#blueprint

1 messages · Page 176 of 1

twin tiger
maiden wadi
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I don't have a better example project atm. But like here, I needed to toggle indicators on and off. I don't really want to care about the widget here. It's on screen somewhere and I can't be assed to track it. So cheat just broadcasts a blank message. I'll probably swap this to a struct later that has a desired visibility or bool or something.

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And here is a listener which toggles the visibility. Same tag. Rotator is a blank hack, etc.

stone field
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Use debugging breakpoints to see how far you are getting along the chain from overlap

twin tiger
maiden wadi
# twin tiger

For starts, don't cache the pointer, it isn't going to save you much here. AI beginplay can run before the player is assigned a pawn. Might work sometimes, might not work elsewhere. Just use GetPlayerCharacter in the == check.

Make sure that this pawn has an AI controller.

Press P in editor and make sure that you have a nav mesh where the AI can move.

stone field
stone field
dusky cobalt
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Just cast it on overlap, from my experience first even from begin play and casting here might not work and will make your head hurt. If you really want, just store it after first overlap and then do checks if is valid then just do something, if not then cast again. Of course depending on if it's always just this one class.

maiden wadi
# stone field I would certainly use this for something which I know may certainly have multipl...

Interface is only useful when being ran on something you don't know what it is. EG line trace with an AActor return and you don't want to care what type. And there's no reason to decouple here, these widgets are working together. And given that they don't want to know each other, they need a global scope to work with which means AHUD, PlayerController, or something like the MessageRouter, so that one can listen and one can broadcast. So more likely a delegate somewhere on a major class that both widgets can reach.

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They can't even use an interface here because they don't want to link the widgets together. There's no way for them to reference each other to call an interface function.

stone field
# maiden wadi They can't even use an interface here because they don't want to link the widget...

I see your angle, but still beg to disagree - given that I don't really want to start building up any additional scaffolding in other classes, it's a perfectly clean way to handle things.
The whole point of Interface is to not need a reference, just use GetAllWidgetsWithInterface. ( EDIT: Remembering to not use this thing every frame since it's a GetAll )

I don't see why I should be limiting myself to not using such a powerful and relatively clean and low impact pattern because it is 'not meant to be used for that'.

I did some searching to find others who have blogged about the subject in general
https://medium.com/@lemapp09/unreal-interfaces-blueprints-fe5c8067c0d9

Medium

Interfaces in Unreal Engine Using Blueprints

dark drum
twin tiger
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okay so i added the nav mesh and added the event tick and now it works

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so that it follows me every frame while i'm in the radius

dusky cobalt
stark patio
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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.

dawn gazelle
dark drum
twin tiger
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so a nav mesh determines where an AI can move around, but because i have it that the enemy wont target the player unless it enters its space bubble, then i can set multiple nav meshes to have different groups of enemies around the map? or is there an easier way to do this?

stark patio
# dawn gazelle What defines what a status effect is and how is it applied to the character? A d...

a status effect is another actor that gets added to an actor that gets damaged and then does something to it. If an actor is burning for example, a "burning" actor gets attached to the hit actor and continiualy damages it. What status effects an actor currently has is controlled through an enum in a status effect component that i have created. This enum gets set to a certain effect when one gets activated and is reset when the effect dissapears.

The reason that the effect is in the form of actors that get attached is in order to avoid bloating the enemy blueprint among other reasons.

stark patio
stark patio
spice sequoia
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I am trying to create a scene component that will add a widget to any actor I want - I have it set up like this but I get the error message 'accessed none trying to access widget component' and not sure why as I cannot set the widget component variable to anything prior to using the 'set widget node' - all options to do it in the details panel are empty what am I doing wrong here?

dawn gazelle
stark patio
maiden wadi
# stone field I see your angle, but still beg to disagree - given that I don't really want to ...

The thing is. Those points are bad. I'd honestly doubt the people who actually make these points have worked on scalable project.

  1. Decoupling - You don't use interfaces to decouple. You use common sense and a set of clean base classes that you can run functions on. You can get an cast to these everywhere in your project and stuff keeps basically no footprint because these classes are super small with no assets, they're code only. This is what most studios do with their C++ classes. Because C++ classes are code only classes as well an can be safely cast to without worry of heavy linkers. You can do the same thing in BP simply by not specifying assets or linking core classes to classes with assets. This maintains OOP as well, keeping events and logic in the systems it belongs in which makes them make more sense.

  2. Flexibility - Interfaces are NOT flexible. I want to make an interaction system. I make an interface with has a generic StartInteract and StopInteract function and I can call this off of a line trace. I start with a door, I want to open this door from this interaction. I have to implement the interface, make some state for interaction cause I need to hold the button to open this door. So door needs CurrentInteractionTime, MaxInteractionTime, Door needs to implement the timer for maintaining this state. I also want to allow two people to open this door at the same time at a faster rate. Now I'm managing this timer whenever anyone interacts and refreshing it for one or more people based on the current interaction time. But hey. Finally got this door done. Awesome. Now lets make a terminal. Well these don't inherit from the same base class. So... Now we're adding in CurrentInteractionTime, MaxInteractionTime, Timers, multiple user state. Etc etc... We're already in the realm of code copying, so lets just keep on going with implementing interaction with NPCs, Horses, Chests, Puzzle pieces.

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Meanwhile a single component class could have been dropped on every one of these things, with the interaction logic set in the component with some simple state set per main class for time require, max interactors, etc, and all logic reused between every one of them.

And top top this off, Me as the UI engineer doesn't have to do into half of these classes to fix gameplay bugs that happen from all of this code copying because gameplay programmers blame it on the UI not working. I only have to care about the UI and the component for displaying interaction stuff.

  1. Scalability - Interfaces are not scalable as point 2 also proves. They require more work by having to implement it in more classes than simply dropping a component in and setting some properties. They can't hold state which cripples them, they have to rely on their implementers which leads to duplicating code in a lot of cases, which is definitely crippling for scalability.

Meanwhile if you're serious about any one of these three points. You just simply learn good core class design. Good system design. Do data driven stuff so that you can keep your heavy data in data assets and only load them when necessary.

dark drum
dawn gazelle
# stark patio yes exactly, if another effect tries to get applied they are supposed to combine...

That sounds like then you could potentially use a map of incoming enumerator > structure containing a map of current enumerator to desired enumerator.
So when applying an effect, you look up in the map, which gives you the second map to look up the value of the currently applied effect, which gives you the enumerator that should be applied when the effect gets applied.
An alternative would be to build this map into the effect itself, and read from it when applying the effect.

stark patio
dark drum
stark patio
dawn gazelle
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Yes

stark patio
# dark drum Why wouldn't it? And expand in what way?

if i for example would want to add 5 more status effects i would need to revisit every single different effect and add in the new combinations instead of doing it in a status effect component or something simmilar

stark patio
dark drum
dawn gazelle
stark patio
dark drum
dawn gazelle
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If you wanted a map contained in your StatusEffectComponent then you'd need something like this...

stark patio
dawn gazelle
dark drum
# stark patio ah i understand

What datura said is probably the best route but one thing I would recommend is using gameplay tags instead of an enum for your status effects.

stark patio
dawn gazelle
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Agreed 😛

dark drum
stark patio
muted otter
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hiii!! I've been trying to change the parent of a blueprint to another C++ class but every time I close the editor and I open it again I don't know why the blueprint changes the parent class to another. anyone knows how can I fix it?

dark drum
stark patio
dark drum
stark patio
muted otter
dark drum
stark patio
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never really worked with tags before so might as well learn

dark drum
dawn gazelle
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It's very much like enumerators.

stone field
muted otter
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yeah, tried that 😔

stark patio
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@dark drum @dawn gazelle thank you both so much for helping :D

muted otter
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I now see that it reparents the BP to the Parent class of the C++ class.

I'll explain: The BP_MagicProjectile I'm trying to reparent it or even create it from AMagicProjectile (C++). AMagicProjectile derives from ABaseProjectile (C++ Parent). The BP_MagicProjectile works well the first time created, but when I close the editor and I open it again it changes the BP_MagicProjectile's parent class to ABaseProjectile instead of AMagicProjectile. I don't know why

thin panther
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How are you opening the project. If you're using C++, it should always be via the IDE

muted otter
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I'm opening it with the IDE (VS 2022)

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it seems that changing the name of the C++ class fixed the problem

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anyone know what could it be?

thin panther
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Ah looking at it, it could make sense. It may be sharing a same internal name and not liking it

cerulean igloo
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Hello, upon click, I'd like to temporarily (0.5s) highlight or outline a mesh I clicked on (i.e a building), is there a node for that?

mental trellis
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But maybe there's a conflict somewhere else.

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Like EMagicProjectile or something

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If you check the output log it will tell you these things.

thin panther
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Hm good point.

lunar musk
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Are data table bug?

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Always crash it

dawn gazelle
cerulean igloo
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I endded up using a decal

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doesnt look very nice hto

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tho

frosty heron
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Use reroute node 😡

cerulean igloo
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and flip the boolean on the way back?

mental trellis
lunar sleet
frosty heron
lunar sleet
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I rmbr having to change the mat to the new instance but it seems if it’s already an MI, that last step is not necessary

dawn gazelle
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Requires you to have a material set up to do that first tho, no?

lunar sleet
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It’s possible 😅

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Mat has a param plugged into emissive

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But yes, to your point it’s not a premade node that does it all hehe

hasty igloo
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Would there be much of a performance difference from updating a variable on a actor and replicating to all clients as opposed to storing the data on the server and then grabbing that variable from a array when the client request?

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I would assign a variable to every actor reference inside of a array, if that is even possible

trim matrix
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How can I get the spline segment index given a distance along spline?

worthy tendon
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Distance / SplineLength * NumSplineSegments is float math. then floor to int and subtract one.

lunar sleet
tribal gazelle
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What would be better practice? I have a timer which lowers the player's hunger/thirst level, would having the timer inside the character blueprint be better than say a timer in the gamemode looping through all players? Or vise-versa? Since it's multiplayer and will be multiple players.

lunar sleet
tribal gazelle
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Hmm interesting, thanks. Also, sorry forgot about that channel.

lunar sleet
trim matrix
solid needle
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(nvm im dumb and found it)

foggy saffron
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Hey anyone around here who would have played around with Oculus's sample project, Hand Gameplay Showcase? https://github.com/oculus-samples/Unreal-HandGameplay/tree/main

I'm having hard time understanding what should I do if I wanted to modify this in a way that i.e. picking up an item would trigger a message in a widget in world "Yay you picked up item [item name]".

GitHub

Oculus showcase of hand tracking based interactions in Unreal. - oculus-samples/Unreal-HandGameplay

spark steppe
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you will have to spawn an actor with a widget component which contains the message

silent plaza
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Hey friends 🖐️ I don't really understand how lightning works in UE5. I applied the same material for every model on this screenshot and they react really differently when there is no/a few lights > some are super bright and white (player and lever) and others are dark like I want. I created a new material "No Texture" which is just a white node color. I want the game to have no texture to feel flat and only react to lights. Do you know how I can turn the player and lever dark like the rest ? Thanks 🙂

silent plaza
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Oh thanks I didn't see that channel

grizzled light
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Hello guys. I have a question about "Launch Character"
I connected this node but it doesn’t work, everything was fine in the old project. Maybe you know why?

surreal peak
grizzled light
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I wanted to implement a character pushback after being hit by a block

surreal peak
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What happens if you set the Z value of that LaunchCharacter node to something higher than 0?

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I'm somewhat sure the reason why your character isn't moving is cause the GroundMovement of the CMC isn't letting it.

grizzled light
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the character is pushed, but not at the moment when the blow is struck

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How to make it push off exactly at the moment of impact?

surreal peak
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In theory, LaunchCharacter should happen instantly. But the CMC is coded in a way that it will only really handle the LaunchCharacter stuff if the player is "falling".
And if you are in contact with the floor, then that's not a thing. The Floor will just stop the character.
Increasing the Z value causes them to lift of and handle the Launch via Falling Mode.

A proper Push Back can be done via RootMotionSources (not RootMotion, but RootMotionSource, which is a fake RootMotion via data).
However, those aren't really exposed to Blueprints outside of the GameplayAbilitySystem.

crimson prawn
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hello, how could I dynamicaly change timeline values?

rotund harness
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Hey everyone, does anyone know how to assign a texture to a widget? It just goes transparent to me i don't really know why, could it be an issue with the way I'm assigning the texture? ive tried both make brush from texture and Binding the brush to a variable to which i then assign the texture, but still it doesnt work

dark drum
dark drum
crimson prawn
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I want a Dynamic camera change animation TP/Side scroller

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But I want wrap it to add multiple kind of camera views

surreal peak
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You can change to PlayRate and whatever it procudes fwiw

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But if you want more control you probably want to do it with Tick, yeah

solid needle
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what is the correct way to spawn continous sound effect, a camera zoom in has that buzzing sound effect on old cameras, i wana made a slider for zooming into and play that noise, how do i make that noise without just shoving it on "value change" (hope this makes sense 😬 )

remote rapids
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hey i have a question
on my level i set in the level blueprint that Event beginplay connect to play sound 2D and i put the sound
now i set a button and i want that when i click on the button and move to another level the sound will contine and not reset

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becuase in the new level i did the same
i did event begin play connect to play sound 2d
and when i click on the new level the sound still going on but from the begin and not contine Continuously

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how to do that?

bitter cipher
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Best way to go about playing a media player MAT sound at location? Since i cant find a way to create a cue or aut im using it as a tv its currently just playing in 2D

wise ravine
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Hey is there any reason my timelines are only executing once, meaning when I call the event for a 2nd time the timelines execute but show no change the objects they manipulate in the scene

spark steppe
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they resume where left off

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so if you want them to start over you have to connect to play from start

wise ravine
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This should work right?

spark steppe
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that's wild...

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just use Play From Start always

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or flip flop and Play and Reverse

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but not like you have it right now

wise ravine
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oh

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makes sense

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Sorry sometimes I'm slow lol

remote rapids
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i set sound in my level
when i move to another level i want the sound keep going
how to do that?

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IN the main level

spark steppe
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i don't think that you can do that

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the audio thread gets restarted on level change (from what i know)

remote rapids
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that not making sence.
i i am on the main menu of the game andi want to go for the shop for the example

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the music should not reset

frosty heron
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Not possible in bp imo

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Maybe at most you can store the music play time in game instance periodically then when you open new level, you play new sound but skip the time to the one stored in GI

remote rapids
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what?

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wait

spark steppe
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that will at least stutter tho

remote rapids
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that my main level okay

frosty heron
remote rapids
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i want to click on get set for example

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so obesely i need new level

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in all the games that i played that was possible

frosty heron
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If your definition of new level is travelling with open level, then your audio will get killed when opening a new world

frosty heron
remote rapids
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can i do that with c++?

spark steppe
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i'm still kinda sure it doesn't even work with CPP unless someone with reputation tells me that i'm wrong 😄

frosty heron
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I mean you can kinda do everything in cpp?

spark steppe
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but you can't avoid a restart of the audio thread

frosty heron
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Can't u play sound on diff thread. I'm too new to make comment

remote rapids
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wow i need to think now

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i dont know what to do

frosty heron
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I see, well I got no idea but surely if anyone have enough will they can edit the engine code

remote rapids
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i didnt plan that

frosty heron
wise ravine
remote rapids
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okay thunks

frosty heron
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If u want both to play, go have a sequence

spark steppe
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[2024.06.01-13.44.25:498][389]LogAudio: Display: Audio Device unregistered from world 'None'.
[2024.06.01-13.44.26:333][389]LogAudio: Display: Audio Device (ID: 2) registered with world 'Testlevel'.

ok maybe i was wrong and the audio device just disconnects from the world

shy pecan
spark steppe
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so maybe it's possible in C++ 🤷

frosty heron
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That may keep it alive? I dunnoe

wise ravine
frosty heron
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I kept my loading screen alive with subsytem

spark steppe
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it's super easy to port it to your own project

frosty heron
frosty heron
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Well I should look at it again, will do that. Ty

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I'm sure w.e I have now is pretty bad

spark steppe
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i tried smth similar before, and it was funky, since it respawned the widget... lyra loading screen does it fine

vast sleet
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Is it possible to use macro library from same class it inherits? Or i need to make 2 base classes so i can have my macroses in child classes?

frosty heron
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Tbh I did nothing much. I made the widget a shared pointer and it somehow survive from being gced

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Deff gonna look at lyra loading screen layer.

solid needle
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how can i make camera system where when the int reaches the last camera, it resets to 0 again, other than manually check if int = last

frosty heron
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Store all the camera in an array

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If index > camera num. Index = 0

solid needle
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ty ty <3

viscid mango
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Hey all, I'm very new to blueprints and I'm having a bit of an issue with this BPI. I'm not able to add in the (Message) Class node at the end of this, any idea what could be up here?

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viscid mango
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That worked, thank you so much

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Been staring at it for a bit too long

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The event is not activating on a separate blueprint still unfortunately

stoic ledge
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how do you call them?

viscid mango
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I have a begin overlap event, a cube static mesh with simulated physics that I'm moving on top of a platform with a collision box

trim matrix
viscid mango
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That does not fill me with hope

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oh lmao thought you were talking about mine, panic over

trim matrix
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that's mine

rotund harness
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Hi, does anyone know how to use structs to store items in an "inventory"? Ive been trying to figure this out for days but cant find a solution so if anyone knows that would I would really appreciate it

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viscid mango
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viscid mango
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Oh hahha okay

rotund harness
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If it wasnt obvious Im quite new to unreal and i cant figure out where to store the object information

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trim matrix
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what are youy trying to do

rotund harness
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Oh ok thanks, I'll look into it

viscid mango
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That's everything I've got for it, the interact works fine. Changing the boolean default does work in changing the print string but the issue seems to be between the "On Counter" BPI

stoic ledge
rotund harness
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rotund harness
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ok thanks

trim matrix
rotund harness
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oh ok

wise ravine
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trim matrix
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but I just use math

wise ravine
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oh

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I'm just used to using a lerp, and tbh idrk what it does

trim matrix
viscid mango
wise ravine
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trim matrix
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🤩

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viscid mango
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Thats right, from what I can tell

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mild jacinth
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what could be causing blueprint not to save structure variable default values? everytime I edit the values in blueprint under default section -> structure and reopen my project it loses all the given values.

viscid mango
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Yeah, that's not had a problem at all

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trim matrix
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if you dont understand, dont use lerp

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wise ravine
wise ravine
trim matrix
viscid mango
worthy jasper
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the term "Blackbox" is a thing and its applicable

wise ravine
trim matrix
worthy jasper
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Lot of time you dont know or care how something works. Long as it gives you the output you want

worthy jasper
# trim matrix wdym

Blackbox is a term for a piece of code, framework really anything that you cant see inside, dont know how it works, and honestly dont care because it does what you need it too

wise ravine
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So i do

trim matrix
worthy jasper
broken badge
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Okay so the Alpha value should (almost always) be thought of as being 0-1 . Or a value between 0% and 100%

If you have a one second timeline plugged into the Alpha. When the timeline hits 0.5 seconds, the Alpha will be 0.5 (halfway between A and B). In a five second time timeline, an Alpha of 0.5 will be hit at 2.5 seconds. Most of the time you won't need to worry about specific Alpha values, just know that what's plugged into there is basically how long you want the change between A and B to be

rotund harness
# broken badge https://youtube.com/watch?v=cf25ekO-AFs

So from what i can tell I can only assign one value per key, but since I have to store multiple variables (in this case the name of the item, a texture, and some other stuff) could i for example set for each key a struct? But still i can't really see how that would be any different from simply using an array... anyways thanks im sure it'll turn out to be extremely useful at some point. The main issue is where I can store this info, without having to cast all the time

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viscid mango
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viscid mango
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Honestly man, I know it

broken badge
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Might be because the Till message is coming from overlapped actors of class BP Till but the counter is coming from straight Actors

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You might need a cast in there after the Interface check Branch

viscid mango
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I will give that go

viscid mango
broken badge
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So if they're in BP_Counter, you would type cast and the name of your BP

viscid mango
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Ahhh yeah seen okay

wise ravine
trim matrix
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how is the train moving?

wise ravine
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It's supposed to move 500 uu back from it's current world position

viscid mango
trim matrix
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it should be GetActorLocation + 500,0,0

wise ravine
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I had this before, but the issue was that bc I'm respawning this bp in different parts of the map, the actor location would stay at where the first BP originally spawned and not at it's new location

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Not sure if that makes sense

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wise ravine
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Yes this is the code,

broken badge
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Okay yeah, so every update tick, it's updating the start and end locations again

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You need to set the start and end locations before running the timeline

wise ravine
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I see

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Yeah I tried that before, didn't work for some reason but I'll try it again now

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wise ravine
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Nice catch

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that explains why it was going backwards

broken badge
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It always helps to get a new pair of eyes who doesn't know what the outcome should be, when you've been staring at the same code for hours 😁

wise ravine
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Hmm

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The outcome changed

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Still not the intended result tho

broken badge
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Are you getting Actor Location now or still the mesh?

wise ravine
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using actor location

trim matrix
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you have to set the current location and not using GetActorlocation since it runs on all frames of the timelione

wise ravine
timber crystal
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hello how can i handle this problem ?

i want a simple actor get damge by tag

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trim matrix
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wise ravine
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Oh I see the issue nw

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b/c before the timeline was only moving a component and not the entire actor

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so getting the actors location wouldn't get the location of the componnet

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wise ravine
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Works perfectly now! 😅 You both are amazing, i appreciate the advice

frosty heron
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otherwise u will get an error when the actor is null

timber crystal
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timber crystal
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i tryit

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thanks guys i love this community may god bless you all!

timber crystal
pallid nest
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hey guys, I am setting up a random probability 50% chance (Random Probability Integer - 50 Value) to spawn an NPC, why even though I get printed a number that is greater than 50 always I get the true statement? I originally used floats but I have the same issue. I must be missing something really silly but can't find it

lofty rapids
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Try to set a variable then check that you'll probably get accurate reading

pallid nest
hybrid imp
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my car wheels are not aligning to the body any help

split salmon
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how find all blueprint that are in custom collision preset in content browser using advanced search or something like that?

lunar sleet
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I doubt you can

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someone remind me, if I cast to an empty base class, am I loading all the assets in its children into memory?

thin panther
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No

lunar sleet
hoary summit
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Trying to create a basic dialogue BP that loops on the last line of dialogue once the player has had the initial conversation.

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i thought this would do it, but it just runs through once and then nada

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how can i make sure it loops the last line of dialogue?

subtle shoal
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I'm using UE4. Debugging blueprints is impossible for me because data structures can’t be watched. They always give “no debug data”. Is this a bug or limitation? How am I supposed to debug a blueprint with data structures?

rigid summit
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Can someone take a look and see what I'm doing wrong when adding to an array within a struct? The length of the inventory is 3, but the struct just holds the last variable. There isn't a "Add unique" option like for a regular array variable

low crescent
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hey i'm trying to change variables on the ui in the level blueprint since i want to have multiple levels and each of them has different ui values, but when i do this (which has worked for me before with other classes), the set text nodes get a null pointer error. If you can't do this in level blueprints how do i change values for the ui for each level?

broken badge
#

I think you need to break the structure to get the array pin, use that to get the Add Unique node, then update the structure again.

broken badge
low crescent
#

that's how we've been taught so far we haven't began using structures yet

#

i've also tried making multiple huds and stuff for each level but that really didn't work
the HUD among levels is identical safe from 2 values shown as numbers

cold sedge
#

I'm looking to make provinces that have central building for upgrades. What is a good thing for me to read into? I'm thinking of using splines but I'm unsure of how selecting the "spline zone" would bring up a menu or selecting the area. Any tips or where to start would be great

dusky cobalt
dusky cobalt
# low crescent hey i'm trying to change variables on the ui in the level blueprint since i want...

You can make something like Data Asset for each level, then assign it in the each level/map blueprint and tell gamemode / gameinstance to use that data asset and load that data in the hud/playercontroller. If you dont have a lot of levels this may work as you asign it manually. You can always create something like BP Manager that you will always put in every level, and handle logic here like switch on Level1, switch on Level2 to use this data asset.

serene rampart
#

Looking for some help with sliding (down a slope, kind of like in Rayman2 or Mario64).
I have fixed animation and keeping the character face downhill.
The problem I have is the sliding itself. At first I tried line trace and calculate the impact normal and launch the character, but it was very slow downhill and it wasnt possible to raise the speed as the character would totally stop if the force was too high.
The current prototype is using "conveyor belts" to speed the character down the slope achieving the desired effect. But it becomes hard to make maps using it.

Anyone have any other solutions or tips how to make the first solution work?

lofty rapids
#

I think there's some settings like friction and deacceleration

serene rampart
#

Unfortunately that wont work, there will still be some friction ultimately making the character stop :/

#

even if set to 0

lofty rapids
#

That's why I mentioned deacceleration I think it's called also

#

You can get a decent slide usually

broken badge
serene rampart
#

I guess combining a new material with no friction with removing braking deceleration falling might work

#

Il try that first

rare mortar
#

I have tried for so long and I am losing my mind xD
I'm trying to make an ai enemy. For now, I just want it to chase the player. That's it, no need for roaming and detecting. I just want the ai to always know where the player is, and always chase it. I have tried googling, youtube and chatgpt. But I can't get this to work. Please help me 🙂

broken badge
#

This playlist covers the AI in general pretty well but also sets up that system.

rare mortar
broken badge
rare mortar
broken badge
#

No worries 😁

mild jacinth
#

yo does someone know how i can spawn actor from class inside Animation Notify blueprint?

#

why is it not possible through Notify BP to use such node?

lunar musk
#

Can i use a struc as payload?

visual crest
#

For enhance input How do I switch the control pawn and the mapping context? This the default and I tried just copying it over to the new pawn and it did not work at all so I am guessing there are specific nods for doing what I want but I could not find a tut online and the enhance input documentations are trash!

ionic crescent
#

I'm trying to make a nice simple ability/skill system for my wizard. Is just making each ability an actor component and adding it to the player character a good way to go about it? anyone have any resources? GAS is way too much for my simple game i think

#

maybe i should create a base skill component and child the rest of them?

silent kite
#

I want to make a BP actor of a door that includes all FOUR swings that a single door can have (LR, RH, LHR, RHR). But I can't find a good tutorial on that. Is there a certain term to use when you want to make an actor have "options"?? Do you know of a good tutorial for something like this? Thanks in advance

frosty heron
worthy jasper
olive yarrow
#

I think i'm overcomplicating getting the player to slide along the X axis in comparison to their rotation/where they're facing Sus_uwu help plz

lunar sleet
#

You then multiply whichever one you want to use by whatever distance you want to travel, get the actor’s location and add the 2 together

#

Then use a timeline with a track from 0 to 1

#

Lerp between A (current location) and B (the calculation mentioned above) and plug the track into alpha

lunar sleet
#

Just use fwd vector and location

#

If that goes the wrong direction, use right vector. I can’t rmbr which way character is facing, ik it’s different than the rest of the engine because… Epic

olive yarrow
#

I.. i um...

lunar sleet
#

(Vector * distance) + Location for B

#

And just location for A

#

And disconnect that new time pin, idk why you connected that lol

olive yarrow
#

I have never publicly stated i'm super super smart

timber basalt
#

hellow i wanna ask , am i doing something wrong here my IsRoll is never set to true

#

the beginning part in case

#

the idea is i wanna do a Dash/dodge into a roll

olive yarrow
#

I can't find a spot where it would set isRoll as checked, do you have this happening elsewhere?

#

if it's a dashdodge, you could also try and Boolean AND... maybe use a delay to time stuff up

timber basalt
#

i can use delay but the idea i had is i have to tap the dash button twice

olive yarrow
#

Oh solid, that makes this way easier for my rookie self

#

Mayhaps add a "firstDash?" boolean to check in the background, so it doesn't interrupt or use anything you've got booleaned now

timber basalt
#

hmmm first dash huh where do i put this

olive yarrow
#

wherever works best, i'd prolly put it right after i pressed my dirst dash. Sequence, have a delay going on one to disable the first dash once it's done. other line going to the animation

oh oh, a sequence BEFORE checking the first dash

timber basalt
#

ill see what i can do ty for the sugestion !

olive yarrow
#

no probs, i've been having trouble with the memory today but i'll try and rig one up on my end. I can literally pitcure it but it's one of them days i guess.

olive yarrow
#

wait i think i made a bool redundant

#

I think that's more right.

olive yarrow
dense abyss
#

Hello, I dont know if this is the correct channel to this problem but what happens is that the engine is taking too much ram and when I try to add or open things it gets crashed

#

my friend's project only takes 2gb, the mine is taking 8-9gb

#

and it's the same project

lunar sleet
#

Please reread those messages I posted, I can’t really make it more clear

#

Guess I can try

#

What this does is get a direction , and project a goal location at the specified distance, by adding said distance to the current location

#

So if X for your char is forward you’d use the forward vector, if it’s right, you’d use the right vector, and so on

#

I can’t rmbr or check rn which direction is right for char but it’s different than the rest of the engine. You can check by looking at the arrows in the char’s viewport

vestal sapphire
#

How do I prevent Unreal from creating a camera at begin play?
I do not want to add a camera to my Player Character (I render via RenderTraget instead) but Unreal still creates a camera on begin play. How do I disable that??

frosty heron
#

A character have camera by default

#

You can just set the view target to something else at begin play?

vestal sapphire
#

I'm trying to achieve this kind of effect in Unreal. The camera render only taking up a part of the screen, off-center. And I succeed in projecting the view from Screen Capture2D to a RenderTarget on a PlayerWidget. But then, behind the widget, it's still rendering the regular camera view. Even if I delete the camera component.

pastel apex
#

question, i made a blueprint implementable event out of a function i defined in a C++ component, but how do I actually go about implementing it in blueprints?

dusky cobalt
dawn gazelle
pastel apex
#

this was how i made it ```cpp
UFUNCTION(BlueprintCallable,BlueprintImplementableEvent)
void HitScan();
UFUNCTION(BlueprintCallable,BlueprintImplementableEvent)
void ActiveHitScan();

pastel apex
#

i should also mention this is on an actor component rather than the actor itself

paper smelt
#

How do I make a collision be able to move a char? like if my hand is pushing agenced a wall it should push me away

dawn gazelle
split sigil
#

im having an issue where a mesh isnt disappearing once ive set it to nothing in the "set static mesh" node. The mesh will appear when I need it but it wont disappear when I need it to, any ideas why this isnt working?

#

This is in the actor that you need to interact with to pick up the mesh im talking about

#

any ideas? Ive tried a destroy component but that doesnt remove the static mesh either, any ideas?

pastel apex
light mural
#

i have a blueprint for a gun turret anyone know how i could make it just spawn where my character is looking by pressing a button?

frosty heron
# split sigil

have you make sure the node is run? print string / breakpoint

split sigil
#

everything is running

#

the static mesh just isnt going away

frosty heron
split sigil
#

it prints everytime @frosty heron

frosty heron
split sigil
frosty heron
#

the button should be next to the play button during Play In Editor, i have no editor right now but you can find it

split sigil
#

ok yeah how do I eject from controller?

frosty heron
#

just told u

split sigil
#

ohhh right ok I misunderstood

#

@frosty heron

#

Blueprint Runtime Error: "Attempted to access Battery_Slot via property Battery_Slot, but Battery_Slot is not valid (pending kill or garbage)". Node: Set Static Mesh Graph: EventGraph Function: Execute Ubergraph BP FPS Character Blueprint: BP_FPS_character

#

got this error for the first time

#

figured it out nvm

#

thanks lol it was the simplest shit

tight pollen
#

hello

hoary summit
#

What's the best way within Modeling Mode to cut a doorway out of a pre existing static mesh?

tight pollen
#

how can I fix it

#

?

hoary summit
#

you using lumen?

#

or baked lighting?

tight pollen
#

lumen

#

fixed

slow bolt
#

I recently started studying Unreal and I can’t figure it out, please help me.
I created a blueprint> actor and created a scheme in the constrution script. I want to get 10 instances of an object and randomly assign a static mesh from the array to each of the instances. But in my scheme, a random mesh is assigned simultaneously to all 10 instances.

hoary summit
#

You'll need an array that contains references to each mesh you want to spawn and then spawn based on next in array using some logic

dusky cobalt
slow bolt
dusky cobalt
hoary summit
#

Why don't you use a for each loop and plug it into your array?

dusky cobalt
#

That's also good point lol 😄 now you are creating 10 instances and then only 1-3 can win the random

#

Also you are not adding this to any array actually, you need to create array and add these instances so you can then use them

hoary summit
#

within the loop body spawn what you wanna spawn and plug it right back into the execute pin, ++ the index of the array each time you spawn an instance

#

promote the array index to a variable so you can manipulate and reference it in the spawn logic

slow bolt
# hoary summit promote the array index to a variable so you can manipulate and reference it in ...

Yes that's what I did. And I understood something in my scheme - the static mesh is set randomly after each step of the cycle, but the mesh is applied to the HierarchicalInstancedStaticMesh component on the basis of which instances are created. So it is logical that all instances have the same mesh. I need to install the mesh directly for the instances, you just need to figure out how to do it.

hoary summit
#

but your not pulling from an index you're code is saying get number 0 -9 and input that into a loop and do nothing with the returned index

slow bolt
cobalt spoke
#

why can't I call get key directly?

dark drum
#

You can hide the unused pins on the break node though.

cobalt spoke
#

shouldn't public variables always have a getter?

#

its also BlueprintReadWrite

dark drum
cobalt spoke
#

FEnhancedActionKeyMapping

dark drum
cobalt spoke
#

yes

cobalt spoke
#

is that just for all structs when you use blueprint

dark drum
trim matrix
#

Is it a good idea to use the character class for kart racer physics?

ember hedge
#

build

wheat citrus
#

Anyone know of a node or a way todo what this imaginary macro would? Basically start a timer/delay that outputs an exec at certain times but if you reset and stop it before those times are reached, no execution happens.

#

For context: Im trying to implement a charged jump if the player holds space for longer than .3 seconds and since I dont want to check every frame I use the 'started' node and then want to wait .3 seconds and check if the player is still holding space (Jump mode has changed to Charged Jump). But if the player jumps before the .3 seconds are over I want to cancel the timer.

maiden wadi
#

Why not put it on the action?

#

AFAIK there's no node like that, but it would be very easy to fill in that macro.

wheat citrus
wheat citrus
#

would you just use a boolean that flips when reset is executed to prevent the output?

#

though in that case the internal timer of the macro still runs even if its already reset and it wont be ready for the next input

maiden wadi
#

@wheat citrus

wheat citrus
#

hmm I'm handeling quite a few jump modes with one input, is so the problem is that after the first threshhold you wouldnt be able to distinguish between the Jump modes

maiden wadi
#

Why such complexity? The rest can be handled on the non charged side with some branches. Double jump is already handled for you in the CMC, bounce jump just needs a time since player landed last.

#

At least I'm assuming bounce jump is jumping shortly after hitting the floor?

odd kiln
#

Can I get velocity of a component without physics ?

wheat citrus
wheat citrus
odd kiln
wheat citrus
#

Could you show the component list?

odd kiln
#

it's a BP Character by default

#

With the Skeletal Mesh

wheat citrus
# odd kiln it's a BP Character by default

Ok so after some googling the node will return the relative velocity to its parent so you will need to add it to each parents velocity until you either get to something with known relative velocity compared to the actor or a component that simulates physics

odd kiln
#

So I have to enable simulate physics to make it work, right ?

wheat citrus
#

No cause you can get the actor velocity and the velocity that the component has relative to the actor if its a child of an actor so you can use both to get the component velocity

#

if your component velocity outputs 0 that means its relative velocity to its parent is 0 and if thats the actor then it has the same velocity as the actor

#

@odd kiln So if its not rigidly attached to the actor this will give you the components full velocity and if it is rigidly attached to the actor then it will have the same velocity as the actor

#

do keep in mind if you then enable physics for the component later on this will break because then 'Get Component Velocity' will switch to actually getting the physics simulated velocity so you dont need to add it to its parent

odd kiln
rough seal
#

how can i make a like kill message that stacks like this

#

or this

thin panther
#

not crossposting is a good start. read the #rules

trim matrix
#

Hoii

#

I need a lil help

#

I just wanted to know why RPC is not RPCing on a actor I placed on the world

olive yarrow
olive yarrow
maiden wadi
ruby tendon
#

the pole part is separate from the rest. so if they overlap one another i want 1 of them to be destroyed. problem is i cant seem to figure out how to keep 1 of them.

trim matrix
#

any recommended alternative to widget component,? I want to create a widget over the actor

lunar sleet
ruby tendon
#

yeah noticed that after posting haha. i did reconnect but still no luck ofc

lunar sleet
#

Your current code basically says for each actor overlapped, assume it’s got a pole and destroy the pole

ruby tendon
#

yeah

#

i just need it to destroy the pole of the next placed actor that overlaps with the other pole

lunar sleet
#

And you know for sure any overlapping actors will have a pole, always?

#

Also your current code runs on begin play, so if nothing is currently overlapping it won’t ever run again. I’m guessing that’s intended?

#

Are you building a fence at runtime ?

ruby tendon
#

yeah im building them at runtime

#

when i place them down i want them to be removed if needed

#

so thats why i opted for on begin play

lunar sleet
#

Or the pole from fence 2?

ruby tendon
#

pole from fence 2 probably.

#

because the 1st fence you place down needs to have a pole

lunar sleet
# ruby tendon because the 1st fence you place down needs to have a pole

Ok. Then disconnect the 2 pins from destroy component. On for each loop cast to BP_Fence or w/e it’s called, with the array element plugged into the cast object. Then drag from the cast return value and grab the pole mesh. The target will be your cast return value. The object will be the pole component mesh you just dragged from it

#

This whole setup is not ideal but that should do the trick for you

#

Actually

#

Since fence 2 is the one you’re placing, you can just disconnect the target and connect your current bp’s mesh to the object @ruby tendon

#

I would leave the cast tho so you don’t risk overlapping random stuff that removes your pole

ruby tendon
#

like this?

lunar sleet
lunar sleet
# ruby tendon like this?

let's go with the last solution I gave you since you want the current fence's (fence #2) pole to disappear

#

for starters, delete that Destroy Component node, it's got an extra pin for no reason

#

right click your graph, destroy component, pick the one that has the pole mesh as target

#

don't connect anything from the cast other than the white line (execution path)

#

in summary, the code will check if the overlapped actors are of type BP_Fence, and then destroy the current fence's pole

#

However, bear in mind that if you overlap more than one fence at the same time, it'll try to destroy that pole again, and you'll probably get an error.

odd berry
#

Good day

#

I am trying to spawn a projectile that inherits the angle from the objects rotation

#

basically if the sword is vertical then the projectile should be like the one on the left and if horizontal the one on the right (or any angle in between)

#

This is the setup I have

#

Problem is that i cannot get it to rotate vertically at all

#

it only considers horizontal rotation and nothing else

#

even hard coding these values, does nothing

#

(vertically)

#

If I rotate the mesh manually on the X axis by 90 in the Projectile blueprint it works fine

#

but I am struggling to get it rotating from my weapon blueprint

lunar sleet
odd berry
#

rotated on the x axis by 75

lunar sleet
#

btw if you expand the print string and put a space in the key, you get to see it on one line only

#

why is it saying P, Y, R, this in a different language?

odd berry
#

no its english

lunar sleet
#

interesting

#

wonder what engine version that is, mine just says X Y Z like normal

ruby tendon
lunar sleet
odd berry
#

If I drag the model into the world its just X 90 same applies to ProjectileBP

#

But I cant seem to get it to spawn with model (or hand angle this is VR) no matter what I do

lunar sleet
#

well the stuff you printed shows Roll changing, which I'm guessing is... Z?

odd berry
#

The rest of the BP if you're interested

odd berry
lunar sleet
#

you probably shouldn't connect nodes like that

#

you also have a delay on tick which is like...just don't

#

a branch where both outputs connect to the same node is pointless

odd berry
#

Normally it only activates if I am holding the object

lunar sleet
#

well idk much about #virtual-reality but maybe you grabbing it is preventing it from rotating?

#

I imagine it's got some sort of attach, where the xform gets locked

odd berry
#

yes it spawns every tick lmao

lunar sleet
#

ok, so you're spawning it with Y 90 , does it spawn with Y 90?

odd berry
#

Yes, 90D straight up

#

Changing Z to 90 makes it spawn to the right

lunar sleet
#

ok, so it works fine?

odd berry
#

and 90X does nothing as far as I can tell

lunar sleet
#

ok so rotating on X doesn't do anything?

odd berry
lunar sleet
#

is it at all possible you're changing the X value from somewhere else?

odd berry
#

cant imagine that I am, if I manually set X to 90 in the projectile BP i get the intended result

#

It seems like Y and Z work

#

but not X

lunar sleet
#

hmm try to adjust collision handling to alway spawn ignore collisions. if that doesn't do it, try using set rotation on the object on its begin play.

odd berry
#

Problem with the later is how am I going to get the rotation info from my object into the projectile bp?

#

tell me if this is the right track

#

okay this string does not print so probably the wrong track

lunar sleet
# odd berry

that's a problem for later. does setting the rotation work or not

odd berry
lunar sleet
#

why is your tick connected to the bind

odd berry
lunar sleet
#

try not to cross your execution paths, or connect things unnecessarily, such as a bind which should happen only once

#

ok, so now that you know that works, delete that

#

then back at your spawn actor, drag from the return value of the node, and set relative rotation (bear in mind relative means in relation to attach parent, so world may be better depending on the use case)

#

this way your actor should first spawn and then rotate

#

but it'll happen in one tick so it shouldn't be visible to the naked eye

odd berry
#

By spawn actor you're referring to the bp that creates the projectile to begin with?

#

something like that?

lunar sleet
#

just drag and set actor world rotation

#

unless you need to rotate a specific component only

#

move this to begin play rather than tick maybe so you don't spawn 120x of them per second

odd berry
#

i wish i could say this fixed it

#

I think I did end up trying similar earlier

#

looks like it refuses to work unless called in the projectile bp

lunar sleet
#

wait hang on

#

in your projectile bp you rotated the mesh

#

in this bp, you were trying to rotate the root component initially

#

with relative rotation

#

which is pointless cause no attach

#

and actor rotation did not work

#

so drag from return value of spawn actor, get the StaticMesh

#

then, set relative rotation on it

odd berry
#

its WORKING

#

in glorious 1fps lmao

#

those are all emissives with a point light attached too so event tick really destroys my pc lol

lunar sleet
odd berry
lunar sleet
#

Event Tick ticks away every frame

#

if your framerate is 120fps, it means it fires 120 times per second

#

Delay doesn't stop that from happening

#

the Delay Node is the rookie's node of choice because everyone initially assumes it stops the execution in its tracks. It does not.

odd berry
#

in my case this section is checking every tick
A) Whether I am holding the sword
B) How fast I am swinging my VR controller
The delay at the end is to prevent the ability from being fired each tick my hand is above that velocity

#

What would be the correct way to do it?

#

Or good practice

lunar sleet
#

well, you could use a timer by event for example

lunar sleet
rancid quartz
#

Hello, I have a question about character rotation. 👋

In the character, when I run a timeline to update SetControlRotation, the roll is smoothly updated. However, when I run an identical operation on the pitch, I can't seem to get the character to rotate past -90°/90°. No matter what I try, I can't get the character to "somersault".

Is there a special limitation to controller pitch? Any advice would be appreciated. 🙂

Cheers.

#

I've tried most every combination of these settings as I could think of. 🤔

lunar sleet
rancid quartz
#

Yeah, I've toggled it on and off. It seems that Unreal needs either that or the associated UControllerPitch/Roll boolean to be on to effect the rotation but either way, pitch seems unable to "flip".

odd berry
#

VR is quite the challenge for a new user due to the sheer lack of resources lmao

lunar sleet
#

you might need to with pawns/chars , can't rmbr

rancid quartz
#

I'm specifically using control rotation for the ease of replication.

odd berry
lunar sleet
#

perhaps you should just animate this sommersault rather than trying to rotate the whole thing

rancid quartz
#

That's what I'll have to do if I can't use control rotation. I'm just confused because it works fine with roll but not with pitch. 🤔

lunar sleet
rancid quartz
#

I only use Flying for my game. 😆

lunar sleet
#

ah

rancid quartz
#

Thanks for your time and input in any case. 🙂

#

Solved it. I needed to edit the camera manager settings to change the PitchMin/Max values. 👌

Why the "camera" settings determine the rotation of my character, I don't know. But I'm glad it works. 🤷‍♂️

versed crypt
#

Lets say I want to create a levels menu*. I want to use structure and data table to store reference to the level (which is /levels/) and add reference of existing levels to data table. But I cant seem to find the right object in structure ??? Maybe im doing it wrong / chose wrong one. I have level instance now in structure
Basically tryna add level as a object ref.

old lily
#

is there a standard way to have a GE that modifies an attribute where the magnitude of the modifier decays over time?

dark drum
versed crypt
#

so its stored there and i can use data table to referenfce to it (and load the level depending on button etc)

dark drum
versed crypt
#

any work arround? ref by name then or? path?

dark drum
surreal bridge
#

I am running into an issue where I try to call some pure functions inside the On Paint function and it is saying that the function can modify state and cannot be called on 'self' because it is a read-only target in this context

Even when the pure function was empty it was throwing this error at me.

dark drum
shut quarry
#

Why am I unable to delete the camera boom / move it anywhere / rename it? This is from the third person character new project + starter pack

dense thicket
#

can someone help me here.
Im trying to get an actor to look at the player constanly, but its not working. What am i doing wrong?

trim matrix
#

that happens once

#

.

dense thicket
#

it doesnt even do it once.. ive placed the actor with the back on the player, to test it, and it doenst turn around

lunar sleet
#

but also, interp speed is 0?

dense thicket
#

it prints 0.0, and yes, i want it to turn rightr away, and not with a delay

trim matrix
#

then your math is wrong

dense thicket
#

my math ?

shut quarry
trim matrix
dense thicket
shut quarry
#

everything is defaults like its just a brand new project with the third person template + starter content enabled

trim matrix
dense thicket
lunar sleet
lunar sleet
dense thicket
wheat citrus
#

When I use the Launch Character node with ZOverride I would expect the same Z displacement if its triggered from on ground or while Falling but if its triggered while falling the displacement is much less. Shouldnt the ZOverride ensure the same starting conditions here?

dense thicket
lunar sleet
dense thicket
faint pasture
#

basically you can't get rid of anything you inherit from a parent class

shut quarry
#

not sure how to "delete" the parent class

#

maybe i can set it to smth else?

#

i see actor as an option

cold sedge
#

I'm wanting to create a spline that once both ends connect, it will form a region. Region would have 7 modules within it that I could assign properties (buildings). What's a good way to make something like this so I can just use it to cover a map I've made?

warped juniper
#

Hello there, having a slight issue with anim notifies. I wanna make a notify parent class that adds / removes specific Gameplay tags from the character performing them.

#

Issue is, the nodes for adding / removing tags are not present within the notify...

proven mulch
#

whats the difference between the dark orange traceline and the light yellow on in the blueprint debugging

subtle shoal
faint pasture
#

your inheritance heirarchy looks like this

Actor -> Pawn -> Character -> BP_ThirdPerson (from template) -> YourBPClass

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just edit BP_ThirdPerson

toxic salmon
#

I have the oddest problem. I'm on UE5.0 if that matters. Trying to cast to an animationBP, the cast to node flat out doesn't exist. All other classes I can cast to fine, including other anim blueprint classes, all blueprints are compiled, just this one animBP does not exist as a cast to node...

trim matrix
#

hey im trying to rework my fps camera to mimic how it would look if the fps cam was in the hand of the character mesh, how would i do that with animations and like just the camera if that makes sense, rn the character mesh is kinda just there, not rly realistic when u look down and the camera thats ment to be in the hands u can see both hands in the running animation

thorny forge
#

Hey all, I'm trying to get exact world location data based on whatever I click on in my 3d world.

Since eventually everything is rendered to 2d, I need a way to find the world location of a pixel I click on regardless or whatever is being clicked on in the world.

The reason for this is because I can't detect hit by line trace from a nigara particle and it's important that I can do this. So another method is to get the world location and spawn something there instead.

Anyone know how to get this data in my pawns blueprint please?

frosty heron
#

Nothing should talk to the anim bp, the communication should just go one way. That being anim bp reading from its owner

lunar sleet
frosty heron
#

Imo they should be routed to the pawn. Then Abp just read from the owner

subtle shoal
#

This is getting a little unworkable. No matter what I transform a key into, I can't watch it. How do you guys get around this?

frosty heron
#

print string your values

subtle shoal
# frosty heron print string your values

This is not really a solution. I don't know where the bug is and it's not reasonable to create a custom function to plug in and out everywhere just to view data.

It's extra worse becaue I need to watch a key. I would need to loop through the keys and print each one.

The entire purpose of watching something is to obviate the tedious process of putting print functions everywhere.

frosty heron
#

custom function?

#

watch is buggy as hell

#

just print string the value that is expected

subtle shoal
frosty heron
#

probably never gonna come like blueprint struct issues

#

i never use (watch) personally my self, but was told by reptuable people that it is buggy

subtle shoal
frosty heron
#

print string

#

also

#

that pure node is never run

#

since u didn't connect it to anything?

#

connect that return value to a print string

#

then maybe it will work

subtle shoal
frosty heron
#

these are pure nodes

#

connect that to a print string and maybe you will see the values

subtle shoal
frosty heron
#

not at all, if you don't know what pure nodes are, you can read them up first.

subtle shoal
frosty heron
#

and also, all of this can just be a print string and u will see it

#

well again, you need to actually connect a node for pure node to run

#

and watch is buggy regardless

frosty heron
#

I would just print string and call it a day

frosty heron
subtle shoal
frosty heron
#

look here

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it's not connected to a node (the arrow)

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you will not get anything from it

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so you can connect that to a print string just to debug

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or I don't know

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contemplate it more

#

but that's what I can suggest

subtle shoal
# frosty heron

What if I turn the key enum into a string, watch it as a string, then turn it back into a key enum? The issue there is that key enum to string appears to be irreversible.

frosty heron
subtle shoal
frosty heron
#

Why are you converting it to string?

frosty heron
#

Well then if u finally want to take my suggestion, drop a print string node

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Then hook that string to the node you dropped

subtle shoal
frosty heron
#

I don't know

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Never tried to go from string to enum

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Only the other way around

warped juniper
#

Hey,, so I'm looking to use notifies to make a montage that interacts with player input... Issue is, I'm not sure how to properly do that.

#

Currently logic is this:
Montage plays over a duration of 24 frames
It starts to play when the player presses A.
If the player holds A, they perform action A for as long as they hold it.
If the player lets go of A before the montage finishes, then montage plays as normal, and on montage end player returns to default state unless another input is performed. Further A inputs until montage end are ignored.

After frame 4 and onward, if the player presses input B, then they perform action B, cancelling current montage. (It will be performed in frame 4 if the player pressed B before frame 4)

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My current struggle is to make these notifies interact directly with the player's inputs. I don't want to do a mess of booleans to achieve this... Unless it's somehow the only way for it to occur.

warped juniper
#

Is this something better done outside notifies and montages maybe?

topaz condor
#

hey guys i have an enemy ai and i put the default thirdsperon animation blueprint, and set the animation correctly and it doesnt work. does something have to be configured on the event graph?

topaz condor
queen dagger
#

i have an issue

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i got a box trace to identify hits but its not identifying clients

gilded jewel
#

anyone able to help with how to get ExportRenderTarget to be png not HDR ?
I have set location, filename etc. easy, exports fine but the engine says that png or hdr is dependant on the render target itself, and i seen not options for this apart from the RenderTargetFormat , which i've tried RBGA8

opaque acorn
lunar sleet
gilded jewel
#

ok, im doing it all from within a blueprint, but i guess the setup isn't

lunar sleet
lunar sleet
topaz condor
lunar sleet
topaz condor
#

i set the right anim blue print, and same sk_mannequin

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if i set it this way it works

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but i want to use the default rig if possible

queen dagger
#

no it’s not working either way

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it’s just not reading any actors

topaz condor
#

i also get Blueprint Runtime Error: "Accessed None trying to read property Character". Node: Set MovementComponent Graph: EventGraph Function: Execute Ubergraph ABP Cultist Animation Blueprint: ABP_Cultist_Animation

faint pasture
#

don't do that though

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what are you actually trying to do?

topaz condor
#

didnt have my node connected properly

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would i set get player pawn or get player character in my cast to bp_cultist?

sterile crane
#

Hello, I'm having some trouble with this animation with some joints that should not have segment scale compensation. Basically, the eye's scale in the z direction should be 50%. I have three skeletalMeshes on one actor: body, eye_default, and eye_emotions. However, I tried applying an animation blueprint to this actor but the eye_default doe not appear to be scaling (and maybe not animating?) correctly. I set the body as the leader bone component. Does anyone know how to troubleshoot this? The Maya viewport on the bottom right is how it's supposed to look

frosty heron
#

go as generic as possible

steady night
#

Having a Niagara component on an actor but having it as "invisible" dose that still cost preformance or one when turning it to "visible" ?

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like this if i have an effect that i will turn on an off will it only cost preformance while "on" ?

maiden wadi
#

Minor. Every scene component costs on movement updates when it's attach parent moves. You won't pay the GPU rendering cost though.

steady night
#

ok so is it a bad way to store "buff effects" by preplacing ?

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or is it "common to to it like this" ?

maiden wadi
#

IMO I think it's bad. But I'm already used to GAS's ideology. EG when a buff is applied as a GameplayEffect, it has an associated Cue that is created. That Cue spawns a particle when it begins, and destroys that particle when it ends. The Cue's lifetime is tied to whether the buff GameplayEffect is applied to the target.

Preplacing them means that you could end up creating things that are never used, if they're never buffed.

steady night
#

exactly

#

so its bad... hm

wide crag
#

Yo folks, i have a question, how to implement subtitles using bink video, already created srt file and placed it in Movies folder

untold fossil
#

Hello. Is there really no way to get an event or know when a spring arm is colliding? That seems super weird to me. Why would they not implement that?

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I use a slightly off center camera and would like to push the camera to the center when the spring arm is colliding to prevent the camera clipping through walls

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But there doesn't seem to be any way to find out when or if a spring arm is colliding 😦

#

That's so weird :<

toxic salmon
maiden wadi
#

Really though. Once you get into complex camera work you stop using spring arms and such. There is a lot of nice stuff you can do with the camera manager and some vector math.

untold fossil
#

Wait, nvm, there IS something that gives the required info. Wow, that naming though XD

#

Why not just call this "Is Colliding"??? lol

lament fox
#

How do i make it so when im testing my game, when I get an error it will pause the game and show the message log

maiden wadi
#

Might be plugins that expose ensures to BP with a printerror like node. But you'd still need to be working in C++ to see the ensure.

true valve
#

I'm using Visibility for a line trace. I have an static mesh actor which overlaps visibility. Beside that within that actor I want to have another static mesh that I want to detect. How can I do that without using mutlple line traces

lament fox
maiden wadi
#

That said, you cannot. And depending on what this is for you might want to consider changing the trace channel to a custom one. EG I have a special channel for interaction to allow users to select things. Much easier than managing a bunch of conditions or trace hacks.

true valve
gray lantern
#

I want to spawn a bunch of static meshes then enable physics but it says it can't cause it's static?

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im abit confused do I need to spawn another type of class?

broken badge
#

I think you want to set physics on the actual actor, not cast to the mesh component of the actor

maiden wadi
#

SetMobility

gray lantern
#

awesome thank you!

dusky cobalt
#

Does anyone know if this event will manage to fire if I'm binding it OnDestroy to the Owner of this component? I need to call from this component when owning actor gets destroyed. Then this component Call Start Respawn Count, and to this event I'm binding in the ''Spawner'' where this unit was spawned so it starts countdown, and will Destroy ''camp'' and respawn it again after some time.

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I wonder if I'm destroying Actor, and then doing logic in the Component if it will be fast enough to bind and fire basically.

Btw I already see infinite loop, but just wonder if the binding will go trough.

deft turret
#

Hi there, i am trying to spawn an actor and attach it to a socket, but it just spawns and does not get attached. Any idea what could go wrong?

broken badge
broken badge
jaunty jolt
#

I have one Data table for the characters: DT_Characters.
There I have characters with their name, stats, and their clothes.
So for the clothes I have another DT. DT_Clothes.
In DT_Clothes, I have the clothes color, mesh, and other stuff.
How do i connect the clothes in the DT_Character?

broken badge
broken badge
#

Then you probably have to update DT_Characters with the information you have in DT.DT_Clothes on the game's load

jaunty jolt
#

but its not pointing to anything specific of the DT_Clothes

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its just a undeclared variable type of S_Clothes

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Inside DT_Characters

broken badge
#

In your GameInstance, try creating a structure variable of type DT_Clothes. Then on Event Init, set the structure in DT_Characters to use the value of DT_Clothes

outer quail
#

Hi, do I have to enable physics for each static mesh so that it would drop to the ground when simulate?

#

I tried just enable physics for one static mesh and this happened, how do I make it hold on together as one but still have physics

frosty heron
#

phsyich is per component afaik

warped juniper
#

Hey! Is it possible to make a montage change parameters of a bounding box while setting it up?

frosty heron
#

for characters, you do want them as one mesh with proper physich assets. I have no idea with a boat or static meshes

warped juniper
#

Of course, while also previewing the results

jaunty jolt
deft turret
dusky cobalt
dusky cobalt
jaunty jolt
#

I will have specific clothes in the game

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and they have specific properties.

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So. I have like, special shoes, skirt, pants, top.

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And each one of these have specific color, and attributes to it

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They can be used by different characters.

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So i have a Data table where i have all these clothes defined, and their propeties

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So if i buy a top, it costs me this, and gives these bonuses

dusky cobalt
#

so the base of the Clothes is actually kinda full wear like
Clothes = Hat, Pants, Shoes
And then also each part (hat, pant, shoes) has their own properties?

jaunty jolt
#

you dont just create a struct in your character, right?

#

you create a data table for these weapons

dusky cobalt
#

You can show some screenshots it helps to imagine it

jaunty jolt
#

and then create each weapon

dusky cobalt
#

Yeah

jaunty jolt
#

then on the caracter dt

#

you have reference to the weapons each character has at start

#

thats what im trying to figure out

#

because i cant reference the data table of the weapons

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in my character data table

dusky cobalt
#

Yeah, I think you can't do it

#

but good news is that you could use Data Assets for that

#

Looks like you could get the row of the Clothes at run time

#

but that's just making it complicated

#

with Data Assets you can do exactly what you want

#

and they are easy

jaunty jolt
dusky cobalt
#

hmm, you could either exchange everything into data assets, or just clothes

frosty heron
#

the wise people mostly not use data table all together and just use data assets

jaunty jolt
#

i was now looking at my data table, and i can also put an array of names, and each name is the name of the clothes/items thats in the other data table?

#

or thats not how its done

dusky cobalt
#

I would recommend just going with Data Assets, they blowed my mind how they can be used and I literally do everything with Data Assets now

#

I mean I think yu could do it that way but that just overcomplicating

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I can show you on my simple example

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I have Buildings and Units both done with Data Assets

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and now when I wanted to tell building that this building can produce these Units

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inside Building I just added Array of Units Data Assets that can be produced

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and I can add as many Data Assets here as I want

dusky cobalt
#

and it's so intuitive

jaunty jolt
#

though in this project i cant do it cause its all full of data tables already

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im not the only one working in it

dusky cobalt
#

then you would need to:

  1. Put variable inside DT_Character with name of set of clothes like: Clothes1, Clothes2

In the Clothes your rows would need to be called Clothes1, Clothes2 etc..

And then at run after getting DT_Character, you would also call DT_Clothes, and from DT_Character, assign that to the row level name to Clothes so it would load properly, but it's kinda work around.

#

Do you have these in hundreds? or more like 10-20?

dusky cobalt
#

Damn, that's a lot to convert manually into Data Assets xd if it was my own project I would do it for sure but this way it's faster

jaunty jolt
#

yup its clothing items for a sims like game

#

so there should be lots of them

dusky cobalt
#

Instead of names I could only recommend maybe ENUM ? so you don't have to worry about typo

jaunty jolt
#

some only change the color

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its the same mesh but blue or

dusky cobalt
#

like create enum with Clothes1 - Clothes50 and then you only choose that inside DT_Character

jaunty jolt
#

? enum?

dusky cobalt
#

Enumeration

jaunty jolt
#

isnt it supposed to be a name ? for row name?

dusky cobalt
#

yeah but you can convert enum to name

#

and you only do it in one place, and then you can just easy choose instead of typing for each Character Clothes42

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like you will have nice list to assign to each character

jaunty jolt
#

sorry i dont understand

#

how am i going to get an item from data table row

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if its an enum?

dusky cobalt
#

you can convert enum to name right? orno? xD

trim matrix
#

out of interest is there a good way to strip from the object name the numbers ?

jaunty jolt
frosty heron
jaunty jolt
#

but the data table is "blue skirt"

frosty heron
#

each item and weapon should be an object

#

the DT can then refer to the object

trim matrix
#

at the moment I have this for example

frosty heron
#

it makes no sense for one DT to read other DT

trim matrix
#

the component name etc is bit long and I don't need all of it

jaunty jolt
#

and these names are the items/clothes that are defined in another dt_items

#

is this okay?

#

its because the items are specific

#

i cant just define them in the dt_character

dusky cobalt
frosty heron
jaunty jolt
# dusky cobalt

can you show me what you do with the enum to get the actual resource

dusky cobalt
frosty heron
#

Enum is useful to represent states or types at best imo

thin panther
#

make sure that data table is using soft references where appplicable. If you have the clothes meshes stored, they can't be a hard ref.

frosty heron
#

you don't want an enum as big as 100s

jaunty jolt
jaunty jolt
#

is you dt names as numbers?

dusky cobalt
jaunty jolt
#

ah so your data table is numbers

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0 1 2 3

dusky cobalt
#

you can change name of the row

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instead 01 02 03 04 to be like Clothes 01

jaunty jolt
#

hmm i think ill be fine using names

#

numbers is quite confusing

#

i have Skirt, Pants

#

names works too?

dusky cobalt
#

yea

#

tbh, ask the guy that owns it if he can let you change it all to data assets, it will take time but will make this project much better

#

because from what I see you will need to assign multiple things from DT_Clothes?

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so you will need to have like 4 different variables to specify inside DT_Character so then they get assigned to the row?

#

like 1 character = 4 rows from DT_Clothes? and not just 1 row?

jaunty jolt
#

DT_Characters, have an array of names. And there i write, the items i want it to start with.

#

Like Pants, T-shirt, glasses, etc...

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Then when I want to get the properties of the item, i just get them from the DT_Items

cobalt spoke
#

Is there an equivalent to On Initialized event that runs while in the editor?

maiden wadi
wheat citrus
#

When I use the Launch Character node with ZOverride I would expect the same Z displacement if its triggered from on ground or while Falling but if its triggered while falling the displacement is much less. Shouldnt the ZOverride ensure the same starting conditions here?