careful with a lot of actors to loop through

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bp is a pain in the ass with loops and large numbers

mild jacinth
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heard that yeah, c++ was a lot faster with loops

lofty rapids
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a few actors will be fine in bp

reef portal
lofty rapids
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i would just cast to what you want if you used nearest actor

reef portal
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saves you going to the trouble of the loop etc.

mild jacinth
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wouldnt casting to the main enemy character class reference the parent character

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because i got child classes inheriting from parent enemy

lofty rapids
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wdym "reference the parent character" ? in memory ?

broken badge
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Casting just lets you use the returned actor as that specific class, including children created from a parent

mild jacinth
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ah nevermind, I just casted to the child class and it worked just fine

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wondering if casting to the parent class would also let me get reference to the other child classes

mild jacinth
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thanks once again

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to all of you 😄

ruby tendon
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The timeline i use goes from 0 to 1 for the alpha

lofty rapids
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why is your b 0 0 90 ? i feel like you probably want to add 90 to the current one ?

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and do you reset guild preview transform ?

ruby tendon
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sorry i am noob, but i see what you mean. i do want to add 90. but it doesnt seam to work

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i dont think i reset the transform

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do i just need to set it after the rotation is done?

reef portal
ruby tendon
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no the problem is i set the second rotator to x0.,0 y0.0 z90.0

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so it only goes from the current rotation once. after that the current rotation is 90 so it cant go to 90 again

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but how do i reset it back without changing the rotation

lofty rapids
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first time i tried to use ease, i notice it only rotates once too so i'm looking at it

lofty rapids
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but you need to add the 90 as well

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insteall of just setting it to 0 0 90

lofty rapids
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you just probably want to prevent spam of it

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with a boolean and reset it on finished

torpid imp
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Hi, I searched the solution but it seems doesn't work, is this the correct way to set the collision of objects off in blueprint?

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Ok I found out the issue, the collision is disabled, but the nav mesh was not rebuilt

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Is there a way to rebuild the navmesh after the door is opened?

reef portal
# torpid imp

click on your door frame and door mesh components and find a catagory called collision, you set collision there.
You can then start to enable and disable that as you need. But each mesh in your BP needs to be told what collision it has. Be that for collision against pawns, traces, physx etc.

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You also need to make sure your 3d mesh has collision on it. be that simple or complex collision.

torpid imp
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My character can through the door after the collision is disabled even it's not opened

reef portal
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is your nav mesh set to dynamic.

torpid imp
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I'm going to check it right now

torpid imp
frank sparrow
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I am hitting a behavior I am not aware of whats going on under the hood.
I have an array of structures(str and int) getting passed into a function library function.
I have a print out of my elements in the array before and after it is passed into the BFL function.
the print out only prints the array before it enters the BFL function, but the array becomes empty within the BFL function.

do arrays get dropped in memory? do I need to make some type of copy? I am stumped.

stoic ledge
frank sparrow
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the source bp is a player controller calling a BFL function.
would the controller reference drop?

reef portal
frank sparrow
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Oh im mistaken, its my boardArrow actor in the scene calling it, not the player controller.

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the player controller calls "draw straight arrows"

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unless this is just me still not understanding replication, and something drops here

lofty rapids
frank sparrow
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....

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why is it always the dumbest of things.

reef portal
frank sparrow
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well its printing...
heres a side question. when using the get(copy) node, can i use -1 as an index or do i need to connect "length" to it in order to get the last array item

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thank you for the help. cant believe i didnt see i forgot to connect it.

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my core issue, was using get(copy) on that same array wouldnt yield anything.

lofty rapids
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you can get last index

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i don't think -1 is valid for an array

frank sparrow
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last index is useful. nice

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thank you for the help!

mild jacinth
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is it possible to make a montage node uninterruptable so that interrupt node never gets executed(i think it exists because a montage can get inerrupted during animation but not sure exactly)

dusty hazel
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Hi all!

Any resources or insight on how to record and store user input?

grim sand
dusty hazel
grim sand
# dusty hazel Sorry, should have been specific! For a replay feature!

AFAIK you wouldn't actually record and store the user input. Instead (depending on the game type) you would record the players location in an array and play that back from whatever point you started recording.

If you are familiar with Overwatch, that is how Tracers recall ability works.

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If you want anything more complex, like in a multiplayer scenario, you might have to actually record the gameplay that is happening based on certain parameters. Relatively sure this becomes C++/Plugin territory though

abstract zealot
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how can i use a widget to change the name "TestGesture" in this bluprint

dusty hazel
grim sand
grim sand
grim sand
dusty hazel
grim sand
#

Like in track mania for example

dusty hazel
grim sand
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Great, then it is extra easy 😄

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Literally just start with on a timer with a small time interval (think 0.1s) saving the world location of your player in an array

Then on the second run through or reset, or whatever prompts the ghost car to appear, use a VInterp on a timer with the same time interval to run through all of the indices of the array.

dusty hazel
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Or maybe I'm wrong 🤔

grim sand
dusty hazel
#

TRUEEE

dusty hazel
lime tide
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how can i tell where this actor inherits from? or like what do i have to plug into "object"

grim sand
grim sand
grim sand
grim sand
# lime tide like this?

No, right now you are getting the controller. Can you go into BP_CameraPawn and tell me what it says in the top right of your screen?

lime tide
#

this is the correct node right

grim sand
# lime tide it says pawn

Check. Then just type Get Pawn and it will give you the right object type.

I'm assuming you are trying to do this logic outside of BP_CameraPawn right?

grim sand
lime tide
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perfectt

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thank you so much

grim sand
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No worries

hot skiff
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Should this work in an executable? I have many functionalities that use this and they only seem to work in the editor

grim sand
hot skiff
#

yes

grim sand
#

Right, yea this should absolutely work. If it isn't, it isn't because of this particular node, it will be something else.

lime tide
# grim sand No worries

sorry to disturb u again but while your here, is there a way to "slow" the on tick node down? so it doesnt impact performance or sum

grim sand
lime tide
grim sand
# hot skiff what should I take a look at?

Depends a little on the feature. But check to make sure your inputs are firing appropriately through the use of print strings.

There are some nodes that are editor only, but those are incredibly rare and are most often also commented as such.

lofty rapids
#

you can set tick interval as well

hot skiff
grim sand
# lime tide idk doesnt "on tick" imapct performance? because it has to check every tick? or ...

I'm glad you asked. Event Tick is perfectly safe to use and sometimes necessary to use because there is functionality that needs to run on tick. We just need to be considerate of what we are trying to do on tick.

For example; Should we set a health variable on tick? Probably not. A timer would be better suited in most cases.

Do we want to set the rotation of an actor to constantly face the player, then event tick is perfect to use.

tired hollow
#

Why is this doing this? (No one is helping me in ai channel)

grim sand
tired hollow
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No, the AI cannot move

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Even though I have a navmesh

grim sand
grim sand
hot skiff
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and this also gives problems, it should move the Pawn horizontally when right click + horizontal mouse movement, but only moves vertically (works fine in the editor)

#

maybe it is related

grim sand
hot skiff
stoic ledge
#

When i want to attach a sword to a character, do i use a slot?

grim sand
grim sand
stoic ledge
#

Its good, just couldnt remeber the name. 😉 thx

hot skiff
grim sand
hot skiff
grim sand
hot skiff
#

Or by rebuild you mean rebuilding on Rider for example?

hot skiff
#

ok, I'll try that

grim sand
#

Then you can do a full rebuild through UE and see what comes out of the packaged build

hot skiff
#

Ok, it started the full rebuild 🤞

#

still the same

grim sand
# hot skiff still the same

Right I see. I find this a really tough one to debug to be honest. For whatever reason the get hit under cursor results in a hit at 0,0,0. Let me have a think

hot skiff
grim sand
grim sand
#

This is your friend

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Yes way

night holly
#

Does anyone know the "correct" way to check if a UObject is valid in a threadsafe ABP? I'm currently using a pure thread-safe function that'll take a UObject, cast it to an Object, and return true if the cast is successful (and false if it fails)? TIA

hot skiff
grim sand
hot skiff
#

It's a lot of stuff so I'll send the ones related with the distance and the pawn problem

grim sand
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Sure, I have a couple of minutes to look at it before I head off for the night

lofty rapids
#

why not use location instead of impact point ?

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idk the difference on a hit result with cursor

grim sand
#

Yea I was thinking the same initially

grim sand
# hot skiff https://blueprintue.com/blueprint/jyea8pgu/

Yea from what I can see there is absolutely no reason to assume that any code here wouldn't be functioning based off the nodes you have used.

The only thing that concerns me is this location to transform node, but I am pretty sure that won't be causing the issue

hot skiff
#

"Calculate Correct Hit Point" is a C++ function that allows me to make sure that the sphere is placed in the correct place

grim sand
#

Right I see. Yea I am really not sure what is causing the disparity between editor and packaged builds to be honest

hot skiff
#

F

grim sand
#

Sorry mate, wish I could be of more help

hot skiff
#

maybe it's the channel?

hot skiff
#

maybe this is the problem?

trim matrix
#

out of interest is there a way for me to have a soft reference to something in the level and actor and on that actor I have a list populate of the various components that I can choose and then alter that components settings

#

the idea is I need something on an actor to change at runtime but I don't have the source files to be able to change it

#

at the moment I'm replacing the actor with a child version and destroying the origanal however I think that is guessing issues with texture streaming so finding another way of doing things

stoic ledge
trim matrix
#

I have this map

#

my idea was I pick the actor from the world and then put the component type that needs to be removed, however when I try to do this I get the following

#

and the map value isn't allowing me to select a component

stoic ledge
#

Not really, an easy way. All depends too. Like if your just swapping one component for another, you could probabaly use an enum, and a function to add and remove when the enum changes.

trim matrix
#

in this case removing

trim matrix
#

yeah so anyone know how I can select components in the world ?

#

like you can with actor variables ?

untold fossil
#

Hello. I'm experiencing a very strange issue. I have a spline component in my weapons. However, whenever the weapon is destroyed, wherever the spline component is referenced in the code it produces an error upon destruction. Even when placing isvalid nodes, it still procudes errors. How do I fix this? 🤔

#

The spline component is referenced 3 times in code. And at all 3 points I have placed isvalid nodes. And yet still I get errors saying the code is trying to access the spline component AFTER an isvalid node and it not returning valid.

#

I have never experienced this with anything else. Only this one single spline component produces these errors.

#

I have no idea wtf is going on here o.O

#

It doesn't break my game, but it always spews a whole bunch of errors whenever I stop playing and it's super annoying

lofty rapids
#

show the code

stoic ledge
humble sleet
#

not sure if relevant to blueprints specifically but I know this channel is quite active:

if I have a character made of mostly hard surface meshes, is it more performant to separate the mesh into a bunch of static meshes and attach each one to its bone?

#

or have a single skeletal mesh?

trim matrix
stoic ledge
faint pasture
humble sleet
faint pasture
#

if most of your dudes are bendy but some are rigid then just make them all skelliemeshes

stoic ledge
humble sleet
#

I suppose I could split the rigid parts off and parent them separately to the skeleton, alongside the bendy parts

#

minimise the number of vertices the skelly mesh has to track

faint pasture
#

It won't make much of a difference, just do whatever is smoothest in your workflow

#

less vertices, more draw calls

trim matrix
#

so i have the array of components it's found

#

Checking for only components that have that withing their object name which I've checked and does give true

#

and then I'm destroying component, for some reason the component isn't destroying

stoic ledge
#

I think you qant to call "destroycomponent"

trim matrix
#

I see the possile issue

#

that bit more specifcally

#

I don't have source files so only have cooked files so I can't alter the BP in the level only make a child or alter at runtime

frosty heron
#

Make a function in the owning actor to destroy the comp

#

And call that instead

trim matrix
frosty heron
#

Not sure I'm following

trim matrix
#

so i'm in the PC editor for TSW

#

and they only allow you to have the cooked assets so the level etc is all in cooked assets that can't be saved

#

this means to alter them it has to be done at runtime until they can work something out, also at the moment I'm replacing the actor which causes additional memory usage so I'm trying to do it instead where I remove the specific components needed from the actor at runtime.

lime tide
#

why doesnt this work?

can anyone help me? im trying to set the "slot index" variable to 1 WHEN the current date and a date from a data bank are equal; however the setup keeps outputting 1, every tick even when the date in the data bank isnt equal to the present date.

dawn gazelle
lime tide
chilly jacinth
#

Hi, can someone tell me if I am misunderstanding something here?
I'm trying to break hard references in my project, right now I'm just trying to understand the effects of soft references.
I am replacing hard references with soft references, but the reference viewer and the size map still show as if they are hard references. I checked/unchecked the 'Show soft references' box and they still behave like hard references.
I created a blank blueprint with nothing but a soft reference to a weapon actor, and it still shows as if this were a hard reference.

Am I misunderstanding something? This appears to be behaving exactly the opposite of what every bit of documentation and discussion I can find

lime tide
lime tide
# lime tide

how can i mkae this setup stop running after it already sucessfuly found the match and then just start again when it doesnt match anymore?

haughty snow
#

pro tip: make sure your player controller has 'mouse events' enabled before you spend a day trying to figure out why mouse over events arent triggering

#

like and subscribe for more top tips

lime tide
#

nevermind guys i figured it out

dawn gazelle
chilly jacinth
dawn gazelle
#

It works good for things like Textures, Materials, Sound effects, visual effects, because all of these things use a base class, like Texture2D, Material, Sound Base, Niagara System, etc. The soft reference then doesn't have to load a specific instance, it's going to only need to load the base objects, and then when needed you can load the actual assets.

#

So if you converted your soft reference to "Actor" or your own minimalistic truly basic class that has not much in it except variables and functions defintions (not actually populated) then your soft reference for a blueprint could be very small.

chilly jacinth
#

Hm, so a soft reference still causes the object that it references to be loaded?

#

what would be the difference between using a hard reference to a base clase and a soft reference to a base class?

dawn gazelle
#

When you look at a class like "Actor" it's mostly empty. There's no materials, meshes, sound effects, etc. attached to that actor class. if you use "Actor" as a soft reference then, you still need to load the Actor class, but it'll be lightweight, and it's guaranteed to be loaded anyway as everything placed in the world is an actor.

That soft reference can now contain anything that derives from Actor, but it doesn't require you to have a hard reference to the class that is set in the soft reference. This means you could have a very heavy asset, let's call it "BP_SupaHeavy", that contains all kinds of meshes, materials, sound effects, etc. and store it in your "Actor" soft reference, but because it's stored as a soft reference, all that stuff doesn't need to be loaded.

The moment you change that soft reference from "Actor" to "BP_SupaHeavy", your blueprint that contains the soft reference now has a hard reference to the "BP_SupaHeavy" blueprint as it needs a reference to the class to be able to store something of that class, and that means it has to load all the content that BP_SupeaHeavy has. What you gain is that now you can only specify blueprints classes that derive from BP_SupaHeavy, but it wouldn't need to load any assets of any child blueprints of BP_SupaHeavy, just like when you had it as an Actor soft reference and it didn't need to load the assets of anything you placed in it.

#

If you have a non-soft class reference then the moment you specify the class, the engine will need to ensure that class is loaded when this blueprint is loaded.

chilly jacinth
#

they can both be references to a base class

dawn gazelle
#

I think this is mostly pointless.
Actor objects won't exist until runtime anyway. Whatever they are would have to be loaded in order for you to have a reference to them.

chilly jacinth
#

They are intended to be loaded asynchronously

dawn gazelle
#

But you wouldn't need to async load a refernece to an object that already exists in memory.

chilly jacinth
#

I think they are there for a pretty good reason

dawn gazelle
#

I think soft object references are mostly meant for assets.

#

Not for runtime associated objects.

maiden wadi
#

You can softref stuff like actors in sublevels and such. Not sure it'll help much with the pak files. Maybe. 🤷‍♂️

#

IMO, you shouldn't be referencing stuff with hard refs anyhow unless it's a core part of the project.

#

EG base programming class reference. So those should all end up in one pak anyhow. Anything else shouldn't have linkers to it to force it into a specific pak.

dawn gazelle
# maiden wadi You can softref stuff like actors in sublevels and such. Not sure it'll help muc...

That still doesn't sound right though - either the object exists in memory, or it doesn't.
If it doesn't exist already in memory, then you can't have a reference to it, whether soft or not.
If it does exist in memory, then it wouldn't matter if it is a hard or soft ref, so you may as well use a hard ref variable of a base class that contains the bare minimum (no meshes, textures, etc.)
Unless I too am very much misunderstanding hard vs. soft, which could potentially be the case.

dark drum
# chilly jacinth Hm, so a soft reference still causes the object that it references to be loaded?

To fully utilize soft references you have to use base classes for the variable type and then specify the type in children.

When setting a variable to a soft ref it will still force load the type the reference is set to. For example if you 3 class (each a child of the previous), Class A, Class B and Class C.

If you set the soft ref to Class C it will still force load class C. However if you set it to a soft ref of Class A, you can then set the type to Class C without it loading class C. Class A will still be loaded.

dark drum
maiden wadi
# dawn gazelle That still doesn't sound right though - either the object exists in memory, or i...

It's becoming more commonplace. Still weird to me too. But sublevels can be async loaded in an out just like an asset. And the main level might need to reference stuff from the sublevel for.. whatever reason. SoftRefs are a path and weak pointer so they work good for the idea. Cause the path is likely to be like MainWorld.Sublevel.ActorName, and it can look up that actor if it's loaded to populate the weak pointer for use.

chilly jacinth
#

I don't mean the variable is initialized, I mean the asset type that it references is loaded

dawn gazelle
#

Yes

dark drum
chilly jacinth
#

So if it were a hard reference, you could still dynamically spawn a child of the type and assign it to that hard reference achieving the same behavior?

lime tide
#

why does this come up when i try to open some blueprints???

#

are they like corrupted

haughty snow
#

If I want to fire a cursor event when interacting with spawned instances, do i need to make my own 'mouse hit' blueprint? 'OnBeingCursorOver' only fires once despite mousing over different instances that are touching

maiden wadi
#

Then the cursor isn't leaving the instance.

chilly jacinth
#

I'm mostly confused because the documentation indicated that using soft references is specifically useful for breaking references and reducing the memory footprint that you'd see in the Reference Viewer and in the Size Map, but they still indicate that nothing changed

haughty snow
#

Ok so all of the spawned objects count as a singular instance?

maiden wadi
#

What is an object in this case? Different actors or?

haughty snow
#

static mesh

maiden wadi
#

As in multiple StaticMeshComponents on an actor, or an ISM component with multiple instances?

haughty snow
#

ISM component with multiple instances yes, sorry

maiden wadi
#

That will count as the same oncursorbeginoverlap then.

haughty snow
#

ah, damn

#

ok ty

#

i was trying to be efficiency conscious spawning instances instead of separate actors but maybe i'll have to forego that for now

maiden wadi
haughty snow
#

honestly it's probably overkill, this is (intended) to be a very simple infinite scroller

frosty heron
#

Soft ref is the path to the asset, u can think of it like string

haughty snow
#

I'm currently spawning anywhere from a 3x3 - 7x7 grid, doing A* to generate a path, then creating a level from that path, so its not that many meshes

#

each mesh is a 'chunk' of a level, kind of like binding of issac

dark drum
# chilly jacinth So if it were a hard reference, you could still dynamically spawn a child of the...

So i use soft references a lot with my quest system. Specifically for a 'Listener Object' class that grabs references from the world and binds to various events that is used to track the quest.

The quests themselves will only create the 'Listener Object' when the quest is active. Because this is defined as a soft ref, having the quest created won't automatically load the listener object ref (until I tell it to) and all the classes it references. This is useful when you might have different levels where a quest only targets classes from that specific levels. It means that the quest system wont force load all the assets that were used in the previous 9 levels even though the quest object itself is still being used. (to indicate it's been completed) The actors in the previous levels might use different meshes, sounds and materials that might not be present in level 10 and thus shouldn't need to be loaded.

I'm not sure if that makes it any clearer lol.

lime tide
#

cant open most blueprints

chilly jacinth
dawn gazelle
# chilly jacinth So if it were a hard reference, you could still dynamically spawn a child of the...

Yes. The only benefit to soft reference is to prevent loading of assets if they aren't currently needed. If you had a "Sound Base Object Soft Reference" now you're talking about storing reference to an asset that exists before the game starts, and which doesn't necessarily exist in memory. You can load it when you need to use it or when you want to load it.

For an "Actor" to exist in memory its class and references must already be loaded into memory. Therefore you can't have an "Actor Object Soft Reference" that does anything more than "Actor Object Hard Reference".

#

If you must store an actor object as a soft reference and want to avoid the issues you're seeing in your screenshot above, then you need to create a -true- base class that doesn't contain references to textures and materials and all that other fun stuff, including any of its components - those too must contain nothing that loads anything more than itself. Once you've done that, you can create a soft object reference to that new class, and it'll be small.

dark drum
maiden wadi
#

Oh no. Assets in a base class.

#

Reminds me that I need to do a heavy cleaning pass on our latest project soon. 😬

storm solar
#

Ran into an issue when following a tutorial on setting up meshes. Im in UE5 and can't figure out how to properly set this up like in the UE4 tutorial on the right.

maiden wadi
storm solar
#

I can’t cast the manaquin to the bind animation to apex

maiden wadi
#

Your Manny's Animation Blueprint needs that delegate then.

storm solar
#

I need to include animation event dispatcher in the manny?

maiden wadi
#

No. Their ThirdPerson_AnimBP has a delegate in it named AnimationApexDispatcher. You apparently put one somewhere or you wouldn't have that node. You need to put that same delegate on your ABP_Manny so that you can do the same thing.

#

@storm solarGo back to timestamp 6:30 in your video.

#

6:50 more like.

wet relic
#

Let’s say I want the arrow keys to move the hand of my character up/down/left/right

or if I want the head of the character to follow the mouse…

How would I do that? All I know is that I need working IK (which fortunately the base mannequin has) so the other limbs follow the one i’d be moving, but no idea on how to do the actual moving part.

atomic prairie
#

Hello!! I want to get the name of my level (level1) and add +1 to the name to start the next level (level1+1 = level2) how to do it?

lunar sleet
lunar sleet
#

Or just convert it all to chars and get the last one

#

Prly easier if your levels are named something like level_1 so you can split on the underline but renaming levels in UE is…risky and also not sure if it lets you use special chars

#

Might be much easier to just have an array of strings with each level name and just grab the next one

atomic prairie
#

My levels name are: S_1 S_2 S_3 and E_1 E_2 E_3

lunar sleet
#

That should make it easier to split

gilded jewel
#

my character (based on manny) seems to stuck on a fall loop in its blueprint, which hasn't been a huge issue once in world and playing its fine.. until its unpossessed. The camera that remains (which i am using) has this falling animation wobble in it

maiden wadi
#

There's a setting thing for still ticking the CMC without possession. Otherwise the CMC goes into a dormant mode.

gilded jewel
#

would that be the best way to fix, or is there an issue why its idle seems to be the fall loop

maiden wadi
#

RunPhysicsWithNoController, which is false by default.

gilded jewel
#

just checked, its already on. Which i guess is why its standing correctly when played, but the anim still affects the FPcamera

maiden wadi
#

Is it on a spring arm?

gilded jewel
#

no its not

#

sorry kept blocking the components

storm solar
visual crest
#

is there a way to check if a struct is the same as another struct? Like say I have a shop item and I want to check if another save shop item is the same?

visual crest
frosty heron
#

Drag from the struct and type equal maybe

visual crest
#

yea same problem

#

right now I am having to go through this slop to check every facet of the item info to see if they are the same

#

and that just seems soooo stupid to me

#

there has to be a better way

worthy jasper
#

Yeah I ran into the same annoyance trying to do an is valid on struct

#

Are you just trying to restore settings from a save object? Not sure im gathering the use case here

visual crest
#

no I am make a lock on a refreshable shop menu. It checks to see if that Item is saved and adds the little lock icon and it also needs to check if saved item is the same when I unlock it to remove it from the save items. up until this point I have always just used index refs but I cant use a index ref this time because the player can sort the shop and it changes the index values....

worthy jasper
#

First off nice looking UI 👀

visual crest
#

thanks

worthy jasper
#

Second you said normally you use an index, meaning an index -> structure right? But that doesn’t work here since the index can change

visual crest
#

yep

worthy jasper
#

What about a map then?

#

Would that work for your use case?

visual crest
#

the index is part of the map

#

and it is all in a map lol

worthy jasper
#

Ah I see ok 🤔

#

Well then another suggestion to make testing to see if it’s the same a little smaller

#

Perhaps add a unique ID to each struct/item

#

Then you only need to compare if the ID matches?

#

And assume the rest match

visual crest
#

hum. that could work but changing structs mid project can end verey very badly lol

worthy jasper
#

I hear you there lol

dreamy sail
#

does anyknow how to fix this ?

dreamy sail
#

change "L" in append with the name you have in your project

olive yarrow
#

My UI is gonna be customisable with themes, right now every button on my primary UI opens a seperate widget.

Currently, i'm in my primary UI and can literally put in my other widgets.

I know this is old news to you all, but my question is - why should i NOT put all my widgets into my primary UI instead of leaving it like it is now and opening seperate widgets. (especially with the UI theme being customisable in mind)

lunar sleet
#

You can do whatever you want

#

#umg is better for UI tho

steel star
#

if these buttons you are clicking are like "show inventory" and "show status effects" where each of those are independent ui screens from one another, and you already have them implemented that way, then why change them?

true valve
#

How can you setup collision of static mesh so that you can't walk through it and also when you pick it up it doesn't cause issues with movement

steel star
#

look at the static mesh component's collision section in details. check complex collision and for the mesh to use, choose the normal mesh its already rendering.

#

then when picked up, turn its collision back off

#

if its a giant high poly mesh you will need to make a reduced one to use instead, later on though

plain cypress
#

Hi,
I have these Event activating a Variable in a Actor BP , I now want to use this variable as a Condition for a Branch in my Character BP - I'm trying to do this with a BP Interface but it's not working , anyone know why and can help?

stoic ledge
#

i dont think you need to use an interface there.

plain cypress
#

how?

stoic ledge
#

i read that wrong, and am not quite following your BP to what youve described

#

"I have these Event activating a Variable in a Actor BP" is that when u change the bool "ACtivateCameraTypeB"?

plain cypress
#

Yes

#

it set this Variable (Active Camera Type B)

stoic ledge
#

is it always false?

plain cypress
#

no I have another Camera Type A switching it to True

stoic ledge
#

so the NewParam is None?

plain cypress
#

its to pass the New Camera

#

These Events are activating these Var, I want to use this as a Condition

#

I just need access to one of the Var for this Branch condition

#

so I made this BP interface but it's not working

stoic ledge
#

its not sending the interface message to your character because the target is the camera

plain cypress
#

I can test connections etc like this right?

chilly gazelle
#

hey guys, I'm trying to use this BP to attach a niagara system, but its only working sometimes. Is there a better way to attach the system at the impact point on the hit enemy?

frosty heron
wet relic
#

rule #1 of unreal development, be incredibly OCD about not crossing pins

lunar sleet
wet relic
lunar sleet
#

One of the ways anyways

#

We also have breakpoints and watches

wet relic
lunar sleet
plain cypress
stoic ledge
#

@plain cypress make sure u cast to your character.

#

did you include the interfaceclass in your character bp as well?

plain cypress
#

like this?

stoic ledge
#

yes, if thats the character you are using.

plain cypress
#

BPI_Player is another Interface

wet relic
#

cuz i have no idea what that means

#

except the debug part

stoic ledge
stoic ledge
#

very ;D

zealous moth
#

I have a maze that is generated and in the process, I generate the rooms and afterwards the navmesh gets transformed and regenerated
I managed to isolate it to one behavior in the tree that stalls

#

this is the behavior

#

this returns false for some reason

#

I'm not sure how to further debug this

#

the BB value is the same as the generated value

#

ah but it seems to be identical to the actor location

#

Or does RebuildNavigation not work? :/

dawn gazelle
# zealous moth

As the GetRandomReachablePointInRadius is a pure node, each pull of a pin off of it will result in a different value being generated. You can really only have it hooked up once to actually get a result of any value. I believe there is another non-pure node that is meant to replace this one.

zealous moth
#

@dawn gazelle i think it was deprecated. regardless, it seems that the output is the same location as the actors and I cannot get the nav mesh to rebuild

#

I am running the console command after maze gen

dawn gazelle
zealous moth
#

hm I can swap it

#

sec

#

same result

#

the boolean returns false

#

meaning it couldn't find a location

#

when I do ~show navigation

#

I don't see it

#

maybe the nav mesh isn't overlapping?

#

it is!

#

huh

#

interesting

kind drum
#

Hey hopefully this is an easy question: I have a blueprint that has a StaticMesh variable "Mesh" and the blueprint has two Static Mesh Components "Mesh1 and Mesh2" I have a function that I've exposed as a handy little button that sets the Mesh to Mesh1 and Mesh2. I have this blueprint all over my level and when I press the button it works. However when I leave my level and come back, the changes that the button made don't work. Is there a way I can "Commit" my changes, or have the blueprint mark the instance as dirty or something?

lunar sleet
zealous moth
#

I ended up figuring it out, the original node was dropped awhile back.
I reconnected it.
The nav mesh was simply not touching it.
It seems to lag for 5s at the beginning and afterwards it works.
I tried nav invokers but they were worst in performance.

reef portal
kind drum
#

You mean by going to file-> save current level? When I do that the changes aren't saved. Any changes I make to an Actor via blueprints don't seem to mark the actor as dirty

reef portal
frosty heron
#

That's not what he is trying to do tho

kind drum
#

Sorry, I'm talking about scripting the editor. I just want to make level editing a bit simpler

#

I'm just setting values of a few actors (that are instances of a blueprint I made) with an Actor Action Utility

frosty heron
#

Game instance won't even exist in editor time

reef portal
kind drum
#

Apologies for the confusion. I understand where I described the situation ambiguously

maiden wadi
#

Bit odd. Those should save as long as you're modifying the instances on the level.

#

There's nothing else modifying Mesh1 and Mesh2?

kind drum
#

That's what I thought. Give it a shot, I guess. I feel like I'm going crazy

reef portal
kind drum
#

The code is not in my construction script, no

#

Even when I take the meshes out of the picture and I just move a static mesh object with my script, it doesn't mark the object as dirty

#

My blueprint just gets selected actors -> Foreach -> Add actor world transform (adds 40 to the X).

frosty heron
#

Changes I made with editor utility widget are presistent

#

Only did one for material instances the, haven't try instance in a level

#

Mark them as dirty?

kind drum
#

I don't see a blueprint node to mark an actor as dirty

#

Otherwise that'd be my first choice

#

I keep seeing people say call "Modify" on the object. Where? From what? There's no blueprint node for that

#

hmm.... Wrap it in a transaction?

reef portal
# kind drum hmm.... Wrap it in a transaction?

The Construction Script runs following the Components list when an instance of a Blueprint Class is created. It contains a node graph that is executed allowing the Blueprint Class instance to perform initialization operations. This can be extremely powerful as actions like performing traces into the world, setting meshes and materials, and so on can be used to achieve context-specific setup.
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/UserConstructionScript/
That is my best guess, hope you find the answer JP.

Executed when instances of a Blueprint are created to perform initialization actions.

frosty heron
#

Construction script is not gonna help here

maiden wadi
#

@kind drumTransactions seem to work.

bitter otter
#

Hey I've got quite a large issue and am wondering whether anyone can help.

I've just been working on my game, trying to do some replication for multiplayer, then the next time I open the project, it just crashes whenever I press play. I believe it is because the main third person character blueprint has broken. The mesh is gone, their is nothing in its details panel when I click it in the components area, and all its children components that are attached to sockets are now just in the center of the actor.

Any idea what has happened, how to fix, or how to access a version of the game from a while ago?

frosty heron
#

@bitter otter I assumed you don't use source control?

bitter otter
frosty heron
#

Follow the link above for instruction

#

As for your error, while anything can happend, the common game breaking bug in 5.3 got something to do with cmc. The band aid is to reparent the character to another actor then back to character. You will lose the work you had but at least the project will run.

#

If you setup version control system, you can just revert to precious commit to unfuck your project, these days using source control is a pre requisite

bitter otter
true crypt
#

Hi, i just need to ask, are variable in anim blueprints replicated? and if so why are my variables not replicated to the clients?

true crypt
#

this changes a lot of things

#

and is also very troublesome

steady night
#

hey i got a "Child actor component" in my bp

#

is there a way do "disable that Child actor in that component so its not ai controlled

frosty heron
#

And simplified things

#

Anim blueprint job is just to read from its owner. The same like widget

#

If you are doing logic in either of them, you are doing it wrong

thin panther
steady night
#

hm aye, but it solved so many of my issues having it

#

but ofcourse new one arose

true crypt
frosty heron
#

It seems to me you have missed multiplayer compendium pinned in multiplayer channel. It is your best source to learn basic unreal networking

steel oriole
#

how can I get an actor location inside of a BT task?

tame pecan
frosty heron
steel oriole
#

@frosty heron Wondering if I did this right. So I can go into my task and use Set Blackboard Value as * but I don't know how to get the actor object/reference?

#

I'm not sure how else to set the value.

frosty heron
#

You can set it in your custom service

#

Or w.e it's called been forever since I last touch A.I

steel oriole
#

Decorator?

#

I just don't see how to set the value anywhere outside of within the BTT which won't let me access the actor afaik.

ionic cypress
#

Which Actor you want to access?

steel oriole
#

One that I placed on the map as a marker.

ionic cypress
#

If it is the AI owner, it is very easy to access

frosty heron
#

Pretty sure it's called service

ionic cypress
#

Then you can access it from almost anywhere in blueprint

young meteor
#

Hey folks

I can't remember when to use Block vs. Overlap for collision settings.
I'm trying to do a Box trace by Channel with a custom channel for my enemies.

If I set the enemies to have "Overlap" for that channel, I don't seem to get a hit result with my Box trace by channel.
But I'm afraid if I set enemies to have "Block" for that channel, I won't be able to get more than one enemy with a trace when I want to do that.

Any clarification please?

frosty heron
#

Block to block traces

ionic cypress
#

You can do a multitrace right?

young meteor
#

But then Block also means I can't get any actors behind that right?

frosty heron
#

If u want to get multiple targets use multi trace

young meteor
#

I don't want multiple targets in this instance, but I do at other times. (with same enemy and trace channel)

maiden wadi
#

@true crypt You don't really replicate AnimBPs. You replicate stuff which they can poll and use.

steel oriole
#

@frosty heron That might work but I will need to access more than one variable/actor so it looks like I need to use BB for that.

steel oriole
#

@ionic cypress How to go about setting up a global class? Is there docs for this?

frosty heron
#

Declare the variable in black board. Use service to set the value

ionic cypress
ionic cypress
young meteor
frosty heron
#

The most "global" class in blueprint is probably game instance

wet rain
#

need to know what kind of node this is. Basically copying programming to make a shield.

young meteor
frosty heron
#

It lives when your game start and gone when you exit the game

ionic cypress
frosty heron
ionic cypress
ionic cypress
steel oriole
#

@frosty heron Still unclear how to get the Actor/object reference within the service?

young meteor
ionic cypress
young meteor
frosty heron
young meteor
frosty heron
#

There is soo many ways to get actor depending on the case. Something generic like that can't be answered.

wild crater
#

Hey guys, we're having these moving blocks that come from under the ground and they're supposed to lift characters. If the block is already slightly above the ground surface, it works, if it starts invisible, it doesn't. Why is this/how does this work?

Edit: Other items don't have this problem, so it's purely related to characters

ionic cypress
ionic cypress
ionic cypress
maiden wadi
#

If you just want the closest, do you need a trace here?

young meteor
#

Because that is my main question.
Must I use an Overlap collision setting, and then do a multi box trace even if I only need first target hit (and then do logic to determine which of the targets was in fact closest after)?
Or can I just a Block collision setting, meaning it will work with a "non-Multi trace by channel", but it would also get all actors for a multi trace by channel ( meaning I would save doing above extra logic for single target use)?

ionic cypress
#

That's not that much

#

If it is not working for all the combinations, might just try to trace for object?

young meteor
#

I'll work on more clear questions in the future as well 😄

ionic cypress
young meteor
untold fossil
#

Hi. I have a weird issue where sometimes my multisphere collision traces do not detect collision, while in other times they do. There seems to be no clear reason why sometimes it will detect a shape and sometimes not? What could this be? 🤔

#

As you can see, sometimes it won't detect (left) and sometimes it will (right)

#

What on Earth could cause this?

trim matrix
#

yo anyone know why my character is still taking damage when landing on my cushion?

steel oriole
#

I'm trying to get the position vector of an actor in a BTT. What I have seen shows to use Get Actor Location node but I don't have that in UE5.4?

untold fossil
#

I foundd the issue. It was because the rays where going from within the rock to outside, so it couldn't detect the inside of the rock. Simply changing the raycast to go in the reverse direction fixed the issue 🙂

trim matrix
steel oriole
#

@trim matrix You are right. Thanks!

#

Assumed I could just drop it in then set the actor..

frosty heron
#

i have a feeling you are trying to check the class instead

#

also I am betting BP_CloudCushion is an actor not a component

trim matrix
#

I thought this would be easy too

frosty heron
#

What is cloud ref?

#

do you even set it?

#

What are u trying to do?

trim matrix
frosty heron
#

is that really what you want to do?

trim matrix
#

I have fall damage implemented, and I want the cushion to negate fall damage

frosty heron
#

so if I have 10 clouds in the world, I am grabbing one random one, then when i landed on cloud cushion, if i fall into the one that i set, I get damaged, otherwise nothing happend ???

#

Seems to me what you want to do here is to check if what you hit is a type of Cloud

trim matrix
#

there is only 1 cloud cushion in the world

#

I am confused

frosty heron
#

if it is apply the damage

#

Hit actor -> Cast to your cloud cushion (I rather use interface here btw) , if cast sucessfull do damage

#

if cast failed, print the hit actor

steel oriole
#

I tried both Get All Actors Of Class and Get All Actors with Tag and they both always return blank...

#

Within my Game Instance BP

frosty heron
#

Don't use Get All actor of class to reference unless you want to get ALL actor of the type in the world

steel oriole
#

I'm not sure how to get just one?

ionic cypress
#

Because while game instance init, your stuff is not ready

steel oriole
#

Is there an event for when my actors are ready?

trim matrix
ionic cypress
steel oriole
#

I don't see BEginPlay

frosty heron
#

Not in game instance

#

Game instance runs when your game run

#

your world probably not even spawned yet

frosty heron
steel oriole
#

Ah so I can just set the value in the actor BP.

ionic cypress
#

In your actor BP to access a global class such as game instance

frosty heron
trim matrix
frosty heron
#

figure it out, don't play the guessing game.

#

your code needs to work as follow

#

If X land On Cushion, then apply damage

#

instead if ANYTHING land on the cushion, apply damage

lean loom
#

Can anyone help me I am having an issue where if I set the flipbook to anything else it will start to flicker between the two can anyone help?

steel oriole
#

I have a nav mesh set up but my AI MoveTo does not run up the ramps I set up. It basically runs toward the correct X coordinate and stops to avoid the ramps.

frosty heron
#

make sure that the ramp is reachable

steel oriole
#

It is reachable. I had that issue earlier. The nav mesh extends beyond the limits of the starter map in all directions.

#

Well, I assume it's reachable.

frosty heron
#

print screen?

steel oriole
frosty heron
#

can u preview the nav mesh?

#

open console show navigation

#

the picture you send, shows nothing

steel oriole
#

I don't think that did anything?

#

At the bottom it just comes up with ShowFlag.Navigation and doesn't change anything when I hit enter.

frosty heron
#

this is what it should look like

#

Play in editor, open console then type Show Navigation

#

or just press P in editor iirc

steel oriole
#

Gotcha. Found the issue but not sure how to fix it. Needed to press P to show nav meshes in the editor.

frosty heron
#

work on your Nav mesh settings, change the values as needed

mint blade
#

good morning all

#

i hope you are good there

#

i need a little help, if some one could give me a hand

#
#

if you can help me with an image to correct that blueprint, will be VERY appreciate, thanks

dusky cobalt
#

I need to get Actor Location (owner of the component), inside the component. Is this the way?

frosty heron
#

can't you just get Actor Location from the Get Owner?

steel oriole
#

I think you can drag off of the Get Owner return value pin and select Get Actor Location

#

Any clues for fixing my nav mesh on the ramps? I tried changing a few obvious settings, but I have only made the nav mesh worse.

dusky cobalt
steel oriole
#

tried the brush settings obviously but no great options

frosty heron
#

brush?

#

are u changing the nav mesh settings or something else?

steel oriole
#

nav mesh volume bound settings

frosty heron
#

it probably helps to google what each setting does

steel oriole
#

Figured it out by adjusting Agent Radius in the RecastNavMesh-Default.

wild crater
#

Hey guys, trying again. We're having these moving blocks that come from under the ground and they're supposed to lift characters. If the block is already slightly above the ground surface, it works, if it starts invisible, it doesn't. Why is this/how does this work? Other actors don't have this problem, so it's purely related to characters it seems.

mental trellis
#

Does the lift only start moving when you walk onto it?

wild crater
mental trellis
#

But do you walk into the area when it's not visible?

wild crater
#

Yea you walk over it while it's invisible, then it comes through the floor and the character just stays where it is while the meshes move through each other

mental trellis
#

The problem might be that you don't step onto the platform.

wild crater
lean fjord
#

hello all! any insights about how to order property Categories? (I want my custom category Input Data to be in the first place). Half an hour looking in the internet and trying things and nothing.....thank you so much

mental trellis
#

Honestly I don't know much about the cmc, this is just a guess.

wild crater
mental trellis
#

With that I can't help. 😦

mild jacinth
#

is it possible to attach preview skeletal mesh to the arms mesh , in character blueprint? same way as you would assign mesh a custom blueprint asset but not the animation blueprint.

#

or same way as you would add a preview skeletal mesh to the bone socket inside animation asset

steady night
#

hmm i rember it was possible to add "make noise" in a anim bp for the AI hear sensing

#

or am i wrong ?

wild crater
mental trellis
#

Np. Good luck!

steady night
#

@broken badge yeah i know these i just thought u could add them in an animation sequence

broken badge
#

@steady night You could use a PlaySound notifier in the animation sequence and bind it to fire a noise event in the owner's blueprint?

steady night
#

aye

plucky valve
#

I am confused here, why is my forward vector sphere/line trace acting so weird ?

frosty heron
thin panther
#

forward vector is normalized, so it's based around the origin

#

Menas you're tracing from where you are, to wherever that is in front of (0,0,0)

plucky valve
#

Thank you!

broken badge
#

@pseudo fulcrum

#

How do you mean?

#

Sorry, still not following. What extra information are you trying to get from the UTC?

#

Ah gotcha, yeah sorry

steel oriole
#

I'm trying to run a synchronous for loop with a delay between iterations. It seems like it runs asynchronously.

devout tide
#

replace "while" with a branch and connect the completed of the "delay" back into the branch @steel oriole

steel oriole
#

@devout tide Perfect solution. Never would have thought of that.

thin panther
#

Format text > print string/ print text

steel oriole
#

@thin panther Does this work with more than one variable of the same type? It seems like I can't get additional pins for second integer.

broken badge
#

It needs to have a different name else it'll repeat the value attached to "Integer"

steel oriole
#

I thought that was to denote the type? Why change the name?

broken badge
#

Whatever you place within { } is basically a variable name for the format node. They input pins always start as wildcards so you can plug anything into them

steel oriole
#

Oh I guess the tooltip confused me. Is that just meant to be helpful for reading types but not the engine itself.

thin panther
steel oriole
#

If you set the type like {Integer} it automatically comes up as an integer pin. DIdn't see the wildcard pins.

thin panther
#

The names are just for you, just like the vid you could use {0}, {1} and {2}

broken badge
steel oriole
#

Yup. Man it's so difficult getting started with the simple stuff in UE. I probably would have quit without this chat.

dusky cobalt
#

Can I set reference to the building like that? Building will be owner of this component.

thin panther
#

Absolutely you can

dusky cobalt
#

awesome, thank you

steel oriole
#

I'm trying to put health bars over enemies. I created a widget and added it to the enemy capsule component with proper rotation. But it doesn't appear over the enemies.

#

The health bars appear when I drag in an enemy into the map editor, but they don't show when they are spawned.

dusky cobalt
#

I'm adding components to the building based on what type of building it is (more like if can do something, so i can have multiple components in come cases). Now, I wonder if my way of setting up the components is good or this actually should be handled by the component itself. Should component actually take variables on it's own from the Owner (so maybe I could cast, get and set inside component). I'm still working on end product and just trying to make it work for now, and at this point it got me thinking. I can only guess this should be inside the component and not from the main actor. So just simple question. Should I move setting these variables so the components do it themselves? And can I use casting (Get Owner, Cast to BP_Building, and access all I need?) Kinda still bad? becase what if I put component in something that is not building? damn Any feedback?

steel oriole
#

That worked. I needed to set the Space to Screen for some reason. But it totally changed the scaling I set up within the capsule. I guess Screen makes it act like a UI component rather than a capsule component and I need to scale it within the widget itself?

dusky cobalt
#

You can set size here.

#

Draw Size

nocturne fossil
#

guys how can i make here 1 will be always true?

steel oriole
#

@dusky cobalt Draw size didn't change anything. But changing the size in the health bar widget worked.

dusky cobalt
#

I think you can use Widget Component for that and set class of Widget to be health bar

sturdy pivot
#

how can I rotate this scene component (buildghost)

devout tide
#

@sturdy pivot Add rotation in Z axis

sturdy pivot
#

not working

devout tide
#

or if you want to set like it is now, grab the Z from the break rotator, add a + node and connect the second left pin to the literal float you have there, then plug the + result (the right pin) into the Z axis of your make rotator node, for X and Y simply keep the original values from the break rotator

#

this should work

thin panther
sturdy pivot
#

I know but still not working

devout tide
#

yeah I suppose he has IsLeft bool to either subtract or add, so could simply use the Add Realtive Rotation, break the delta rotation and for Z, add a select node that connects into the boolean from the function input. Then 100 and -100 for the two values

#

with add rotation, simply delete all the other stuff

#

this is all you need here

sturdy pivot
#

okay let me try

lofty rapids
sturdy pivot
#

thank you

lofty rapids
#

I mean the way your doing it there is no guarantee

#

So maybe a random int, and based on that int turn it true ?

#

You can also do a switch on int ?

#

I would think a random int, switch on int, set the one to true

#

Set all to false first then switch one to true

#

But what sort of logic are you doing with these bools?

stark patio
#

does anyone know of a good way to make combinations of things? Right now i have a system where an enemy can have a certain status effect which if hit with another status effect will combine react in a specific way. For example if a burning enemy is hit with water it becomes steam, but if a burning enemy is hit with lightning it becomes an explosion. The current way i have implemented this makes it all very messy and just involves a bunch of branches. It really feels like there should be a better way.

lime tide
#

why does this cast result in this error? "Blueprint Runtime Error: "Accessed None trying to read property Widget switcher". Node: Set Active Widget Index Graph: EventGraph Function: Execute Ubergraph WB UI Blueprint: WB_UI"

thin panther
#

The short answer is it isn't.
There's nothing accessing the widget switcher there

steel oriole
#

I'm trying to do add reroute nodes back to a branch to the left. It works fine without the rereoute nodes, but I can't connect the last reroute node back to the branch exec.

#

Just seems like I can't use reroute nodes to go backward

thin panther
#

Use a timer for things like this

wraith loom
thin panther
#

Going backwards is normally a sign of something wrong

steel oriole
#

Will there be performance issues? Because logically it works great. The while/for loop won't work because it is asynchronous and I need a delay between iterations.

wraith loom
#

I think I only got one reroute node to work backwards, two made the line look weird. And no reroute nodes shouldn't effect performance, if that's what you're asking.

steel oriole
#

I wasn't worrying about performance issues with reroute nodes but performance issues with the delay at the end and in a synchronous loop vs using events without synchronous delays.

thin panther
# lime tide what do you mean exactly?

You've got an error that you're accessing a widget switcher when it doesn't exist. Casting to the camera pawn, not anything else in that screenshot is doing such a thing.

wraith loom
#

I can't really tell you if there's a problem because I can't see the whole loop

steel oriole
#

It's pretty basic. I don't think there is an issue but was thinking about maybe at scale. But it's still going to use delays regardless

steady night
#

im trying to check if "Item Slots grid" have the Classes from "recipie list"

#

but im not sure how to complete the function

#

since it can contain more in the recipie list

#

or nevermind

lime tide
#

sorry

#

thank you so much lmao

wheat citrus
#

is it possible to migrate a blueprint function to another project?

lunar sleet
steel oriole
#

How do I get the posessed pawn/AI character within a BTT? I'm not sure how to cast it. Do I start with Get AIController and then cast straight to a character blueprint?

#

Seems like the cast failed doing that..

steel oriole
#

Using self as a reference in the cast also failed

#

Or do I need to get the BB and then self from the BB?

wheat citrus
lunar sleet
#

You make a bb key selector

#

You get value as object from it

#

And on the task in the tree you assign it to self

steel oriole
#

Does it automatically get assigned to SelfActor ? Or I need to set it somehow in the BT?

lunar sleet
#

And on the task in the tree you assign it to self

wheat citrus
lunar sleet
steel oriole
#

@lunar sleet Thanks got it working with Get Blackboard Value as Actor and using the SelfActor key.

steel oriole
#

So I set the owner in Spawn AIFrom Class and I'm trying then to access variables from the owner BP. I'm trying to use Get Owner and then cast it to the owner BP, but the cast is failing?

#

This is within a BTT

red briar
#

Does anyone know a more efficient/easier way to set these without having to connect every single one? It works well this way but I'd like to know if there's a better method

worthy tendon
surreal peak
lunar sleet
#

and very risk averse

lusty hornet
#

I have a question because I made two characters in EU5, one is a tank, the other is a plane, and when I wanted to give them a given amount of health and attack, in the plane, when I created these variables and added them accordingly, everything worked fine, but when I wanted to move the attack variable to the tank, it was added. some pin called target(self) what should I do with it and where to connect it

lunar sleet
#

if you want to have the same variables, create a parent class and make them both children of that class. Then in your parent class you can create your 2 variables, and both the tank and the plane will automatically inherit them

#

and also maybe look up "your first hour in Unreal" on the epic portal + watch the bp comms live training pinned here so you can understand the basics (not that you should try using bp comms in this example), much to learn young padawan

lusty hornet
#

Thanks

stoic ledge
#

Did you take that "screenshot" with a phone?

steel oriole
#

is it possible to call a custom function from a cast of a parent object?

agile moss
#

So... in short I want obstacles to spawn on top of the auto generated platforms. The Z is done, simple, looped it to make the obstacles look as if they spawn on top, not in the middle. But the X and Y, I have a problem, you see, each platform has different size so I want the obstacles to teleport to a random location within its size, how do I do that?

#

ignore the error

#

the platform is a different BP

lunar sleet
#

I think you can use get bounds or such @agile moss

lunar sleet
agile moss
agile moss
#

omg it works more than perfect, ur a lifesaver

steel oriole
#

I tweaked some settings in my RecastNavMesh-Default and now AI MoveTo command fails from one point to the other. Not sure how to fix it or reset my RecastNavMesh?

dusky cobalt
#

Next to every variable in the editor you have little arrow that can let you go back to default.

#

or if you just want to go back, delete it and put new one

steel oriole
#

I only see one reset arrow