#blueprint

1 messages · Page 177 of 1

trim matrix
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So I have this screen widget that I was wondering any way to have it remain at set size rather then as moving away and towards camera shrink and grow

outer quail
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Hi, I was watching a yt tutorial but he didn't mention anything about how he opens up the command tab. how can I do it like he did?

thin panther
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` key

outer quail
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owhh

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thank you

wheat citrus
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after some more testing I found that to get the same displacement when launching the character in the air as from the ground, the velocity vector has to be scaled by a factor of 2 (in X, Y and Z) which makes no sense to me. Anyone know whats going on?

balmy viper
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I might be going crazy. I have an EnhancedInputAction bound to my P key ... it's not working. At the moment I only have a PrintString on it, pretty simple. Other input actions are working. Struggling to think how to debug it. Any ideas?

bronze lake
wheat citrus
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(for the testing anyways)

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you can replicate the issue easiest by making a new third person template project and then replacing the jump code by this. I would expect the character to go twice as high (in total) as after the first jump on the second but it only goes an extra fraction of the first

dusk belfry
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hello guys, quick question. Is there any way to get an animation notification info before it triggers? i would like to know the timing between 2 different notifications but it seems you cant get any info from the animation itself in that regard

dusk belfry
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how do i get the notify timing in a bp?

open roost
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Why AI MoveTo using on player character in top down template doesn't work with custom collision channel? I have simple object with custom collision channel and set character capsule collision to ignore that channel, but character still moves around the object. I tried this on ThirdPerson Template and it works correctly.

dusky cobalt
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Eventception? Any better way to handle it? And this I know this is crossing but how else should I handle it, lol.

lofty rapids
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variables

queen dagger
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i mean the parent character is a var

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shouldnt that be working

balmy viper
queen dagger
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so you could

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started would print once and triggered would print for as long as the trigger is held down

balmy viper
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Is that an answer to me @queen dagger ?

queen dagger
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yes

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but i have a feeling i misunderstood the question

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lol

balmy viper
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the question is in the quoted post 🙂

queen dagger
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ok

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did you set up an input action mappingh

balmy viper
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yeah

queen dagger
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along with the action inputs

balmy viper
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I have a bunch of them ... the other ones are working, so it's a mystery and I'm not sure how to investigate

queen dagger
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show code

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where did you set the action mapping

balmy viper
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which code? I'm planning to try and grab the enhanced input context at runtime and make sure it's grabbing the right one

queen dagger
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well for enhanced input you have to add the mapping context somewhere so it knows to use them correct?

balmy viper
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yeah

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the other input mappings are working

proper vigil
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@dark drum Hello! I'm currently following part 5 of your 'Ultimate Dialogue System' tutorial, and I am currently right at the part before you create the Blacksmith dialogue child. I found an error that didn't happen before. When I start doing the dialogue, it just moves on before I can press the button signaling to progress the conversation.

queen dagger
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can you show me the input action for the p key

balmy viper
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yup

proper vigil
queen dagger
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i mean that all looks good

balmy viper
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ya

dreamy mountain
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Hey, I'm trying to change a widgets text value based on whether the input came from a keyboard or a controller; how would I get the boolean value to check what input it came from

queen dagger
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maybe try making an input event for p to see if p functions not using enhanced input

balmy viper
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hmmm

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will standard input work in parallel to enhanced?

queen dagger
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i do that

balmy viper
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k cool

queen dagger
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for the escape button'

balmy viper
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rgr that

balmy viper
queen dagger
queen dagger
balmy viper
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what do you type in to bring up the node? I found it, but in a weird way

queen dagger
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keyboard then look for keyboard p

balmy viper
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hmm didn't work. weeeeeird

queen dagger
balmy viper
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yeah cheers

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tried it, didn't work

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trying something else

queen dagger
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gotcha

balmy viper
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nope on that one lol. this is craziness

queen dagger
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like you just dont see the keyboard?

balmy viper
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No I found the standard event for P and added a node

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and a Print String ... but it's not being fired

queen dagger
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ok so wait

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the rock will have an effect and you want to launch the effect when pressing p

balmy viper
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yeah

queen dagger
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ok

balmy viper
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it's a niagara system that's gonna fire when the rock is broken

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just trying to test it

queen dagger
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ahhhh

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im assuming the code you showed was in the rock bp

balmy viper
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its in the component attached to the rock actor

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circled up there

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I ticked auto-enable on the component

queen dagger
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ok

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im thinking

balmy viper
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cool

queen dagger
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idk if you can add input to a component

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like that

balmy viper
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hmmmm okay

queen dagger
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but how far have you gotten on the rock

balmy viper
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maybe I have to do it through the player controller

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I think you're right actually

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still getting my head around how the unreal ecosystem works

queen dagger
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now worries im pretty new too

balmy viper
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sometimes when I haven't done something for a while, I forget

queen dagger
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blind leading the blind lol

balmy viper
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that's cool I will do it in the controller

balmy viper
queen dagger
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no worries

balmy viper
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how's your project going?

queen dagger
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well im working on hit detection and multiplayer replication of the hit detection

balmy viper
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yup

queen dagger
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i just cant get my hit detection to work correctly

balmy viper
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I'm considering abandoning my multiplayer stuff for now

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too much extra work for a first game

queen dagger
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same

balmy viper
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yeah

queen dagger
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but ive got almost all of the base there

balmy viper
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well, nice

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I might add you, ok?

queen dagger
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sure sure

strong halo
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Hi! Why isn't the dropdown on create event not showing?

lunar sleet
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Ya broke something

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Try restarting the engine. Otherwise it might be tied to your dispatcher’s signature

strong halo
thin panther
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Set Array Elem

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There's also Get (A ref)

thin panther
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No, it doesn't

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I mean you can also Get (A ref), then Set members In X

lunar sleet
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Good information to put in your initial question yeah?

thin panther
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Hell even Get (A Copy) then modify, then Set Array Elem

lunar sleet
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I hope it’s a bp struct 😈

thin panther
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Great, then there's no Make Array or anything needed.

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Well if you're doing what I described you don't need to "make array and copy everything over"

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You pull a reference to the struct you want, and set the member in that struct

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Happy days

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Set Members In TableSeatData

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click on the node

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it has checkboxes for the members to set

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should do, you're working directly off references

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If not, you'll have to get a copy, modify it, then set array elem. Less ideal, but still cleaner than make array :P

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But I don't see where it could be making a copy there so you should be good

proper vigil
trim matrix
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hii, so im making a platformer, and i have a character that i wna be able to have its form changed by the level, for platforming, like a flame to melt it so it fits under a platform, if it goes through a grated fence it gets spliced into a bunch of little versions of itself that then form back into one model after a few sec stuff like that, how would i accomplish something like that?

trim matrix
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3d

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but the character is a relatively simple mesh its a marshmallow, but i do plan on adding costumes at some point

queen dagger
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question so i got my hit box detection sorta workin now i just need to get the damge value to reflect the right amound which is set in the parent character which is pulled from the data table of all characters in game

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i just want my base damage amount to be passed through

lunar sleet
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what's stopping ya

lunar musk
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I make a simple drag and drop for an inventory but when i reopen inventory, items come back to his initial position. I need to save last index. Any idea?

proper vigil
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So, in the tutorial, the branch system has been used for conditions. For my project, I created a new child of BP_DialogueBase for a new converstion that will take place with the same NPC as the first conversation but only when the objective text is set to something specific.

merry chasm
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Hi guys,

I want to solve the following problem:

I have a blueprint actor that contains a StaticMeshComponent. If I change a property in the editor of my actor, I want to execute logic that "reconstructs" the actor based on its height. I use the GetActorBounds function. The problem is that in the construction script, the actor height is not "finalized." The actor has a different size than it will in BeginPlay. The child StaticMeshComponent also has the correct size, but I don't understand why the actor size is not the same as its only child, which is a StaticMeshComponent.
So my question is, why GetActorBounds not give the final size of my actor?

Do you have any idea? 😦

proper vigil
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Not sure how I'd go about this, but for my first dialogue with the NPC, I made a system that checked to see if the objective text was set to the objective which allowed for the NPC conversation to begin, otherwise nothing would happen when someone tries to interact with the NPC.

sweet jetty
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what is the best way of adding points

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like when i shoot my enemie i want to add points

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what is best way ?

proper vigil
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Wdym?

sweet jetty
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i have gun and line trace and when i kill enamie i want to add points

lofty rapids
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do you want it to persist through levels ?

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put it in the game instance, thats where i put most of my "globals"

green lotus
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Hi, I’m trying to open up the WFC Model Instance but it refuses to open

sweet jetty
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i have this code here but i just dont know where to put it

merry chasm
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@lofty rapids Do you have any idea about why GetActorBounds not gave me the final size of my actor?

sweet jetty
lofty rapids
# sweet jetty

so i c here you have add points, that makes sense so you use a variable, what bp is that on ?

lofty rapids
# sweet jetty

your just get actors of class, don't you want to do it on kill of an enemy ?

lofty rapids
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i don't even know when it runs i have not used it

sweet jetty
lofty rapids
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idk about all the get actor of class

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you should upon killing the enemy run add points

queen dagger
# lunar sleet what's stopping ya

when i try to call the player profile struc which hold the row name for the character and get the data row the damage amount doest read oput

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thats what im doing

dark drum
sweet jetty
proper vigil
merry chasm
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hi pattym. Do you know why GetActorBounds not gave me the final size of actor?

lofty rapids
dark drum
proper vigil
trim matrix
dark drum
queen dagger
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i actualkly got it to work

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i had to cast to the controller thats why it was populating

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even better though is it works host and client

nocturne fossil
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so im in a component in the blueprints thats using ia steering but the value is just 0 always why?

lunar sleet
nocturne fossil
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i solved it by setting the steering to the output of ia steering on tick

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ye its the car template im in a component inside of the car bp, inside a macro

thin panther
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No

wispy badger
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Is it possible to wrap around nodes?

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so it will go from left-right -> right-left -> left-right

faint pasture
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logically you can do anything you want

wispy badger
lunar sleet
wispy badger
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how to get this view?

spark steppe
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are you maybe just looking for reroute nodes

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to make the blueprint less messy?!

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or do you really want to get some kind of ping-pong execution flow?

lofty rapids
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flow is left to right

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it would be strange if you could do that

dusky cobalt
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oh you want it from right to left lol xD

spark steppe
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i think he really wants ping pong code execution

dusky cobalt
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damn, just create event and call it at the end if you dont want big mess 😄

wispy badger
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I only want to visually, but not logically, change the flow of execution. You see nodes going from left to right.
I want them to go from right to left when I want (e.g. 5 nodes per "line" then go down one "line" and add nodes from right to left. Then when that "line" is filled go down another "line" and add nodes from left to right)

Something like a snake 🙂

spark steppe
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sequence node

twilit gulch
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Hey! Can Math Expression Nodes have vector variables/inputs? From what I'm reading and seeing it only accepts floats and ints?

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basically having an expression like this

vec(myVar.X, myVar.Y, 10)

Which would add a myVar vector input to the node

remote rapids
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i need help

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i set the timer countdown logic

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i dont know how to make that display on my screen

frosty heron
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And ain't no timer

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Just use set timer by event or function

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Delay on tick doesn't do what you think it does.

Think about it, tick runs every frame.

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Also you can just print string to see the values

twilit gulch
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yes I've tried different syntax (like the above) and it isnt able to parse it

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so im not sure if I'm missing how you declare a vector input in the expression, or if its not supported

abstract terrace
twilit gulch
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you can make a vector in expression with vec() but its not a variable input

maiden wadi
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@twilit gulch

twilit gulch
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ahh did you change the type of the inputs?

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would you just do Vec.X to get the X coord in the expression?

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I ended up making a helper function C++ haha, but that's still good to know in the future

abstract terrace
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Referencing the components of a vector in the expression seems problematic. That'll give me an error. But if it's just constants, then it works (eg: (vec(1, 2, 3)))

twilit gulch
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yeah just tried the same, sadly won't work for my use case as I need to use the float values of the inputted vector

warped juniper
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Hey there!
I have anim notifies set in a montage that adjust several variables on multiple collision shapes within an actor.
However, I want to edit them in such a way I can preview the collisions while editting the montage

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I know they all work, but properly adjusting it feels very badly when I can't see it

jolly delta
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hi, i want the two static meshes, + and - of the dipole to stay attached to each other. They are just running away from one another due to force from other dipoles. how may i fix this?

remote rapids
# frosty heron This ain't gonna work

so from the begin
tell me what to do
i want that in the first click on the button a timer of 45 min will appear and a countdown will appear.
now i need to do that i can click on the button again when the countdown is over.

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how to do that>

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?

frank sundial
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Hello! So this is probably really simple and im just dumb, but How would I get just the Z axis off of a vector? I have something setup to find where I need to have the starting point at, but I dont know how to get just the Z axis from the vectors.

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Never mind i got it

lunar musk
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Which is the best way to swap elements on array?

dawn gazelle
remote rapids
lunar musk
dawn gazelle
remote rapids
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and how i call that?

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i have 2 question

  1. how to connect my button on clicked?
  2. how i add a countdown text on the screen?
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@dawn gazelle

dawn gazelle
dawn gazelle
remote rapids
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is that good?

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@dawn gazelle

dawn gazelle
# remote rapids is that good?

Well, what you have there is a 45 second timer that will start when the widget is constructed and restart itself if you click the "Present" button, but otherwise do nothing else, so if that was your goal, yes, that's good.

remote rapids
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But I have 1 problem

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I don’t see the countdown when I click on the present button

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I want the if I click on the button I will be able to see the timer countdown on the screen
And only when the countdown will end so I will be able to click on the button again

dusky cobalt
# remote rapids But I have 1 problem

#stopwatch #time #clock #lap #tutorial

Create a custom node that outputs a TIME STAMP! Great for racing-style games or any game where you would like to keep track of player time. The node also has the ability to switch to "timer mode" and a built in Custom Event that will fire when the timer hits 00!

Link to code:

https://pastebin.com/zRbUbS5n

▶ Play video
remote rapids
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I will watch it I think this is good

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But I don’t want countdown with print string

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I want regular text

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For example when you create new widget blueprint and you add canvas and on that you add text
So I want the kind of text color and font and all those text options

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And not the ugly print string

dusky cobalt
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if something can get printed then it can also get displayed

remote rapids
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So there is a node instead of print string that I can set a regular text?

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That what you meant?

dusky cobalt
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there is couple of way to get data from something to be displayed in the widget, you can bind text in the widget to display variable you want

remote rapids
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I will try that tomorrow.
Thunks for the help.
I am sorry if my questions are stupid for you , but I am new and I am learning and you guys really helping me

dusky cobalt
# remote rapids I will try that tomorrow. Thunks for the help. I am sorry if my questions are st...

What is the Get Game Time in Seconds Node in Unreal Engine 4.

Game Time in Seconds are the seconds of game time since the project starts that IS affected by Pausing and IS affected by Dilation.

Source Files: https://github.com/MWadstein/wtf-hdi-files

▶ Play video
lofty rapids
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i would just set a timer on 1 second

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and decrement the values

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could work either way ig but simple to do just subtracting

trim matrix
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hey how would i make it so i can slice my player mesh in real time when it interacts with another mesh

subtle shoal
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It ended up not being necessary. I gave up on trying to transform pins to I could watch them. I read up on how to set structs and sub-structs to find my mistake. Then I brute-forced it my packing, testing, repeat. It wasn't too bad.

For context, I am modding Mechwarrior 5 Mercenaries which is built with 4.26. I guess I shouldn't complain that watching is so buggy in 4 when 5 exists. Luckily, the upcoming mechwarrior game from the same dev is using 5. Can you watch all data types in 5?

queen dagger
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how would i go about getting a healthbar in game to update based on health remaining

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i want to set that bar to a specific level based of the float that the health is at

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however how do i get the float to match up to the struct i made

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any ideas would be great

willow cedar
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Would there be any good way to see if your character is in a Shadow? I'm trying to do this with a sun light. I just need one point calculated, doesn't need to be perfect.

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I suppose all I would need to know is how would I get the angle of the sun in Blueprint to use for a Line Trace.

karmic palm
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Hey guys, Is there a way to detect if a pawn would see another pawn?
I have a turret that has a BoxCollision to detect if an enemy is close, if they are, it aims at the enemy.

I also have a PawnSense component to try and check if the turret can ACTUALLY see the enemy, but this doesn't seem to work, because it tracks through walls, as it doesnt have a boolean to say "looking at x" or "can see x" so I can't un-check it once it detects an enemy.

How can I check to see if the turret can see the enemy? I know I can do line traces but I'm unsure how to do it. I feel like it would LOOK at the enemy and then do a line trace to detect hes not there. I don't want the turret to turn or move until its very clear the enemy can be shot...

lunar sleet
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Watch the pinned video there on behaviour trees. It also covers AI Perception

karmic palm
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Thanks

vestal sapphire
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pls, help me out with this simple thing: I imported a mesh, put the textures on it, opacity doesn't work -it makes the whole thing translucent not only the translucent parts

dawn gazelle
dawn gazelle
dawn gazelle
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Sprites can still use a material instance.

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Just a matter getting it set up to accommodate what you want it to do rather than using 20 different textures and sprites.

queen dagger
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okok

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and the set that as the progress bar widget?

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and then set the widget in the parent character

pulsar geode
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Anyone familiar with spring arm?
I'd like to clamp the maximum rotational distance it can lag behind along with reduce jitter.

dawn gazelle
# queen dagger and the set that as the progress bar widget?

If you want to use a sprite for what you're doing you can, but you need to set up the material to properly display the decal as you need it, and then use that material for the sprite's material. You can create a dynamic instance of that material in your blueprint and then set the scalar parameter in the material instance whenever you adjust the health.

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(This isn't perfect, still needs some tweaks)

lunar sleet
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stick a clamp in between?

pulsar geode
# lunar sleet so what is the issue

As stated, firstly I would like to clamp the max distance that a spring arm can lag behind. I know you can set the max speed within the lag settings. Right now I have it lagging behind camera rotation but if i swing the camera around at a high enough speeds it far outpaces the spring arm regardless of speed. I need a clamp where it will use the lag speed that is set, but it wont get miles behind at higher speeds.

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Secondly, is it possible to reduce jitter when using the spring arm? It is pretty brutal.

lunar sleet
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doesn't this keep it from lagging too far behind regardless of speed?

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ah maybe that doesn't affect rotation

pulsar geode
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I have tried both max and min of that float with no difference visually

lunar sleet
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you could maybe change the rotation lag speed dynamically, based on how fast you're rotating the camera

pulsar geode
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I have thought of that, but then wouldn't using interps based on current rotation be better and jsut forgo the spring arm all together? I was just hoping there would be an ez spring arm option i was glossing over.

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Too much lag even at high speeds currently, also the jitter.

lunar sleet
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for the jitter try setting the camera lag max time step to zero

pulsar geode
stark thistle
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Hi guys. Quick question: for a function called within the editor (via "Call In Editor" and pressing the button in the Details tab), when you use the Spawn Actor blueprint node is there a way to make it temporary so that it does not save to the level when you exit? I have an Editor-only BP

regal lance
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I have this turret blueprint spawning a projectile, but when I add a delay to loop the function, or even on the event begin play, the projectile doesn't seem to spawn. Not sure what is causing this. Might be a silly question, I'm still pretty new to blueprinting, but any help would be greatly appreciated! Thank you 🙂

lunar sleet
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the latter are meant to execute in one tick

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for your scenario try using a Set Timer By Event node on BeginPlay. Plug the delegate pin (square box) into the Fire event's delegate pin, plug your Duration into Time, set to looping.

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If you want to stop it from looping, promote the timer's handle to a variable, and when needed get that var and Clear and Invalidate Timer

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DO NOT use the execution path of the Set Timer by Event to connect the actual Fire event, aside from maybe using an event call, to run it once before it waits the duration

regal lance
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Thank you! I’ve had to step away, but I will fix it soon! Your help is much appreciated 🙂

green warren
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hi yall, i want to follow this tutorial as its the only one i can find that talks about making procedural caves. before i follow it for an hour though, i want to ask first, is it possible to convert the voxels/blocks used here into smoother terrain? https://www.youtube.com/watch?v=RO_9p0ljPAk&t=1447s

Project files: https://app.gumroad.com/jacksonnexhip#PrBfKn
Simplex Noise plugin: https://github.com/devdad/SimplexNoise (make sure you get the right version for your engine!)
Part 1: https://www.youtube.com/watch?v=1QDsE-aSEpA

Covered in this tutorial:
0:00 Intro and importing Simplex Noise plugin
6:51 2d Noise for Surface
40:40 Different mat...

▶ Play video
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i know its long but you can just scroll through it real quick to check the blueprints he uses

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i am using 4.25 btw (as the tutorial requires simplex noise plugin which has stopped updating since that version)

faint pasture
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Hard though

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especially for caves which imply the terrain NOT being a heightmap

green warren
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there isnt even gonna be a surface terrain in the game, its just caves

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so what would be a good way to go about doing something like this?

queen dagger
undone sequoia
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guys I have big map and when I do get all actors of class it seems like that actors which are really far are not counted can i somehow set it up in ue to get all?

dawn gazelle
# queen dagger is that the full bp for that?

That's the material to that you can use with a decal.
The actual blueprint for control would be something like this - just make sure you set the sprite to use the material you create.

undone sequoia
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like i am on left and actor on right is not in get all actors

queen dagger
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please tell me youre a god and made that all just now

dawn gazelle
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I did <_<

queen dagger
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god damn

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that first texture sample

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is that something you made and imported?

dawn gazelle
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I screenshotted what you posted, then took it into photoshop, manipulated it, and then imported, yes. (also why it looks kinda junk)

undone sequoia
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wtf I dont understand even I put actors near me i cant get all of them from 8 i get 4 when I print them via loop what is this crazy thing

queen dagger
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damn you moved quick

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was this a user interface widget

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or something i can write direct into the character

dawn gazelle
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The last video I showed was a decal. You can control the decal's material on the character.

queen dagger
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gotcha

dawn gazelle
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Sorry I mean sprite..

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Got decals on the brain

queen dagger
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loloiol

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and the first one was what kind of bp

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ive never worked with materials

lunar sleet
dawn gazelle
undone sequoia
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or what to do 😄

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i am having path and just creating road so i am loading my path points

lunar sleet
undone sequoia
lunar sleet
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Use World Partition. In world settings

queen dagger
#

what about that first one

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is that just a black bar grade

undone sequoia
dawn gazelle
#

The first one needs to be in the shape of the actual health bar that you want to manipulate and have it as a gradient from black to white within that space.

queen dagger
#

gotcha

lunar sleet
queen dagger
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since im using pixel size thats 20 by 2

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should i increase the size to be more acurate?

undone sequoia
undone sequoia
lunar sleet
dawn gazelle
undone sequoia
lunar sleet
queen dagger
#

100 incraments but may have a range

undone sequoia
#

but now with tag

#

before it it was get all actors of class

dawn gazelle
# queen dagger 100 incraments but may have a range

What I mean is that with the image you sent, the player would only see 20 steps in their health, so if they're at 99 health for example, that first chunk of health bar would appear gone even with only 1 damage being done.

undone sequoia
#

of 8

#

i dont get it

queen dagger
#

yes thats alright

#

its not supposed to be an exact more so just an on screen thing

dawn gazelle
#

This also means their health bar would appear empty at 9 health.

lunar sleet
queen dagger
#

any way to set it that it goes down starting at 95?

undone sequoia
lunar sleet
#

Is it possible PathPoints runs before they spawn?

#

Or are they all placed

undone sequoia
#

placed in map

#

it is weird I put 12 of them at same place and tried to move it from plane

queen dagger
#

also what nodes are the health and 0 and 1

undone sequoia
#

at this position it only load 11 of 12

#

but why

#

all on same place

#

whats going on

dawn gazelle
normal pewter
#

Hey guys, can anyone tell me how do i set a menu item in the selection lobby to rotate on itself?

queen dagger
# dawn gazelle A "Scalar"

thanks so much for the assist and how do i add bar color and background color those arent nodes im assuming

dawn gazelle
#

Don't really need the "Background Color" as it's not connected.

queen dagger
#

gotcha

#

o and 1 those are scalar param right

#

and just set them 0 and 1

dawn gazelle
#

Yea

queen dagger
#

.not quite there

green warren
dawn gazelle
queen dagger
true folio
#

I have a scene capture component 2d and I want it to use the post processing that is already there in my level for the minimap that I am creating anyone know how to do this?

regal lance
true folio
#

maybe its spawning but just somewhere you cant see it

regal lance
#

When I call the function once outside of that node I can see it fire once from the correct location

dawn gazelle
# queen dagger https://i.imgur.com/qPec2yA.png

This one here ensures the right color is applied for the filled in part of the healthbar rather than just adding the color value on top of the grey making it look brighter.
If you want, would you mind DM'ing me the textures you're using? I can apply alpha channels to them and try to get the material set up correctly to work for <5% it disappears

lunar sleet
#

With collision set to default they’ll prly fail to spawn or get booted to 0,0,0. Set it to always spawn

regal lance
#

Adupanda helped my figure it out. They were colliding with themselves for some reason, so we just put in a check so they don't collide with themselves and it seemed to work fine

midnight kiln
#

What is the proper way to make a widget billboard like this? If I add a WidgetComponent to my blueprint, it doesn't rotate with the camera. If I set the space from World to Screen, it starts to rotate to face the camera but A) isn't occluded by walls anymore and B) it hides itself completely in the editor and only shows in-game (which is a problem since this is for an editor debug marker and has to show up in-editor). I managed to get something hacked up by generating a texture from the widget's render target and passing that to a material that auto-faces the camera through World Position Offset math, but because it uses Dynamic Material Instances the object can't be saved anymore in-editor

#

I tried forking the widget material & adding the same World Position Offset adjustment I was using in the original screenshot, but it leads to weird warping / disappears completely in editor (I'm only able to see the material in the blueprint editor for some reason)

spark steppe
#

i doubt that you can rotate anything towards the camera with WPO (without the distortion, and eventually disappearing completely when looking at it from 90deg)

#

also i would just use text renderer for a text label, not a widget

slow bolt
#

Hi everybody, I'm still trying to figure out construction script. Tell me please. I created this scheme to rotation each instance independently. It seems to be fully working. But is there any other way to assemble it? I think there's too much calculation involved. If there will be many instances (1000 or 10000), this will greatly load the computer.

woven turret
#

Hello, I have a Blueprint actor that needs to change some parameters in a Landscape material. The way I had it set up initially was changing these parameters via a Material Parameter Collection which works fine, but leads to visible seams in the landscape where some landscape tiles don't update their materials visually until the player camera is close enough.

I've now tried to change it so instead of using MPC, I get a reference to the Landscape directly in the same Blueprint actor using "Get Actor of Class" to get the only Landscape in the level > Set a reference with the result > Get Landscape Material from this reference > Create Dynamic Material Instance out of it > then Set this new Dynamic Material Instance as a reference

I've then tried "Set Scalar Parameter Value" on the Landscape Material reference, which doesn't do anything at all when testing in-game.
I've also tried the "Set Landscape Material Scalar Parameter Value" directly on the Landscape reference which also doesn't do anything. Anyone have any ideas if this is intended or if I'm just not using these correctly?

light mural
#

Need to modify this pawn blueprint to make it face the direction it is moving can someone help me please?

tiny meteor
tiny meteor
light mural
#

where would i put that at exactly?

woven turret
#

Using UE 4.26 as well, it may just be broken in that version?

slow bolt
dark drum
light mural
#

I bought a tower defense game blueprint from unreal market place and the enemy pawns do not rotate when moving if I uploaded it to google drive could someone download it and fix the problem then reupload it for me I will cashapp $10 to someone if they can fix it

mental trellis
slow bolt
mental trellis
#

That is what you should be using 😛

slow bolt
mental trellis
#

Also, small recommendation, the star looks odd when it isn't rotating or animated.

#

If you use a rotation movement component it'll look a bit nicer.

slow bolt
mental trellis
#

Should be various layers as well, rotating at different speeds, to keep it looking nice.

young meteor
#

Hey, how do I change my Blueprint thumbnails in the content browser.
Feel like I have seen someone take a "snapshot" in the Blueprint viewport somehow?

dusky cobalt
#

What could be causing my Data Assets to be reseted every time I close unreal? And they are reseted only for one of the struct.
Even funnier, only this struct is reseted when I put additional ''Ability'' variable, but it gets reseted even when I put it not inside the struct.

Ok, as I was writing this post and wanted to screenshot after reseting, this time it didn't reset it self. I can only guess it might be because I noticed my DA_Ability1 was empty with default values? It's just a guess though.

Anyway, the question for now would be, as it's just first time I hear about Asset Manager, should I look into it and I must configure something there?

stone field
dusky cobalt
#

I also removed Ability variable and added it again so maybe it fixed something behind..

zenith pond
#

I recently setup trigger volumes for the first time to update the skylight when entering new zones, there's gotta be a better way to manage this, right? Instead of individually adding a bunch of custom events in the level blueprint?

tiny meteor
ruby tendon
#

How do i mirror static meshes using blueprints?

versed sun
#

set scale to -1

#

i think

trim matrix
#

anyone got any good tutorials where someone sets up player movement in the controller rather then the character

#

this being in c++

winged zephyr
#

How would I get a variable by name from an object reference? I know how to do it in lua since everything is just a table but not sure how this works in Unreal.

#

^ Preferably I would get all variables in an array/table and turn it into an enum so it can be selected instead of using names.

thin panther
#

You don't

winged zephyr
#

There is no way to return them as a table? Like "get class defaults" already do 90% of the functioanlity it just isn't a table.

thin panther
#

No

ruby tendon
#

so i am trying to spawn an actor from a buildstructure. but for some reason the scaling doesnt work at all. it stays the same 1,1,1. thats why i put in the weird values. anyone know how to fix this bug. becaus i read its a pretty old bug online. but i need to bypass it otherwise its rip indiegame

zenith pond
#

Try setting the scale after the spawn?

ruby tendon
ruby tendon
#

5.2

lofty rapids
#

weird i saw online that 4 had the issue

#

and from what i read they fixed it

ruby tendon
#

well it doesnt work for some reason

#

but i found a workaround by using an interface to the actor i spawn

lofty rapids
ruby tendon
#

a whole bunch

#

like everything almost

#

setting the relative scale afterwards/world, trying things such as applying the transforms later

#

idk why it didnt work. but it works now so i am happy

woven turret
# tiny meteor not sure, last time I used it I remember there were quite a few limitations, for...

We're on Desktop/Windows with this, we already use a material instance from a master landscape material that contain these parameters assigned to the Landscape in the editor, but we need the parameters in the material instance to update in realtime during certain events so I figured creating a dynamic material instance would let us do this the same way we've been able to do it via a material parameter collection before. 🤷

lofty rapids
#

especially if your doing a bunch of calculations

#

i would try to offload some stuff to c, you'll get better performance

#

loops in c are way faster

young meteor
#

Any way to "Set Timer by Event" with a function that has an input variable?

#

I would like it to remember a variable and use it for each loop/fire of the event.

lofty rapids
#

something i also would like to see if possible, i tried a couple things and couldn't get it to work

#

you may just need to keep track a variable in the event instead

young meteor
#

Yeah, I'm guessing I have to do like this, but would be neat if there actually was an option for it.

thin panther
#

There isn't

#

FTimerDelegate (the red pin) expects no inputs and no return value

young meteor
#

Alright. Thank you.

slow bolt
# lofty rapids especially if your doing a bunch of calculations

Yes, thanks for the advice. Unfortunately, my PC system is old, due to errors I can’t update visual studio, and therefore I can’t use C++ now. For now there are many other things that I need to learn in unreal, but sooner or later I will have to reinstall my system

lofty rapids
#

my system is fairly old as well and i don't have any issues with visual studio 2022

#

i would go through the errors and see what you can fix, is it with the install ?

thin panther
#

it really makes people want to help you when you can't wait 10 seconds

#

You also never even stated the problem

slow bolt
lofty rapids
#

do you remove from parent the widget ?

slow bolt
#

Error updating the system from version 1803 to a newer one. It prevents the net framework from updating to version 4.8. I couldn't fix it. I want to upgrade my hardware one day and do a clean installation.

lofty rapids
#

well you can also ask around in #cpp see if there is a fix, but maybe you have too old hardware idk

#

but c is very much needed in that

#

can you show the code where you get into the vehicle ?

#

so what does the widget look like ?

#

are those values hardcoded at all or all updated ?

#

well i would assume your display is a widget

#

so did you make the display or was it in there ?

#

i would start by putting another text on the widget, see if it's destroying it or just overwriting the text

#

without actually shots of code it's a lot more difficult to help

magic sinew
#

hi guys, new(ish) to UE5 and thought I'd come along and ask for some advice as I seem to be going round in circles here with the best way to implement weapons / inventory items which are semi-persistent (if that makes sense). I have BP's for weapons which extend from a base BP file (usual set up) so each weapon can have it's own fire rate stats, ammo etc etc. Initially I started this with a DT of items (and still have) which I implement for inventory, but where I'm getting caught up is between the use of classes or objects. I can happily swap between primary and secondary weapons etc which all works fine getting the classes etc from the data table, but there are issues such as whenever I swap weapons, the bullets remaining resets back to default for example as I'm referencing the class not an object - so in short my question is...

how can I create weapons which can be referenced by the object, not by the class and those stats "stick" to the weapons, so if I drop the weapon for example and someone picks it up, if it has no ammo, it's empty when the new player picks it up. If i drop it and pick it up again, it still has no ammo etc

ancient topaz
#

Friends, I really need your advice. I've had an interesting problem that I've been putting off for a while. Basically, my animations are playing correctly in the animation window, but in the scene one of the bones, namely the neck bone, starts to live its own life. The characters head in the animations starts to stretch out or the neck starts to bend. In the cut scenes all characters have their neck or head at different angles, but in the animation itself everything is fine. This happened on its own. I also can't see in level sequnce what the camera is showing. This also just disappeared. You click on the camera and nothing happens.

sonic sigil
#

Hey guys i cant figure out why my character doesnt wannt to use its walk animation

#

Hre is my BP setup

lofty rapids
sonic sigil
#

Gonna check

sonic sigil
#

he just idle animations at me menacingly (while moving)

lofty rapids
#

if you hold i think ctrl on your blendspace @sonic sigil

#

and move your mouse along the line

#

do you see him walking in the preview ?

lofty rapids
queen dagger
#

i have a widget that im trying to get to work for health

#

simple health thing that stay with the character

#

but i cant get it to update

#

thats my start

lofty rapids
queen dagger
#

parent character

faint creek
#

Hi guys how can I change the parameter value of the camera post processing in Blueprint?
I'd like to make that when I pressed a specific key the parameter change value. For example the Intensity

lofty rapids
# queen dagger parent character

if it's not throwing errors of accessed none, something might be wrong with your reference or the function isn't running at all

#

also i'm assuming your widget is displaying fine ?

queen dagger
#

yes

#

i got the widget to show

#

i just dont know where i should add the function

#

so the main one works just the on screen one does not

queen heron
#

is there a fast way to generate foliage instances on a static mesh inside a blueprint?

#

like, I've got a pathway type of static mesh, with curvy profile, and I wanna generate grass and trees and stuff on a particular area

#

tho I think that may lag the game a bit when the blueprint is spawned

#

or maybe not if the instances are already generated

mild jacinth
#

How can I create a conditional setting in actor detail panel. For an example I drag an actor to the level, I have a boolean which I can tick through Details panel in the editor. once I enable it, integer field becomes interactable so I can input text to it.

#

otherwise it would be disabled.

#

thanks for help

spark steppe
#

requires C++ (and EditCondition in the UPROPERTY)

lofty rapids
queen dagger
#

no

lofty rapids
#

well that would be why it doesn't work

#

i would run it whenever you change health

#

i usually have a change health function, and a display health function

#

whenever i change i also display

#

or you can do it on tick but thats a bit much for what you need

#

depends on how you want to set it up ig

mild jacinth
lofty rapids
# queen dagger no

another way is to interp on tick, would give it a smooth movement i think

#

it matters however you want it to look but running the actual function is a good start

dim siren
spark steppe
queen dagger
#

thats for damage

#

for the widget i have in the event construct

#

is that necesssary?

#

and do i need tp set up a widget var in the character

mild jacinth
#

how would I approach a spawning situation. I want to be able to spawn actors inside my own set area, I would use a spline for this but not sure how I would go about connecting the spline together as a huge circle

#

and how to tell the system to spawn something inside it

#

within the boundaries

lunar sleet
mild jacinth
#

it doesnt have to be a circle. i want to be able to expand the area

#

which is why I think spline is best to make it flexible

lunar sleet
wise ravine
#

I can't break this vector?

lunar sleet
sweet jetty
#

can someone help me please i have tried everything i can, when i go to package my game i get "packagingresults: error: unknown cook failure" in the output log

lunar sleet
#

that just tells you there was an error earlier in the output log

wise ravine
sweet jetty
#

on my blend space

lunar sleet
#

now you know where to start

dry scarab
shut quarry
#

I'm tryna create a hollow cube to do this I'm thinking the outter cube is a normal cube and the inner cube is like scaled slightly smaller than the outer cube and "cuts" out the inner space. Is that possible?

dry scarab
shut quarry
#

"mesh cut"

#

select both cubes and press "mesh cut"

mild jacinth
#

so I have a boolean inside an actor as a variable. is there a "OnEnable" function and "OnDisable" function or bind similar to how Unreal Engine's Widget system has a OnClick event for the checkbox?

#

I dont want to use tick. its expensive to check for condition all time. I want to press the tick on the boolean via details panel

#

at level editor

shut quarry
#

I usually just do it in tick

cyan bone
#

Is there a way to open a blueprint from a variable?

#

i have the variable and instead of searching for the blueprint file in the content browser

#

Go directly to it and open it?

#

this would be a huge time saving

shut quarry
#

to see the variable u need to be in its blueprint no?

#

or r u doing interface stuff

cyan bone
#

its like when you have references to other actors in your actor

#

and you need to open the blueprint of the other actor

#

i usually have to go search for it in the content browser

#

thats a bit of time kill

sonic sigil
cerulean mango
#

Hey, I'm going to start my next project, it will be my first with a large map, I wanted to know if there were things to absolutely think about before starting? I was wondering how to manage the AI ​​of enemies who are opposite the player, can we "pause" them to increase performance ? Is C++ mandatory with a large map ?

stone field
# cerulean mango Hey, I'm going to start my next project, it will be my first with a large map, I...

"It depends".

Some games can have a camera zoom out to show the whole map top-down and still simulate hundreds and hundreds of visible enemies, it is not impossible if things are well built, and the platform is powerful.

Other games absolutely need to limit the amount of simultaneous active NPCs, especially games with high-cost models and textures.

In any case, best practice would be to set yourself some limits in terms of goals of what you want to achieve, and build accordingly. Say you decide 20 NPCs at any one time in the vicinity of the player is enough, great, design like that, and only have actually active Actors as needed.

steady night
#

hey im trying to rotate my cgharacter towards the mouse location in world

cerulean mango
#

@stone field Oh ok thanks for your quick answer ! I was able to hear the level streaming, is that what allows you to divide the levels into sub-levels to manage them independently?

steady night
#

but it not working really

haughty snow
#

weird question...can I programmatically trigger the 'hover' state for UI elements?

#

I want to visually indicate when my bot is making changes to the UI that would otherwise only show when the mouse is over it

mild jacinth
#

does anyone know whats the best way to check for bone names when using line trace by channel

#

like I cannot imagine going through each bone name separately with if branches

#

nvm im dumb i can just use switch

trim matrix
#

hey how can i make a particle fx happen when my player collects a coin?

austere bobcat
#

Any particular reason I can't add widgets from BP_ThirdPersonCharacter? The code runs and returns no errors but the widget is never added. I even tried some weird stuff like calling the parent function of BeginPlay as suggested in the forums but to no avail.

faint creek
#

Hey guys what is the best way to smooth change a float value?

mild ibex
#

Splines

I'm moving an object along a closed circular spline path. Im calculating the spline length to degrees so 0 - 360 it can move obviously along the path clockwise but if I start at 35 and go back to 200 and want a counter clockwise motion that doesnt seem to work.

I'm not sure how to move an object along the spline based on degrees counter or back across 0 to 270

dawn gazelle
#

Verify that you're spawning a BP_ThirdPersonCharacter, put a print string after the add to viewport and try printing out the display name of the return value from the create widget node.

austere bobcat
#

Well, it's not printing a string at all so I think that begin_play is not ever actually getting called.

ivory spoke
#

Hey, I read about avoiding casting because of performance. Is it the same with the Player BP? Because it is loaded every time

dawn gazelle
austere bobcat
ivory spoke
#

Actually I have a Cast to Player BP with a Camery Component to get his rotation (for movement direction stuff in combination with camera rotation)

dawn gazelle
# ivory spoke Hey, I read about avoiding casting because of performance. Is it the same with t...

Casting is expensive only in that by casting within other classes forces that other class to require the other class to load the class it's casting to. It doesn't matter much if you know for certain that the casted to class will always be loaded. This can also be mitigated by using base classes that don't have any assets assigned to them reducing the amount of loading that would be required.

ivory spoke
#

Ok, this is what I expected

#

Thanks for this ultra fast answer 😄

dawn gazelle
austere bobcat
#

Should I re-parent?

dawn gazelle
#

GameState or GameStateBase?

austere bobcat
#

GameState

dawn gazelle
#

Ok, then that should be working <_<;;

#

If there is a mismatch between them it can cause some strange behaviors like begin plays not firing..

austere bobcat
#

Awesome, time to try random stuff until something changes lol

dawn gazelle
#

Try creating a new character class and put your UI on its begin play and set your game mode to use that character instead. If it works, then there might definitely be something up with your existing blueprint. If it doesn't, then it's something external to the blueprint.

austere bobcat
#

To be a little more clear, I had a big data loss of over a weeks worth of work(git is horrible for unreal) and now I'm going back in and fixing stuff. It was working before 🤣 also worth mentioning that the class I'm actually spawning is BP_Miner which is a child of BP_ThirdPersonCharacter. Maybe that has something to do with it.

#

Yeah tick and beginplay work on the child classes

dawn gazelle
#

If you're overriding BeginPlay in BP_Miner, that would prevent the BeginPlay in BP_ThirdPersonCharacter from executing.

austere bobcat
#

Right, I'm gonna try a call to Parent at the tick in the child class

#

Yep that worked! Hopefully this doesn't have too much of a performance impact calling tick twice

dawn gazelle
#

It's not really calling it twice.
You're just asking it to execute the functions contained within the parent's tick as well.

iron umbra
#

I'm trying to allow mic input via pixel streaming, which works, using the PixelStreamingAudio component. However, it has an echo I'm trying to get rid of

In an AudioCapture component, you can do a few things to fix this, like set up a submix that mutes the output.
However if I use a submix that mutes the output on pixel streaming, the microphone input doesn't work at all. I tried setting up a Sound Submix Send, and a few other workarounds, but no luck

Any ideas how I can mute the echo on PixelStreamingAudio microphone capture?

austere bobcat
#

Is Super a macro then? how else would it avoid calling two functions?

#

I see

ivory spoke
#

After two weeks of ue I feel the pain of devs xD actualy I try to Plan a inventory System. Oh man ist this complex

thin scroll
#

Hello everyone, does anyone of you know how to change actor to player, for me it counts that it can lift player and not actor (things)
https://www.youtube.com/watch?v=J9lVADyd8ZQ&t=1334s

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to implement a blowing fan using physics constraints.
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ivory spoke
#

at this Moment I Work on a First Prototyp with this I will Go Forward. I do some Tests within the Last two weeks (simple Fight, simple inventory, simple Dialogs, day / night etc) now I will do again some of this stuff with Systems from MP and some stuff by myself. Actualy I don't know If I would implement a simple Multiplayer. How complex ist it to rethink / implement this later

lunar sleet
#

Are you trying to reparent a blueprint ?

dawn gazelle
vivid quarry
#

Is there a concensus on best replacement for timeline inside a macro? I am simply trying to have a trace run on tick until it's called to stop by a second interface message, it's code I plan to reuse heavily for different attacks

#

Had it on timeline just for testing but going to need it on a macro or function

stark thistle
#

Hi guys. Quick question: for a function called within the editor (via "Call In Editor" and pressing the button in the Details tab), when you use the Spawn Actor blueprint node is there a way to make it temporary so that it does not save to the level when you exit? I have an Editor-only BP and I'd prefer it didn't make a mess of the VCS history.

haughty snow
#

adding a 0 tick delay causes an IsValid check to succeed..am i unintentionally putting too many bandaids on something

haughty snow
#

grabbing a reference to my HUD on begin play and setting a variable for a particular WB

lunar sleet
#

What event is this on

haughty snow
#

beingplay

#

begin*

versed sun
#

0 tick is still next frame

lunar sleet
#

Of what bp

haughty snow
#

an actor bp

lunar sleet
#

But also

#

Your isValid check is useless

#

Cast does it for you

#

The hud one that is

haughty snow
#

yeah i realized that once the delay was allowing it to work

#

i figured i was just not loading that WB before assigning it?

#

but the 0 tick delay confused me

lunar sleet
#

It’s possible. Begin play doesn’t have a fixed start time

haughty snow
#

ouuu

lunar sleet
#

I haven’t tried 0 delay before but delay until next tick sometimes helps when things take a bit to kick in

haughty snow
#

ah ok

lunar sleet
#

There are prly some cpp events that are more precise

haughty snow
#

im gonna just set it on init in my game instance and see if that is better

#

ty

ivory spoke
#

Hmmm

ivory spoke
haughty snow
#

oh nvm game instance loads before HUD does 😅 lol

#

ok delay tick it is

#

different from putting it in the construction script?

trim matrix
#

what do i connect to the target here?

dawn gazelle
vale minnow
#

Does anyone know if it is possible to create a widget without a hard reference? As far as I can tell you have to use "create widget" off a player controller which automatically results in a hard reference

trim matrix
#

where do i go from here?

dawn gazelle
trim matrix
#

oh

#

how do i do that lol

dawn gazelle
trim matrix
dawn gazelle
#

All of it.

trim matrix
#

wow just for a reference?

stark thistle
#

Question w/ "Call in Editor" functions; is there any way to set the order of the buttons? Right now it seems random-ish? Not alphabetical, but also not by the order they are in the heirarchy or even created?

undone pewter
#

Hey, how can I smoothly transition Camera's FOV as a response to pressed button? I've seen people using timelines but I can't seem to add one to InputGraph where I define my response to pressed button.

trim matrix
#

i figured out the references but i still cant get the unlockable to work

lofty rapids
#

whats the code look like ?

trim matrix
lofty rapids
#

put a print string on the event

#

see if it's firing

trim matrix
#

naur it didnt print

lofty rapids
#

so the unlock event isn't firing, your not getting anything for errors ? might be something with your reference is incorrect

lofty rapids
trim matrix
#

no

lofty rapids
#

so when are you calling collect coin ?

#

in order for it to work you need to actually call it

trim matrix
#

wdym

lofty rapids
#

when you collect a coin, you need to actually run that function

#

if no print then it's most likely not running

trim matrix
#

so hook it up to the event begin play?

lofty rapids
#

when you collect a coin, run the function

#

thats what you want right ?

trim matrix
#

i want it to i can set in the blueprint the amount of coins needed to unlock the collectable

lofty rapids
#

you already have coins ?

trim matrix
#

yea

lofty rapids
#

i would run check coin count after this code here

#

but with >= you'll run into some issues

#

probably want to do equals

trim matrix
#

that code is in the coin blueprint should i move it to there?

#

im trying to essentially recreate the blue coins from mario sunshine

lofty rapids
lofty rapids
trim matrix
#

sry my wifi crahsed

trim matrix
#

like this?

stoic ledge
#

doEs it work?

mental narwhal
#

Hello!

I am brand new to unreal, I want to create an RTS type game, and I've just setup my camera angles, but I found a bug I am not sure how to fix.

The cameras all work, but I have a use case of when the user holds the middle mouse button and moves the mouse, it allows the user to control the pitch and pan of the camera, so they can pretty much move it all around. This works fine, however, if they are holding W to move the camera forward, and also hold the middle mouse button and move 180 degrees, the camera keeps moving the same direction it was before rotating it.

What should I do in order to have the WSAD update to move in the same direction that the camera is facing?

Thanks 😄

graceful sage
#

In class defaults I think

cold lion
#

My event dispatcher won't bind in my other blueprint, I can't figure it out. it calls but does not activate the other print string

#

these are two seperate blueprints

#

(juvlar is an item)

dawn gazelle
cold lion
#

what should I have it connected to?

#

I am new with event dispatchers

dawn gazelle
#

Whenever you see a node with the white inputs, that means it needs an execution path to be connected to it in order for it to do something.

cold lion
#

I did that however it didn't print the string

dawn gazelle
#

You don't have anything connected to the input.

#

You connect it to when you want this thing to be bound.

#

This part would fire immediately after the binding.

cold lion
#

like this?

dawn gazelle
#

This part would trigger when the dispatcher is called.

cold lion
#

oh okay

#

so I have to make a new function to tell this when to fire?

stone field
dawn gazelle
cold lion
#

okay I kinda get it now thanks

indigo pond
#

hello i was wondering how to rotate my players spine based on what direction up/down im looking. Ive already got the base but i was wondering how i get the pitch rotation.

#

i know that since i have 5 spines i have to do 90/5 and limit the pitch to -18 and 18

cerulean mango
dim halo
#

Hey guys is there any reason this setfocus node isnt working on my enemy pawn?

mental narwhal
#

Try checking pawn use control rotation I

lunar sleet
lethal pollen
#

Hi!

#

Is the Construction Script like the constructor in a C++ class?

#

Thanks!

#

I'm asking this because I'm moving some code from a blueprint class to a C++ class, and I don't know where to put the code in Construction Script in the C++ class.

thin panther
#

No, construction script is OnConstruction

lethal pollen
grim sand
#

Is anyone aware of how we can turn off certain debug log entries? For example right now the following message is spamming my logs on tick when the player has voice chat enabled:

LogVoiceEngine: OSS: ReadLocalVoiceData: GetVoice: Result: Ok, Available: 56, LastCall: 30.246 ms

#

It would make diving through the logs significantly less cumbersome 😅

lethal pollen
#

How can I do this in C++? SMC Cube Block is a static mesh component class. Maybe, I have to ask this question in the C++ room.

#

Thanks.

spark steppe
#

to lower the log level

thin scroll
#

I meant that I wanted the player to pick up and not things, here it is. I tried to change it many times and it doesn't work, please help

random pulsar
#

brothers,i painted a landscape with 2 texture,is there a way to detect when the player is on one of the and kill him?i have an idea about phis material ,but can someone tell what i need to google?

#

i have already a kill zone blueprint,but i want it to be precise

tawdry ivy
#

Hello all, I am trying to upload an image(converting it into a Base64 string) to a given API, but it fails everytime.

Can anyone please share there experience on how they have implemented it?

Also, how do we send the an image to server via API using VaRest plugin?

random pulsar
#

I know how to kill a player,but how i kill it when it touches a material

worthy tendon
steady night
#

or

worthy tendon
thorny glen
#

Hello Everyone, I was working on something and I am facing a problem related to the actor bound.
I need a Local Bound of an actor But I only have Actor Bounds, So When My actor is rotated on Z axis. Then it's actor bound also changes according to the rotation and The result extent is very bigger than the actual actor size.
So I am wondering If there is any way to convert rotated actor bounds to actual Local bound of that actor.

broken badge
cerulean mango
#

hey everyone, I'm working on a notebook system, a widget where the player can draw what he sees in the game, I managed to have something rather conclusive, by overriding the OnPaint event of the widget, however I have a problem I would like that when I release the click I would like that a line is not drawn between before my release of click and my new click (I have not yet understood the subtleties of widgets I hadn't yet digged much into the subject) Here is what i do on the tick of my player ( after some condition ) :

twilit granite
#

I'm looking at Lyra, and I saw that there is Post Processing material being added to the camera.

I would like to instantiate a second identical material, just with some different parameters, and add it to the camera for Post Processing.

The problem is that this only works if I create a **clone ** of the material in the project, I can't use the same one. Would it be possible to use the same material, without having to create a copy?

thorny glen
worthy tendon
random pulsar
#

btw

#

i can get only the material?is there a way to get a texture?

random pulsar
worthy tendon
#

I think you have to use landscape layers, blend two materials with different phys mat assigned. phys material is a separate asset that you need to create.

dark drum
#

When spawning an actor, is there anyway to control how much it will attempt to adjust by or anything like that?

worthy tendon
# random pulsar i use them

In this video, we explore how to use the Landscape Physical Material output node in Unreal Engine 5 to automatically generate surface physics based on the height of our landscape. We'll show you how to set up an auto material with physics properties for each layer, and how to use static switches and weight blend layers to customize the environme...

▶ Play video
trim matrix
#

So I have a health component and I'm broadcasting a delegate from it whenever health is changed, I'm then binding on player character and doing same when health is changed calling a delegate is this wasting resources ?

#

could I do it more effeicent way ?

tame pecan
dark drum
tame pecan
#

especially firelands

trim matrix
#

but not sure best way of doing that cause I'd have to go through the player character to get to the health comp to bind to it's delgates anyways

dark drum
trim matrix
#

thank you

trim matrix
dark drum
trim matrix
dark drum
jaunty jolt
#

its kind of scary to change structs.
If i add one variable to a struct, then i must change every single time this struct is used

trim matrix
#

cause the function would be called on tick in the widget I think so

dark drum
trim matrix
#

the bind for percent on progress bar

random pulsar
worthy tendon
#

Don't use CurrentFloor. It was my mistake

random pulsar
grim sand
random pulsar
#

this one prints ,but it says im on the lava always

worthy tendon
#

Line trace downwards, Start + DownVector * SomeLength

#

Trace complex is not needed i think

cerulean mango
#

hey everyone, I'm working on a notebook system, a widget where the player can draw what he sees in the game, I managed to have something rather conclusive, by overriding the OnPaint event of the widget, however I have a problem I would like that when I release the click I would like that a line is not drawn between before my release of click and my new click (I have not yet understood the subtleties of widgets I hadn't yet digged much into the subject) Here is what i do on the tick of my player ( after some condition ) :

dark drum
trim matrix
#

anyway to delay in a function ?

#

I've got this within the bind for the progress bar that interps the values from old to new

#

but I need to but in a delay or something else it sees invinate loop

fiery vault
#

hey everyone, i m having a problem here, when i first pick the assault rifle then pistol, then the gun in my hand is actually asault but player idle animatoin is of pistol, and the current weapon INT is also pistol, and when i pick pistol first, then i switch to assault and then i again switch to assault then same problem occurs. I have no idea why the pistol skeletal mesh is changing to assault

also pistol is secondary and assault is primary here

trim matrix
# fiery vault

which delay is that cause I couldn't find it whilst in the graph for the function I was in

fiery vault
#

just type delay

#

which type of blueprint are u using?

mild jacinth
#

Is it better to add weapon into the character blueprint as child actor or skeletal mesh?
or is it better to get skeletal mesh of the item and then attach it to the player skeleton during runtime?

trim matrix
fiery vault
#

i don't know bout this delay until next tick

#

but the first one will delay for given seconds

cerulean mango
#

@dark drum I'm actually trying your solution but i'm not sure if i'm doing it the right way

trim matrix
fiery vault
#

oh

#

my bad

fiery vault
dark drum
random pulsar
mild jacinth
#

Is it better to add weapon into the character blueprint as child actor or skeletal mesh?
or is it better to get skeletal mesh of the item and then attach it to the player skeleton during runtime?

languid hemlock
trim matrix
#

I've ended up doing that

worthy tendon
#

make sure there is no phys material override on landscape base material

random pulsar
cerulean mango
#

@dark drumFirst of all thank you for your precious help, I'm fairly new to manage structure in blueprint, my array Of array struct in basically an array of a vector2D array, with my get i'm not suppose to get the array of Vector2D ?

random pulsar
#

im progressing a little bit ,but it still doesnt work

lofty rapids
# trim matrix

you probably want to check after you add the coin not before

lofty rapids
random pulsar
lofty rapids
#

put it on a custom event

random pulsar
#

yeah but when do i run that custom event that is the quescion, cuz the player changes his position by time

#

i would do a animation notify but that will check only when that particular frame comes

lofty rapids
#

what are you trying to do here, check the floor type ?

#

looks like if you hit lava you want to die ?

worthy tendon
random pulsar
#

maybe on tick in animation state?but i have a sound effect in the die function and it plays on tick,thats not good,he shouldnt die on tick

random pulsar
lofty rapids
#

so it doesn't run

#

then just pop it back after you come to life

#

but if you want it to be when you you move, maybe run it when you move ?

#

so your checking less, but i feel like tick should be good with a bool you can prevent it from dying over and over again

worthy tendon
#

you can put a timer that runs when player is on ground, and checks every second or so, if the player is on lava then take damage.

lofty rapids
#

or even a do once, then reset later

lofty rapids
#

you may also want to check is falling

random pulsar
#

the player is very tiny

lofty rapids
#

right so i'm guessing he will die just being above the lava at a certain height

#

without being on the ground

#

because your tracing down 500, so you may get a hit while in the air

random pulsar
#

i was tracing 50

#

now im tracing 10

lofty rapids
#

oh ok, but either way i would check if he is falling, so you can only do the death if he's on the ground

#

i would keep the trace a good height and check for is falling

#

i feel like tick is the best place for it

random pulsar
#

yeah boooooy

#

thanks,do once helped

#

damn this thing is weird😅

lofty rapids
#

wdym "weird" ?

#

your getting the level name, then switching based on the return value

#

if the name is "Level6", then it will run through that execution

#

also when you line trace, add the end to the start, and plug that into end

random pulsar
#

yeah i know what im doing,but i think there is a lot better way to do this

lofty rapids
#

not exactly sure of the maths involved, but it's how you get an accurate trace

lofty rapids
#

idk other ways actually

#

besides some sort of collision box

random pulsar
#

basically on each level that i play i am checking on tick on what level am i

#

bad for performance

lofty rapids
#

you can check on beginplay, flip a boolean

#

so your not getting the level name every time

#

just run through and branch if the boolean is true

#

by check i mean just get the level name on begin play and flip the bool

#

and use the bool in the tick

#

this way the tick will run hit the bool and stop, not much going on there for execution

#

default it to false, and flip to true if it's level 6

#

it will reset when you load a new level

random pulsar
lofty rapids
#

right and just default it to false

random pulsar
#

yeap

#

yeah,now the trace is green when i hit smth

lofty rapids
#

add the end to the start

#

and plug that into end

#

so comming out of get actor location do +, to add, and add the output of the subtraction to that, and plug that into end

#

keep the start the location

#

because you want to trace down, you basically flipped it to trace up

lofty rapids
#

i think thats how you do it correctly i'm fairly confident this will be accurate trace

random pulsar
#

your trace))

lofty rapids
#

well ffs, ig i was wrong about that

#

i'm not exactly great with maths

#

thats why i said "i think" , i'm still learning

random pulsar
#

one more quescion, if tick doesnt go through that branch,it just dont run? i mean is he also checking the bool on tick?

lofty rapids
#

it shouldn't be a problem it will just stop there and the bool is just false

#

no condition, so not much to check there

vivid quarry
#

Extremely basic question but what is the cleanest way to use an event multiple times across the same BP? I am just trying to avoid dragging huge connections all over a BP for an event that will be called a lot of times for a lot of different things

lofty rapids
#

i mean "cleanest" way ? idk but if you make a custom event you can call it from all over the bp

#

make it a single event, and call it when needed so if you have to alter the code it's in one place

vivid quarry
#

But that event can only be called from the one node, do you know what I mean?

#

I just mean how to get multiple duplicated nodes that all call the same event, if that is possible

random pulsar
#

also not good

lofty rapids
#

it's really not an issue, but if you think it then you can change it

#

not much less logic you can do than that

outer fable
#

hello, could somebody help me out a bit with a certain blueprint im working on in VR? im trying to create a menu which pops up when the mesh is hit by a ray from the controller. I want the menu to pop up displaced a bit from the location the ray hits the static mesh. but i cant get the menu to pop up. (the interact BP which triggers the event is working fine as im using it for a cuple of other things) This is my current pipeline

lofty rapids
outer fable
lofty rapids
outer fable
trim matrix
#

anyone know why this wouldn't crouch the player character ?

#

it's being called within a function on the player character BP

outer fable
agile moss
#

How do I create a camera which only points in one direction, for my main menu

lofty rapids
agile moss
#

Ok, how do I posses it?

dim halo
lofty rapids
agile moss
#

yes

lofty rapids
#

then set the pawn in the override

#

it'll auto possess it

agile moss
#

where is the override 😅

lofty rapids
#

world settings

#

you may have to make a game mode

#

you don't have a game mode ?

#

you can just make a blank one

#

world settings, game mode override, select your game mode

#

you can create an empty game mode and use that

#

then just set the pawn

agile moss
#

ok

lofty rapids
#

in your case just change the default pawn class and your all set

agile moss
#

doesn't work, yes I put a pawn with a camera in the level

fast stag
#

That will blend cameras

#

blend time 0 is instant

lofty rapids
#

the camera is still flying around or its fixed ?

agile moss
#

fixed

#

where I left it off

agile moss
lofty rapids
#

that makes no sense

#

if your pawn has a camera it should be looking through that camera

fast stag
lofty rapids
#

if it's fixed where you left it off, thats not even default behaviour is it ? i thought the free flying camera was the default

agile moss
#

I will try doing this on another level

lofty rapids
#

well i've not had any issues with it possessing the pawn on load

#

but your using ue4 ?

agile moss
#

yes

lofty rapids
#

it works perfect in 5.3.2

#

but your doing something else with camera or something in some code ?

#

because if it's fixed at last location thats really strange

#

but i could be wrong and default is fixed

agile moss
#

I have no idea

lofty rapids
#

you have anything in the level bp ?

agile moss
agile moss
lofty rapids
#

i don't think it is, if you make a blank level

agile moss