#blueprint

1 messages ยท Page 178 of 1

lofty rapids
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it will be where you started, but if you click

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you can move around

agile moss
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I cannot move around

lofty rapids
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and if you move the camera in the pawn

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no change at all ?

agile moss
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no

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if I put in the game settings the default pawn, I can move, but with mine, nothing

lofty rapids
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so it is working but it's not the correct camera thats really strange

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try to do a print string on a key press in the pawn

agile moss
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yeah

lofty rapids
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if it pops up your most likely possessed i don't think you can just do that otherwise

agile moss
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workss

lofty rapids
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show your pawn

agile moss
lofty rapids
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do you have a player start ?

agile moss
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Ah yeah, I forgot about that

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That worked ๐Ÿ’€

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Thank you dude

acoustic gorge
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i got a little mind-boggle today... so i've got an npc using aimoveto to wander, worked totally fine until I did a code organization sweep/cleanup (stupid me ;)) and suddenly the aimoveto is failing.

for arguments' sake ive separated it from all the other logic i've been building, even detached the BT and popped the npc out onto a blank map, and have it stripped down to one loop.

we fire the aimoveto with a random navigable point, spawning a little cube on that point just so i can visualize it. cube spawns, but the npc just stands there until it eventually fails and reloops.

posted debug view so you can see the navmesh is present

now here's the kicker: if i alt-tab to another screen, the npc starts moving! but in jittery bursts. making me think it's... tick related?? that a loss of focus would cause a drop of frames??

grave relic
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Guys, for EAC, if I understand correctly, when I create a session so from the moment I click on the create session button, I have to call EAC? I only work in BluePrint, I also use P2P for multiplayer, what should I do? My EAC is already operational on the game at the Bootstrapper executable level.

thin panther
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You aren't going to have a good time working with anti cheats and multiplayer with BP only.

C++ is required

grave relic
young meteor
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Hey folks

I made some sliders to control volume a while back, but I never found out how I can set a default value different than 1 (max volume) and have the nob on the slider reflect it as well.
Any tips?

uneven lynx
thin panther
patent bane
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I've been stuck on a bug with my animation graph for a few weeks, I'm making a simple boxing game, and would like to fix my understanding of slots and layered blend per bone. I watched all the videos i could find, and it doesn't seem to help

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would like to ask questions to someone, maybe share screen some time later

zealous moth
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drawing a blank, how can i have values as only 1 or 0 from a vector input?

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well lemme rephrase that

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I want only 0, 1 and -1

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I guess compare....

lofty rapids
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you could probably make a function

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your saying if it's positive 1, negative -1, and 0 ?

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compare float

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i don't know if you can compare vector

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so i would split the pin and them make vector again

odd berry
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Whats the best way to grab the coords of a static mesh in the world?

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so I can teleport an actor to the location of a static mesh

swift kiln
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Hey I have a parent blueprint and some child blueprints from that parent. Now I want to edit parent so that only specific child will have its values changed (for example mass). Any ideas how to do that?

uneven lynx
uneven lynx
tiny meteor
swift kiln
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Well I figured something out but now I have this thing. Is there a way to customize the custom plane even?

tiny meteor
haughty snow
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is it possible to format a 'print string' with multiple font colors or is it just one and thats it

hollow karma
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In Blueprints, does the "Construction Script" affect the class default object or does it affect each actor instance individually?

grave relic
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I have another question, I created the graphics settings, and when I put it in Ultra, my game is absolutely not smooth, I'm at 7 FPS, something is wrong in the graphics settings, but I don't know what!
Can you tell me where the problem could come from? I have a great PC so it's not coming from my PC

zealous moth
grave relic
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Mhmm I see

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I check tomorrow

zealous moth
haughty snow
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nah i mean like 2 colors in 2 message

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er

zealous moth
haughty snow
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1 message* lol sorry

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ah ok, figured, ty

zealous moth
stoic ledge
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๐Ÿ‘‹

maiden plaza
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Hi, I have public variables defined in my Game Instance, and Iโ€™m trying to access them in the EventBeginPlay of the ThirdPersonCharacter after transitioning into a specific level. However, they return as โ€œUnknownโ€ (see first image) even though they are correctly set in the Game Instance (which I have verified by debugging through when they are initialized, see second image).

Has anyone encountered this issue or know how I might resolve it?

gloomy mist
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Hi, I'm wondering if I'm going in a direction that is simply not possible. I have 3 spline curves I've made as a test inside a blueprint actor which I would like to randomly select from as the active curve inside the blueprint when it's called. This way I can have a collection of semi random premade paths to use for something else. I've done searches online and perhaps have the wrong search parameters or I'm just trying to do something not even possible, uncertain. Any ideas? resources? Google only wants to send me things related to random objects on a curve, not random curves. Any help, links or general commentary appreciated. ๐Ÿ™‚

dawn gazelle
maiden plaza
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Is there a proper way to carry references over into new levels as a variable or I just always need to update them?

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I guess I can just create mirrored variables from the game state / player state within the game instance and update them before and after the transition

dawn gazelle
supple ravine
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Is there a way to execute something after all bound listeners finish?

foggy needle
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Can anyone help me figure out why the event fires even if the boolean is false?

dawn gazelle
thorn flame
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Hi, so, In the Animation Blueprint for my custom enemy, I have a cast to the enemy BP itself, but it keeps failing and I can't figure out why. I tried seeing if the enemy BP is even valid, and it is, so I honestly have no clue why the cast keeps failing. If someone could help I would appreciate it.

ionic cypress
thorn flame
ionic cypress
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I think if you don't mind, just post it here. Is that really confidential?

thorn flame
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I can post it here, was just checking. Which of my blueprints do you want? the Animation BP or the blueprints for my enemy BP? or both?

ionic cypress
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Like how you casting it in your animation blueprint

oak horizon
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if you want to make that generally more safe, you should do that on Event Initialize animation, usually with an event timer to recast on failure

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it should, theoretically, make it succeed

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though if this is AI controlled, I'm not certain a cast to pawn owner will succeed anyway

ionic cypress
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Yeah, what is your pawn owner?

ionic cypress
thorn flame
# ionic cypress Yeah, what is your pawn owner?

I have no idea what a pawn owner is. I've heard the term being thrown around a lot, I've just been mindlessly following tutorials while they spew words that I don't understand the meaning of this whole time

thorn flame
ionic cypress
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The pawn owner is the pawn who is using this anim instance.

thorn flame
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Oh okay, that would be the enemy blueprint, AKA the actual enemy itself

ionic cypress
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Do you assign this anim blueprint to the BP_FleshScratcher?

thorn flame
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Hold on let me check

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Yes, I did

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Also, Ignore the name for the Animation Blueprint. It includes all the animations, including the running animation that the ABP is named after

ionic cypress
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still casting failed?

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In game?

thorn flame
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Yes.

ionic cypress
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If it is the preview, it will definitely casting failed.

oak horizon
ionic cypress
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And wait, what is your parent class of BP_FleshScratcher?

thorn flame
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It actually seems like it's working now, but my enemy is standing completely still which could be because of the "set speed" node in my abp messing up or could just be an issue with my AI which I might be able to fix (or not)

oak horizon
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(circled nodes are important)

thorn flame
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BP_FleshScratcher is a child node of the melee enemy template I created

ionic cypress
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Maybe try what R93 said first. But there shouldn't be any reason to fail though.

oak horizon
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you could also try casting upstream unless you need something specific to FleshScratcher

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so you can cast to BP_EnemyMelee and since your class is a child of it, the cast will succeed

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(again, assuming you dont need anything specifically from BP_FleshScratcher in your AnimBP)

thorn flame
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Everything is completely fixed now (as far as I'm aware of) thx ๐Ÿ™

trim matrix
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hey so im trying to have stars as collectables in my game, and im trying to get the hud to update when theyr collected, using the same setup for collecting coins but that seems to only make the ui show not update it, how could i fix this

dawn gazelle
trim matrix
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it still dosnt update the ui when collected, ik it knows theyr being collected i added a print string and it went off everytime i collected one

dawn gazelle
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Are there maybe two characters in the game? Using GetPlayerCharacter 0 could be getting the wrong character.

trim matrix
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no bc it works fine with my coins

mystic zodiac
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Here's a nasty bug that's stopping my progress: The Details panel for my Character Movement Component is empty! So I can't set any attributes like walk speed.

My BaseCharacter_BP inherits from Character_001 which inherits from Character. Character_001 has barely any logic and has "Editable when Inherited" checked for character movement component.

What's also weird is that BaseCharacter_BP has a child and its component is working.

Has anyone seen this kind of error before? I really hope it's not a corrupted blueprint because I don't know how to get it back without using a backup and losing days of progress. I've tried duplicating the blueprint, reparenting the blueprint, verifying the engine version (5.3.2).

cold lion
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this for some reason is not calling once the player picks it up, I tagged my player as "Player". it triggers when set false but I don't want that since it triggers whenever anything touches it, it should only be the player

ionic cypress
cold lion
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so id cast from the item to the player? this is how it is in the item

novel goblet
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I just had an enemy NPC blueprint corrupt. I don't know exactly WHEN it corrupted I think last week or so. But it started having problems with knockback and hitting player targets. Noww the mesh is totally missing. And it doesn't work at all.

Is there ANY way to uncorrupt a blueprint or fix it? Or do I just have to make a new one from scratch? (which I already did but want to know for future reference)

placid bloom
mystic zodiac
cold lion
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thank you very much I am gonna try this

dawn gazelle
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What you have will work.

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It's just a matter of something is preventing you from seeing the display.

trim matrix
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i got it to work now

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just now none of my coin or star counts save, but idk how to get that done lmao

dawn gazelle
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Ha! You're right, i see that now...

dawn gazelle
trim matrix
subtle shoal
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When modding a game, is there anyway around editing constant values manually? I am trying to apply a change to game assets via a blueprint so I don't need to re-edit the assets every time there is patch.

cold lion
mystic zodiac
# trim matrix

I like to manage UI stuff through the player controller using interface events, since any object in the world can Get Player Controller and then send a message. Then the controller sends a message to the HUD since it already has the HUD saved as a variable.

dawn gazelle
cold lion
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yes because the player can pick up the object and it is added to the HUD. I noticed that if I set the found to false (earlier) it would trigger the event dispatcher but now after making more changes it is not. For instance this set up calls it since nothing else it being done and prints string. The goal is to make sure only the player with the "Player" Tag can trigger the event dispatcher

dawn gazelle
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This is the problem.
The "Other Actor" may be PlayerCharacter 0, but the "Capsule Component" woudl not == Other Actor as it is a component of Player Character 0 but not Player Character 0 itself.

trim matrix
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what would i put in the spawn transform?

dawn gazelle
trim matrix
dawn gazelle
cold lion
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So like this?

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I gave that a shot and it still is not calling the event dispatcher this is the logic for the item itself

surreal peak
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Is the BindEvent node not connected for showing or is that really just floating there?

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Also you already casted to the specific Character class. The event Dispatcher is somewhat redundant

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Actually where the hell is that dispatcher located anyway

cold lion
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in the item, the goal is to tell the player blueprint when the item has been collected (Since it will appear on the hud)

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I am possibly mistunderstanding and overcomplicating this

surreal peak
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You aren't even broadcasting that dispatcher

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Neither are you calling the binding node

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You are calling an interface on the item

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You already have casted the character to your BP class. Just call a function on that directly

surreal peak
dawn gazelle
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Item Overlap > (Optional: Check to make sure the character is == PlayerCharacter 0) > Cast "Other Actor" to Character > Call function on casted character to signal Juvlar was found.

cold lion
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okay yeah I cut that down thanks. It works good now. I am worried though later because this item needs to be removed at a certain segment and will also activate an ability when used

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This is what I have now at it works fine

mystic zodiac
cold lion
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Im worried cause this item will have an ability attached to it, and later will be taken away. Will it be possible to do this with the way it is set up now but just by adding some bools and timers? and the ability itself obviously

mystic zodiac
cold lion
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okay that's what I thought thanks. All this will do is set the players health tracking to false for a duration, just a simple invincible item, once the duration is over it will have a cooldown time then can be used again

trim matrix
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what can i put into the object?

ionic cypress
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Is it a UMG widget?

dawn gazelle
ionic cypress
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Yeah, you need to find it somewhere to reference your A Red Coin Ring

trim matrix
ionic cypress
trim matrix
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it will be, im trying to get things to work so i can place them in levels later and already have everything code wise set up

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it is spawned in my test map rn tho

ionic cypress
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If it is spawned, you just get the reference from the spawner, if it is put in the level, you might need more work to do to reference it runtime.

trim matrix
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how would i do that? bc they wont have a set place in levels, more of just a modular object that i can set up in levels later

ionic cypress
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So if it has only one ring, you can even do a sloppy way that get all actors from class in your blueprint.

trim matrix
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yea there should only ever be one ring per how ever many red coins i add for it to spawn

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this is all i have in the ring blueprint

lunar sleet
quartz oar
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I know double-clicking an existing wire will create a reroute node there, but is there any hotkey to drop a reroute node as I'm making a wire if I know where I'll want one in advance?

obtuse oriole
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how do I make primitive component reference variable that I can set default value in editor to ref a primitive component outside of the blueprint within the same level?

resolved: use Actor object type

dawn gazelle
dry scarab
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how do i fix this

frosty heron
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Apple is not orange, so casting Apple as orange will always fail.

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Just to clarify, controller is like the brain of the player, while pawn is the physical form of the character/player.

dry scarab
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hence it was wrong

dense garnet
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Hi. Sorry if this is wrong place to post this.

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Can someone please explain to me, why this is happening and how do I fix it?

Problem:
I was just following a tutorial and then, I noticed it. My floating islands are missing.

On editor viewport, the float islands are not showing up. (upper picture)

But when I click on Play, it shoes up (lower picture)
The middle picture is Outliner window showing "(unloaded)"

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I am not sure how to fix it. I worry if this "simple" problem is here.

It will become big problem in future.

It does not allow me to delete unloaded assets.
No. I am not using world streaming.

lunar sleet
dense garnet
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But I have "Enable Streaming" enable.. sooo... O_o I do not understand why this is happening.

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This is the tutorial I am following:
https://www.youtube.com/watch?v=uyp1I4HJJBg

๐ŸŽฎLearn to create a game in Unreal Engine 5: https://www.unfgames.com/action-game

Want to learn Blueprints from scratch? Watch this: https://youtu.be/W0brCeJNMqk
Create a FPS in UE5 with Blueprints: https://youtu.be/69HNJVS6818

Learn how to create a game in Unreal Engine 5. In this tutorial, you will learn how to develop a 3D platformer game fr...

โ–ถ Play video
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Oh. wait.. O_O .... I fixed it.

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But I still do not understand why O_O or how T_T hahaha this sucks!

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I added a "pin"

lunar sleet
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You can turn off world partition if your map is not too big

dense garnet
lunar sleet
dense garnet
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Gosh, I wish to understand why this is O_O

lunar sleet
lunar sleet
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If you have alot of stuff loaded at once it starts to affect perf

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Level streaming loads your world in chunks, when needed so it takes less resources at once

dense garnet
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Interesting. So this is what it is called in Game Development

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"level streaming"

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So that is why, in games like GTA San Andreas... the far away.. ahh.. far away from CJ.

Only the landscape is loaded. No cars, no trees (some), no NPC. -nod nod-

lunar sleet
dense garnet
lunar sleet
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Study what you need when you need it. UE is an ocean, easy to get lost in it

dense garnet
lunar sleet
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Not quite apples and oranges

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You can make meshes and animations in UE but you canโ€™t program a game in Blender

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Not to mention all the other things UE can do

warped juniper
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Hey there. I have an array of components in an actor, all of which are box collisions. However, I want to set theit extent using the Set Box Extent node, but I cannot get a copy of the boxes and plug it in because of formatting.

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Can I make the array specifically be in the box collision format?

dusky cobalt
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Could anyone point me to right keyword? I need to start creating levels/maps in my game and I'm looking for the best fundamentals. I'm basically looking if are there any solutions better than creating 1 base level with like base ''plane'', putting some generic code in the level, and then just copy pasting to this base to create levels. Like there are things that I want to be in every level, or at least to not have to create base plane, so it will always be 10x10 unless I want for some level to be 8x8 or smaller etc. etc. What tutorials should I look for? Is there something like BP_Level and I can create child of it basically? Would be good if I could start with:

Base size plane + empty managers which then I will feed with data for each level. Do I just literally create 1 and then copy paste? but then, if I change the base, I still have to go to every level and change it.. so you get my idea why I need parent level. What to look for? Basically the maps will be for RTS game if this gives better picture.

dense garnet
remote rapids
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i need help

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i create a timer by clicked on (present)

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but that not what i want and now i am stuck

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i want that in the first time when i click on present button so the countdown will appear and will start until he finish.
when he will finish i will be able to click the button again.

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how to do that?

young meteor
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Hey folks ๐Ÿ™‚

When I package my project I get a bunch of warnings like this (all have the same parent class).
LogScript: Warning: Script Msg called by: BP_Normal1_C /Game/MyOwnStuff/Levels/Level3/UEDPIE_0_Level3.Level3:PersistentLevel.BP_Normal1_C_1
LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble

It tells me what blueprint is in question but is there any way to get more information?
I tried checking my divides manually to see if I could find a divide by 0. No luck though

young meteor
# remote rapids i want that in the first time when i click on present button so the countdown wi...

My suggestion if I understand you correctly would be:
Check againt a Branch with a Boolean value before calling the Countdown event.
Set this same Boolean to true as the first thing in your event.
Start an Event by Timer and tick "Looping" in that node. Set time to 0,1 (or however often you want it to update).
In the event set your text so the player will see it.
After the time runs out, clear the Event by Timer.
Set your Boolean to false.

broken badge
# remote rapids

Have you looked into using the actual timer node this? Or is that what you're doing in the Countdown Event?

dreamy mountain
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I am having a bitch of a time making a 6DOF movement system.

My flying pawn has a swingarm and a camera attached to a dummy sphere. Mouse movement moves the dummy sphere, and its child swingarm and camera.

I want the flying pawn to slowly point in the direction of the camera.

This is meant to simulate a really big space warship, able to turn its turrets much faster than the entire ship.

This should be possible with an 'Ease' function - by easing from one rotator (ship's current rotator) into another (the dummy sphere's current rotator). But IDK how to do easing over time.

Does anyone have tutorials they can recommend for this?

(I would also like to install a cap on the angular velocity of the ship's movement.)

remote rapids
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like i am new on all of that and i realy need personal help

remote rapids
broken badge
remote rapids
young meteor
# dreamy mountain I am having a bitch of a time making a 6DOF movement system. My flying pawn has...

Just spitting out an idea here. Haven't thought it all the way through.
You could maybe compare camera angle to the angle of your big ship, and then use that difference to set a rotation speed which you could cap?
Sort of like moving a camera side to side in a top down view type of game. When your cursor approach the edge. If you have ever done such.
Otherwise I know there would be tutorials for such.

Someone else might have a better idea though.

lethal pollen
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How can I do this in C++?

dreamy mountain
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I am comparing the dummy-sphere's rotator to the rotator of the ship. And I'm onto something ATM, using the dot product of those two objects' vectors to drive the alpha of the easing function.

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Or maybe I should use angular velocity to drive it.

young meteor
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Sounds smart. (The DOT product thing)

dreamy mountain
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I tried using a timeline, but uh...that has the issue that the timeline runs out, and the ship turns faster and faster and faster, until it's infinitely quick and responsive, and always stays centered.

young meteor
dreamy mountain
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Between each loop - what do you mean?

young meteor
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Also allows you a threshold if you don't want to move the ship if the player just move cursor a tiny amount.

frosty heron
frosty heron
dreamy mountain
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Interpolate, hm, that could be exactly the node I want!

frosty heron
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There is helper for rotator, float, vector, etc

dreamy mountain
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Because with the player waving the mouse around frantically in combat - nothing is going to last for a preset length of time, maneuvering-wise.

frosty heron
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Interp it is

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Timeline can be used for something like opening door

dreamy mountain
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Timelines would be great for things like the cooldown between shooting laser blasts.

frosty heron
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With the time representing how long it take from one state to another (open to close)

dreamy mountain
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๐Ÿค” I need to go watch some youtube videos about the interpolate node.

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Inside of the 'RInterp To' node, there is an 'Interp Speed' input, a float. What is this unit of measure?

Seconds? Degrees? Number of ticks?

frosty heron
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R stands for rotator

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You can check what value it hold, I don't really touch these stuff

frosty heron
dreamy mountain
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Hm. I do need this system to obey pitch, roll, and yaw rate limitation variables. Either specified in degrees per second of rotation, or a minimum time-to-flip (180 degree turn)

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And weirder still: Get Physics Angular Velocity doesn't appear to work with Set World Rotation.

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๐Ÿ˜ฎ

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There is an option to set an object's angular velocity.

remote rapids
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i am stuck here

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this is my present button

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i want that if i click on him in the first time a timer of 45 min will start countdown
and i i will not be able to click again until the countdown over until it end.
and i want that to loop

prisma tree
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I suck at math: how do i convert a scale of 0->100 to become 100->0 ?
ie 25 should become 75 and 75 should become 25...

cerulean mango
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@prisma tree I guess you're looking for "100 - value" in your exemple 100-25 = 75 , 100-60 = 40,100-75 = 25 etc etc

rancid pollen
#

is there any way to set the current frame or time of an animation using blueprints?

prisma tree
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I actually got recommended a node by someone "map range unclamped" that solved my issue

faint pasture
subtle nova
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I haven't been able to find a good solution to this online, so I'm asking here. I have a character that locks onto a target, starts moving relative to it, while facing it (like in Legend of Zelda). I want to be able to dodge/roll around the target, but when I dodge sideways it goes in a straight line, which pulls be farther away from the target. Any ideas on a solution?

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I'm using the built-in "Jump" character function for the dodge

faint pasture
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not completely trivial math to figure out the direction

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for a jump. If it's force based or smooth movement over time it's the same problem but a lot simpler

nocturne fossil
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how can i print this tho?

subtle nova
fiery ridge
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I need to start with STARTED and then after a few frames, continue on being TRIGGERED. Is this even possible?

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I'm saving a buffer index int in case I press the same button while the player is already busy doing something.

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I have it on a loop that checks for buffer

near rapids
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Is there a function that returns +1 if the value is > 0 and -1 if the value is < 0 ?

spark steppe
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Sign or Get Sign ๐Ÿคท

near rapids
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perfect thank you

faint pasture
haughty snow
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Can you "just" test a user widget screen or do I have to play the game and load it up

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is there a 'simulator'

broken wadi
haughty snow
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ah, yeah, just was hoping i could test the screen itself without having to 'hook it up' but not a big deal ty

waxen rose
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any help for deep foreachloop exaplain?

twin shale
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Does anyone know if it's possible to add physics constraints to Instance Static Meshes?

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From what I can tell, the answer is no

stone field
twin shale
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But I want to be sure

stone field
waxen rose
twin shale
stone field
waxen rose
# stone field It iterates over _each_ item in an array, for example

Discover the full potential of Unreal Engine Blueprints as we take a deep dive into the power of 'For Loops' and 'Arrays'. Through this insightful tutorial, we're walking you through the heart of game development - managing data and controlling game elements efficiently! ๐ŸŽฎ๐Ÿ’ก

In this unreal engine blueprint tutorial, you'll unearth:
โœ… The basics ...

โ–ถ Play video
undone sequoia
#

guys how to make load these maps in unreal I just renamed them in folder and they are not showing there ....

stone field
stone field
stone field
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The backstory : every asset in Unreal has secret unique ids in addition to filenames - if you rename something outside of the editor, unreal loses track of the references to things.

So when you Rename something in Editor, it also creates "Redirectors" - to avoid 'touching' all the files that hold references to that changed file, it creates a little redirector thingie that says "hey, looking for OldItemA? it's now called NewItemA!"
And optimally people should actually be cleaning out these Redirectors as fast as they make them

ornate anchor
#

I'm making a top-down shooter game and I want to rotate my character with my mouse, but since my mouse rotates according to the position in the 3D world, it doesn't give me exactly the gameplay I want. My camera angle is 0, -60, 45. It works fine at 90 degrees, but I couldn't find how to solve it at this angle. I tried many different methods. Does anyone have a good solution?

broken badge
#

Does anyone have experience with referencing from the Asset Registry? I'm struggling to get child classes of a parent.

undone sequoia
surreal bridge
#

I am having some issues trying to use some functions that I made:

#

Even if the function is empty and doesn't contain any nodes it still throws this error and won't compile

trim matrix
#

hey im attempting to make a lives system like in mario odyssey, where the player dosnt have lives but instead gets coins taken away when they die, but if they dont have any they get a game over, how can i make this in unreal? i found a tutorial for similar but it wants to set the coins there not have them update from whatever the players current total is, how do i fix this?

stone field
undone sequoia
trim matrix
#

my coin counter resets when reaching 100, how do i raise it to just keep counting

broken badge
trim matrix
#

yea i had 0-999

#

but that still reset when it reached 100

broken badge
#

Sounds like you have some code that alters this value somewhere else. Have you tried searching for the variable across your project (Binoculars icon)

trim matrix
#

the only other place aside from ui is here but i dont have this code completely finished

lofty rapids
lofty rapids
#

your just showing an increment

#

nothing about that says it will stop at 100

trim matrix
#

thats all the code i have for it

lofty rapids
#

theres no code to the right ?

trim matrix
#

the only other thing is the mesh object for the coin

#

that is a print string bc i wanted to make sure it was adding

lofty rapids
#

show the range

trim matrix
lofty rapids
#

so your saying the variable is reseting at 100 ?

#

can your print string the variable instead of hello

#

and collect the coins and check the value

ornate anchor
trim matrix
lofty rapids
#

drag the integer out pin into the print string

vast sleet
#

Why it's impossible to call trace functions inside Object? I made movement actor component and moves with base class based on Object.

trim matrix
#

i did that it didnt print

lofty rapids
#

are you saying hello printed

#

but the integer didn't ?

#

show the code what your printing

trim matrix
#

neither printed

lofty rapids
#

oh ok

#

so it's not even running then

trim matrix
#

idk, its updating the ui, ig thats ab it

lofty rapids
#

ya your ui is a seperate part

#

but that particular thing isn't running if your print didn't show up

#

have you used it before and it showed up fine ?

trim matrix
#

yea, idk why it wouldnt be working tho, i havent touched it since i made it

lofty rapids
#

when do you run the function ?

trim matrix
#

could it be something with me having 3 types of coins that all count to one coin counter but one has its own as well?

#

bc the blue coins are sperate, and worth more than a normal coin, but still ad to the total coin coint

lofty rapids
#

you could have a hundred coins with different amounts that add to a variable

trim matrix
#

oh

lofty rapids
#

somewhere you use a clamp ?

trim matrix
#

no

lofty rapids
#

it doesn't look like you call collect coin function

#

when you actually get a coin

trim matrix
#

when should i add it ?

lofty rapids
trim matrix
#

thats what it adds to the coin count

lofty rapids
#

ya i think your numbers are strange or somethings off but thats another problem

jaunty jolt
#

Blueprints are horrible for structs, am i correct?
If i add a member variable to the struct. I need to go to every single place in the code where the struct is set and plug it in manually

#

that could be 50 places. Is there an easy way to do this?
In visual studio it would be easy

lofty rapids
trim matrix
lofty rapids
lunar sleet
#

Ahโ€ฆtutorial hell? ๐Ÿ˜

lunar sleet
#

This is indeed accurate

lofty rapids
lunar sleet
#

Preferably make them in cpp tho rather than C ๐Ÿ˜›

trim matrix
jaunty jolt
#

I added a member variable to a struct. I'm having make a search for all the places where the struct is used.
And plug it in

#

All the Set Array Elem and all the Set Members

lofty rapids
lunar sleet
trim matrix
jaunty jolt
#

im starting to believe blueprints are kind of an illusion

#

the game must be done in c++

lunar sleet
#

The game must be done in cpp and bp

lofty rapids
lunar sleet
#

There are some things bp is better at than cpp

jaunty jolt
#

though bp must be used only for things like setting meshes and materials. like 20%

trim matrix
#

well, now the count continues when i collect the red or normal coins, but when i collect a blue coin it resets the main count to 0

jaunty jolt
#

i think it can be handy sometimes

lunar sleet
trim matrix
jaunty jolt
#

yeah that

trim matrix
lofty rapids
# trim matrix

makes sense because your not inc coincounter, your setting it to blue counter + 5

#

then adding one to blue

#

so the math adds up

lunar sleet
#

Itโ€™s also sometimes easier to read code in a bp from a birdโ€™s eye view rather than going through lines and lines of code

trim matrix
#

so how do i fix that lol

lofty rapids
trim matrix
#

no, when u collect a blue coin i want the normal count to go up by 5 but the blue count only by one

lofty rapids
#

oh ok

remote rapids
#

Hey i need help

trim matrix
#

theyr gonna be more hidden in levels compared to the normal coins just being in them

#

the red coins are also supposed to be able to spawn when hitting a ring, but i havent finished that yet bc i noticed the coin count bug

lofty rapids
lunar sleet
trim matrix
#

so get the normal coin count instead of getting blue count and just add 5 to it like that?

lofty rapids
lunar sleet
lofty rapids
#

your already doing the math in the coin bp

trim matrix
#

so like this?

lofty rapids
trim matrix
#

werk that fixed it

#

ty

remote rapids
#

all the function work well
i did that every time that i pressed the button so a countdown will begin.
the problem is that i want that in the first click the countdown will begin but not in the second or the third
i mean the counter start but if i click again the countdown reset

#

and i dont want the countdown to reset.
i want it to reset when the countdown end

lunar sleet
#

The delay on that timer is like putting delay on tick

#

Delays do not stop execution. Abandon these ways ๐Ÿ˜€

remote rapids
#

why

#

all work good for me

#

the only problem is that i want the countdown to reset only when the countdown end

lunar sleet
#

Whyโ€™d you make a time variable if youโ€™re not using it

remote rapids
#

i can delete him

#

that not the problem

lunar sleet
#

Brother

#

You have many problems in there

#

Stop and listen for advice

#

You donโ€™t minus delta seconds anyways, that doesnโ€™t do anything

lofty rapids
#

3600 is a rediculous delay

remote rapids
#

i just follow him

subtle shoal
#

The values can be changed with the editor so is it possible to automate an edit for a mod override? In other words, can I setup an editor utility widget or table that will automatically save files to mod and apply changes? The parameters for the changes would need to be saved into the utility or table somehow so I can one-click edit the files whenever there is an update.

Somebody in another server mentioned that the editor can be "tricked" into changing constants. Is there any truth to this?

I am changing the Name and Short Name text and Tonnage float parameters by factor multiplication.

remote rapids
lofty rapids
#

it would be better to check the actual values

lunar sleet
#

But going back to your main issue. If you want something to stop working for 3600s. Have a bool true by default, check if itโ€™s true, set it to false, start a timer with 3600s, non looping and set the bool back to True inside it.

lunar sleet
#

Now to add Fcb Dev to the black list with others like Gorka ๐Ÿ˜€

remote rapids
remote rapids
lunar sleet
lofty rapids
remote rapids
lunar sleet
waxen rose
#

can i control of start, stop animation by bp with vertex animation method? ( i need let when some spawn just scale one time and stop animation after that, "https://www.youtube.com/watch?v=tzlh5a_PMOQ"

In this game art episode I go over how to use the world position offset to make a mesh animate a rotation that is efficient and optimised. I also show how to combine this with vertex colours to isolate sections of a mesh.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scen...

โ–ถ Play video
remote rapids
fervent jolt
#

Hello, I am having an issue with my EToolType enum. whenever it reaches that (1) switch statement, EToolType switches itself back to its default value, seemingly of its own free will.(3), anyone ever enounter something like this before? the other enums work, and I've cleaned and rebuilt the project/plugins twice.

lunar sleet
remote rapids
#

i start good?

lofty rapids
vagrant canopy
#

Heya, I'm having trouble making these events , interfaces and widgets communicate with each other. I'm pretty new to UE BPs and im no programmer so a good breakdown is appreciated.

Basically the flow is

Player > Interact Prompt on item with F key > Item pick up prompt YES/NO widget > Plays "Item Obtained!" Screen widget > Destroys actor of item BP > casts BP_Item to player socket.

somehow it does not go thru after clicking the YES/NO buttons. also my screen pauses when I press F on the BP_Item again.

Character BP:

F key pressed > triggers Interactable event

#

Item BP:

Item Pick Up > prints custom dialogue string variable

remote rapids
#

i did that
and that work

vagrant canopy
#

PickupItem BP:

YES > unpauses and shoots to "Item Obtain" Interface

NO > Unpauses and goes back to gameplay.

spice thunder
#

I need some quick help in working on a project and in that I have like 100-150 static mesh , and thier visibility is set to hide and when player overlap with box then only that actor would be visible , but in visibility node target we have to add a target and I cannot add 150 static mesh there

Is there any alternative or anything else which I can put in target?

vagrant canopy
#

Item BP:

Event Item Obtain > same function as Item Pickup screen but then destroys Item BP actor and theoretically should cast item to player BP socket

spice thunder
lofty rapids
#

you have these meshes in the scene ?

spice thunder
#

I created a actor blueprint

lofty rapids
#

are they all the same actor ?

spice thunder
#

And inside that there r some scene but not all

spice thunder
lofty rapids
#

do they have a common parent ?

spice thunder
#

Its a train

haughty snow
#

if I was looking to create a centralized location to track my the overall game state, is 'game instance' an appropriate place to do that logic or should I just make a separate BP

lofty rapids
#

do you want it to persist across levels ?

#

then game instance

haughty snow
#

ok

#

ty

onyx gull
#

QuestionResponder is a custom interface that I've made, is there any way to define an array of them such that the array can be filled by selecting objects from the content browser?

#

particularly my goal here is to have it so that at a certain point defined elsewhere in code (when the player answers a question) the code iterates over the array and calls a function on it. The array needs to be comprised of other responders in the same level. If there's another/better workflow to do this I'm open to suggestions

#

do I need to store them as an array of actors and "cast"(/check if they implement the interface) while iterating over the array?

spice thunder
#

what should I do so if player isn't inside that box overlap that actor should not be visible even if that actor is moving

mild jacinth
#

how would I go about making head mesh(modular piece) invisible, but at same time so that it would still cast shadows on the ground?

#

Owner no see removes the shadows too so its uselss for me

mild jacinth
surreal lotus
#

Hi everyone,
I've a general question;
I've a UE5 project that I am developing in Windows and was able to successfully package and play on a different windows machine.
I want to package it for a MAC machine (from my windows machine).
Is it the same process, but that I click on iOS instead of windows for packaging?

stoic ledge
cerulean mango
#

Hey guys, i made a draw system in my game, i'm using rendertarget to achieve that. But i can't draw continuous line if i'm too fast, it looks like the linetrace is not refresh fast enough, is that possible to the increase the line trace rate or do i have to redo the system ? Thanks

frosty heron
trim matrix
#

so im trying to make a simon says minigame that has sounds play whenever the player hops on the keys, but im not sure if im going the best way about it? the sounds also dont wna play when the player interacts with it

south veldt
#

I'm struggling with getting my character movement going with zero gravity movement. The goal is to have my character move forward and back with "W/S", yaw on its z-axis with "A/D", and roll on its x-axis with "Q/E". My forward/backward movement works flawlessly. My yaw rotation only rotates on the world z-axis and not the z-axis relative to the player character, and my roll rotation just rotates the camera and not the player character. Does anyone have any insight as to what I could do to fix this?

trim matrix
lofty rapids
trim matrix
#

but i wanted the ui to pop up once they wnter the trigger, then if they say yes it starts the minigame

lofty rapids
#

do you have the minigame part all set up ?

#

making it stop would be as easy as a boolean on the movement

trim matrix
#

no im also not sure how to set up the minigame, i have all the sound clips set up, but idk where to start, i found a few tutorials for just a color matching one but would that apply here too?

spice sequoia
#

I am trying to create an Editor Widget Utility that will change some variables from the editor during PIE (for debugging purposes) - When I use the 'Get all actors of class' node it returns zero results even though there are a lot of these actors in my level. Is there something else I need to do to make the widget find the actors in the currently playing level?

spark steppe
#

yea you need a reference to the current playing level

#

there's a subsystem which provides the current PIE Level reference iirc

#

editor level subsystem or smth

dawn gazelle
spice sequoia
spark steppe
#

could be the wrong one, not sure

#

there are several subsystems and ways to get levels, i think there's one which returns the current PIE level

#

but i don't have UE right now to check

dawn gazelle
# trim matrix i now have the sounds working but i dont have it set up to stop the player until...

Use a bool on the minigame actor called "Active". Keep it false by default.
On the overlaps that play your sounds, put a branch and check if "Active" is true and only if true play your sounds.
When the player is presented with the UI, you can have it communicate back to the minigame actor and if they select "Yes" have it set the Active bool true.
When the player leaves the general area of the minigame, set the bool false again.

trim matrix
dawn gazelle
#

Oh sorry, you wanted to halt the player from moving while that UI is presented?

dreamy mountain
trim matrix
#

i wna just have minigames just placed throughout the worlds as extra bonuses

dawn gazelle
trim matrix
#

how do i do that? ik how to set it to ui only but how do i make it change back one they make a selection

trim matrix
#

but it also didnt let me select any of the ui buttons

dawn gazelle
#

Whatever even you have in your UI that drives the selection (like a button click) that's when you'd set it back.
To fix the character from continuing moving, assuming you're using a "Character" with a Character Movement Component, is to get its movement comopnent and stop all movement.

trim matrix
#

how do i get the stop all movement to work it wont let me connect it

dawn gazelle
#

You need to get the movement component from your character.

trim matrix
#

i did that, added a stop movement and nothing changed

haughty snow
#

is there a way to know when all of the actors in the level have loaded and thus fire off an event when that occurs?

dawn gazelle
# trim matrix

Wrong node. I believe it's "Stop Movement Immediately" you want.

#

It may not be what works though.... If the input is still going to the add movement then it may keep going.

#

There is "Disable Movement" as well.

lofty rapids
#

a boolean on the movement events would stop ya dead in your tracks

spice sequoia
dawn gazelle
haughty snow
#

ty - yeah, it seems like the consensus is 'Begin Play' in the level blueprint is mostly reliable

#

gonna see how that goes

lone garnet
#

I have a fixed camera top down view. When I possess another pawn and repossess the original, the rotation of the original pawn uses its current rotation as the new axis. so if I possess the other pawn when original is facing the East, once I repossess the original, W moves the pawn East instead of North. Any ideas on what rotation setting needs sorting here?

#

just realised spawning facing any direction other than North makes the character move forward rather than relative to the camera.

#

So its a setup issue

trim matrix
trim matrix
lofty rapids
#

turn it to false, you can't move

#

because you put a branch there

#

turn it back you can move again

trim matrix
#

how do i set it up tho im confused

lofty rapids
#

show your movement events

trim matrix
#

what r those

#

also, when the ui spawns it wont let me select any of the boxes

lofty rapids
#

you set game mode ui only

#

are the boxes you are talking about part of the game ?

#

or the ui ?

crimson notch
#

Hi guys, how do i use this node?

trim matrix
crimson notch
ashen dragon
#

Can I make a full game using just blueprints or should I learn c++ ?

frosty heron
dawn gazelle
trim matrix
dawn gazelle
#

Race ya ๐Ÿ˜›

thin panther
# ashen dragon Can I make a full game using just blueprints or should I learn c++ ?

It's definitely possible, just not well advised. If you end up using structs, they're already something for example that will do better in C++
You severely limit the scope of your game and anything you want to give a decent release will probably want some C++

If you want things like multiplayer or large games, it becomes essential, however how much you use is up to you. Even 1% C++ unlocks loads of potential performance boosts, the ability to expose useful functionality and such.

Small games and testing projects do absolutely fine with BP only, games can and do release like that. You just unlock so much more if you're not limiting yourself. BP sucks at heavy maths, large loops, and other complex functionality.

faint pasture
trim matrix
trim matrix
#

how can i make the game keep track of the coin counts and star counts throughout the game, not just only in one level since it resets rn when going to a new level

thin panther
#

game instance persists between levels

ashen dragon
#

Okay thank you for all the help. Iโ€™ll just learn c++ and forget about making games or anything for now

thin panther
#

Why not do both!
Get used to the engine in bp, do odds and ends of learncpp.com on the side

#

a lot of evil c++ specifics like memory management aren't as applicable to unreal

#

It's API is very forgiving and comes with things like a garbage collector

trim matrix
thin panther
#

just make your coin and star variables in the game instance instead

#

and make sure your custom game instance class is used in the gamemode

trim matrix
#

idk if i did it right, i made new varibles but most of it is in the coin blueprints themselves

thin panther
#

how does the coin blueprint track how many coins have been picked up, once you pick up a coin, it's not there anymore

#

Once you pick up the coin, something needs to increment a value that says "I have X number of coins"

dense sundial
#

Hi, I'm currently creating a door system similar to the classic resident evil door animations.
My only problem is finding a efficient way to approach the implementation.

I was debating whether to use a level sequence to have it's own separate door level to play an animation or to create a video of the door opening. I wasn't really sure. Anyone have a better idea?

trim matrix
#

thats all it does

thin panther
#

probably in your player character if I had to guess.

#

bingo

trim matrix
#

thats the coin

#

like i sadi

#

said

thin panther
#

so you're tracking the coins in the character

trim matrix
#

no

thin panther
#

no

#

That's tracking the coins in the character

#

the number of coins collected is in the character.

trim matrix
#

the code is in the coins

thin panther
#

that's what's tracking them

#

it doesn't matter

trim matrix
#

werk am i moving them over too?

thin panther
#

what's calling it matters not, the player is keeping track of how many coins are picked up

#

the game instance is where you want to move them to

trim matrix
#

so cast to the instance instead

thin panther
#

Not quite, you won't be able to cast other actor to the game instance

trim matrix
#

my coins wont work then

thin panther
#

You'll still want the character cast, to make sure it's a character that picked it up

#

but afterwards, you'll want to get the game instance, cast to it, and modify the coin value there

trim matrix
#

im so confused

bold iron
#

Hey guys! Iโ€™m currently a student and iโ€™m working on a school solo project but i have kind of hit a wall on one part and i hope sone of you may give me hints towards what steps i should take to accomplish my goal! Iโ€™m remaking cod zombies but i donโ€™t know how to make an AI climb over a ledge properly. Right now itโ€™s an animation but he goes back to his original position when itโ€™s done playing ๐Ÿ˜…

bold iron
# trim matrix im so confused

Heโ€™s telling you to track youโ€™re coins in the game instance blueprint instead! If you donโ€™t know where it is in your content go to your project settings and search for game instance and youโ€™ll find it. After whenever you need to add coins or use coins you would cast to your โ€œbp_gameinstanceโ€ instead of your player

#

Like that the value is kept the same throughout each level

trim matrix
bold iron
#

Perfect! So in your coin blueprint when it overlaps with the player you would change the variable in the game instance instead of the player

ashen dragon
bold iron
#

If you want we can go on a call if it helps itโ€™ll be my pleasure

trim matrix
#

should i keep the cast to bp third person or just the instance

bold iron
#

Well you need the third person as thatโ€™s when you want the coin to get picked up. After you do get game instance and change your coins from there

trim matrix
bold iron
dawn gazelle
trim matrix
bold iron
#

actually i lied! i use custom blueprints library so that is the node i need but you would need to cast to it and then change the coin value

#

if ever you want to avoid having tons of cast look into blueprint function library! you do it once, set a name and you can acces it anywhere

dawn gazelle
trim matrix
bold iron
#

i mean it is not the cleanest way to go about it but yes, cast to your third person, then cast to game instance and do all the coin code you did previously but with the game instance coin variable

trim matrix
#

the dark blue ones

dawn gazelle
trim matrix
#

ok

trim matrix
trim matrix
#

and completely broke the coin

#

now the coins dont collect

#

and didnt save the count from level to level

#

how do i fix this, i just got all my coins n shit fixed and now theyr back to busted

lunar sleet
#

Debug and find out what went wrong

#

And maybe setup source control for next time

bold iron
#

well the UI is probably the binding that is not good since you have the variable in your third person blueprint

#

switch it to get it from your game instance

#

and the rest should of been the same code really.... overlap with player - change coin variable in game instance - destroy coin

#

play sound and effect if you have that too before the destroy coin

trim matrix
#

jsut tell me what to do to restart and do it correctly im rly annoyed n tired of trying to fix what i have

lunar sleet
#

Most time is spent fixing broken things than adding new stuff ๐Ÿ˜€

trim matrix
dawn gazelle
bold iron
#

honestly, i feel as if you need to start doing some research of your own. Im not trying to be rude or anything but it makes it hard for me to help you if all you want is answers without understanding them. To be honest if you are struggling with a coin pickup, i feel as if you should watch a few tutorials before trying to tackle bigger tasks.

round grotto
#

Hey yall i'm working on an inventory system where items are derived from object and inventories store arrays of items, i want the ability to sort the inventory based on different parameters and the best thing i came up with is to have one items array for each sorting method, this removes the need to sort the main array every time and instead just swap the displayed inventory every time you want a sorted view. From what i understand you create objects only once and then they get passed around as pointers, so having multiple arrays containing the same objects shouldnt be expensive, can anybody confirm this?

dawn gazelle
# round grotto Hey yall i'm working on an inventory system where items are derived from object ...

You're technically correct, they are stored as pointers, but then you're duplicating the pointers and you're having to maintain multiple arrays of data - I probably wouldn't bother.
The only time that you may want to display the data is probably in UI. There's no harm in sorting at run time and storing the desired sort as its own array in a local variable as part of a function which you'd then use in a foreach loop to display the contents of the sorted array. It shouldn't be expensive or taxing to do this, and you'd only need to do the sort when you're displaying the UI for the first time or when you select a sorting option rather than constantly having to maintain several arrays with the desired sort.

spice valley
#

hello, using 5.4.2, I'm trying to get a surface type from a line trace. This works completely fine in editor, however when packaged every physical material and surfacetype returns as default

round grotto
spice valley
dawn gazelle
#

Eh, unless you have 1000s of items in your array it shouldn't really matter. Doing it your way would require you to sort out all those arrays every time there is a change to your inventory which is definitely inefficient.

round grotto
# dawn gazelle Eh, unless you have 1000s of items in your array it shouldn't really matter. Do...

The idea is to have thousands of items. That's what i don't understand tho, the way i imagine it is you're looping through an array once at most each time you add an item, for every array, removing is pretty much the same. Sorting on the other hand means looping the array once for every item on the array, which should always be worse until you have as many arrays as items in the arrays. It's a thought exercise mainly, i'm done working for the day, but idk if i'm missing something...

ancient dome
exotic quest
#

alright so, yall are smart

#

i have a project with a third person orthographic character, however i dont have any movement
basically what i want to do is have the character always face where the mouse is hovering above the terrain, and walk the way its facing when pressing w
i can figure the actual moving forward part of this on my own, but how would i do the mouselook thing?

#

also the camera does not rotate at all, it stays where it is, no matter where the player moves or how they turn

ancient dome
#

location under mouse - current location of character

#

u call make rot from X on that

#

and u get the rotation ur looking for

#

I have this in my project, get location at index is the only thing different

exotic quest
#

uhhh ill try to do that

ancient dome
#

then u could apply this rotation on tick

#

or whenever the mouse is moved

#

what works for u

exotic quest
#

see the problem is im kinda dum and idk how to do anything with blueprints

#

i understand what youve told me pretty well but i just dont know how to implement it

ancient dome
#
#

this thread talks about how to get the location under the cursor

#

the node get actor location with input self will give u the location of ur character

#

set actor rotation will set the rotation

exotic quest
#

aight then

naive grail
ancient dome
#

it is one actor in the end

#

one spline actor gets spawned with the spline points already set from the previous one

#

it just adds the new spline points

#

although clear is even explicitly called

naive grail
#

But, how do you plan to undo spawning a new actor? I don't see how it would work
As far as I see, you just undo deleting old one without destroying new one
Like I said tho, I might be completely wrong. That's not something I have experience on

exotic quest
ancient dome
#

add pin

#

bottom right

exotic quest
#

okden

#

now i have 6 values unless i clicked the wrong thing

#

oh wait no

#

i think im just stupid

naive grail
ancient dome
#

not yet, that was my next step if nobody has an idea

exotic quest
#

nope nvm

#

ok this needs to be 1 but idk how to make it 1

ancient dome
#

oh there

#

right click bottom left on the pin

#

u can convert the type

naive grail
ancient dome
#

but if it is the same type, just plug it in

#

but I checked to the bottom of the post

#

seems like u can call get player controller

#

and do this

#

instead

#

easier

#

then use impact point

exotic quest
lunar sleet
#

Convert mouse loc to world space is broken

#

You can get mouse pos on viewport and deproject to world but Iโ€™ve been having mixed results

exotic quest
#

gives me the coordinates of the mouse every tick

lunar sleet
#

The hit result under cursor? Yeah it works if UI is not in play

exotic quest
#

ok

#

now i have to turn this into the player looking at it

dawn gazelle
ancient dome
#

unlucky

#

guess I will check out the foliage tools now

naive grail
#

It's deep in the editor. I created a few tools here & there, but I usually ignored undo/redo. I believe people did it as well

ancient dome
#

now I checked

#

it's not even related to transactions

#

seems to be a problem with the spline or my code

exotic quest
ancient dome
#

yes

ancient dome
#

and only use the yaw

#

that's all u want

exotic quest
#

ok do i need to set up all of the math again for player pos too?

ancient dome
#

what do u mean by that

#

there is no more math left

exotic quest
ancient dome
#

ignore that stuff

exotic quest
#

do i have to set it up for the player pos too

ancient dome
#

delete it

exotic quest
#

oh ok

#

uh

ancient dome
#

all u needed was the position under the cursor

exotic quest
#

oh ok

ancient dome
#

and ur actor location

#

then cursor pos - character pos

#

make rot from x on that

#

done

dreamy mountain
# faint pasture 6dof will not work at all if you start thinking about global pitch yaw and roll,

I have a player pawn with a static mesh (the player's ship), and a dummy object that rotates independently from the static mesh, onto which the third-person camera and swingarm are attached. I need to make the ship slowly rotate toward the dummy object.

Also, I have variables for pitch-up rate, pitch-down rate, roll-left rate, roll-right rate, yaw-left rate, and yaw-right rate. These can all be different rates, depending on how the player has their steering thrusters set up. (And especially if any of those thrusters get blown up).

Have you done 6DOF stuff before? What nodes and vector-math should I be using for this?

ancient dome
#

u have the rotation u want to apply to ur character

exotic quest
#

i dont see a thing to get player position

#

is it under something like get pawn position or smth?

ancient dome
#

get actor location

exotic quest
#

ah okie

#

its not workin

#

whatd i do wrong

peak umbra
subtle shoal
#

Is there a way to check if two strings equal eachother with allowed wild cards?

I need to find assets named "ExampleName&&&", where & is any character, including missing characters. Contains (String) and Equal (String) aren't cutting it.

peak umbra
#

If you know the wildcards beforehand, you can parse the string based on the wildcard

subtle shoal
subtle shoal
peak umbra
#

I know it can be done in blueprints because you can break strings up in C++, I'm looking through the library

#

it could be as simple as running a substring func but I'm looking

#

So if you get a substring and then check iof that substring is equal to your wild card, you can then get another substring of stuff after the wild card

#

if that makes sense

#

*dropped my keyboard XD

subtle shoal
# peak umbra So if you get a substring and then check iof that substring is equal to your wil...

My string with wildcard is GaussRifle&, where & is any amount of characters of any type or no characters at all. The substring is supplied by the user. The strings to be compared to it are supplied by a loop and a get (grabs all files of that asset type).

These example strings must pass the comparison to "GaussRifle":
GaussRifle
GuassRifleOrange
GaussRifle5479
GaussRifle_*($&

These example strings must fail the comparison to "GaussRifle":
(%(&GaussRifle
923847GaussRifle
WordGaussRifle

peak umbra
subtle shoal
spice thunder
trim matrix
#

Could someone help me? I want to import a data table, but I have these columns as a struct

#

so they dont import

trim matrix
round grotto
trim matrix
round grotto
#

Well that sucks

trim matrix
#

So I have to manually format it one by one?

round grotto
#

Maybe your csv editor has some tool that can help with that

lunar sleet
#

You can also use VLookup to fill in rows from one spreadsheet to another

#

Also Distribute columns if you want to separate the stats

#

You can use : as a separator

mystic zodiac
#

How can I fix: character spawning in T-pose for 1 frame?
I tried setting the mesh as hidden by default then unhiding after a delay, but the AnimBP doesn't initialize until the mesh is rendered, so I still see the T-pose.
Is there any way to initialize the AnimBP before the mesh becomes visible?
I also tried setting the mesh position far away so it has time to initialize and then moving it back, but then it gets occlusion culled so the AnimBP still doesn't initialize.

Edit: actually with occlusion culling turned off I still see T-pose

frosty heron
#

@mystic zodiac I think you want always tick anim pose or something like that.

#

More expensive for obvious reason but might fix the t pose

mystic zodiac
frosty heron
#

I don't see why your skeletal mesh would go on t pose then, because mine doesn't do that.

#

Unless you set the anim bp after spawning it.

mystic zodiac
#

Oh! In project settings there's a check box for "Tick Animation on Skeletal Mesh Init" looks like that does the trick

dull crest
#

Hey, does anyone know why a SpringArm+Camera rig might have the camera glitch out very far away from the characeter model when the spring arm is parented to a socket in the mesh?

#

I know this is super vague but I'm a noob and don't know what of the many steps I've screwed up ๐Ÿ˜ฌ

#

It seems the issue was that the spring arm was offset to some absurd coordinate, but for some reason that didn't show up in the viewport until like.. now... not sure what I changed.

fickle aurora
#

hello, i write this blueprint to limit the player to the camera`s screen/viewport but the player cant move more then 3/4 cm from the starting point on the screen.i would be greatefull if someone review it

faint pasture
#

Your code makes zero sense.

cerulean mango
fickle aurora
gaunt dawn
#

Can anyone explain what does second yellow exec line in animation BP mean? I've noticed that I've it between some nodes but not all, tried searching the net but found nothing.

dawn gazelle
hazy bramble
#

Hello, How do I enable custom depth pass using the console command?

halcyon vapor
#

is there a way to see what values of a data asset are set to from the content browser?

Like a data asset having a bunch of different ints and floats, and being able to view what are they from just looking at the detailed list view of the folders in the editor content browser

young meteor
#

Will a Niagara component on an actor still cost performance even when visibility is turned off?

#

And if so, how do I avoid it?
I would have to not add the component at all, and then implement code to attach a Niagara system when I need it right?

hallow tundra
#

Is there an easier way to get a text from an Enum and change it to textrender? If I use ToText it only shows the first one instead of the Selected one

dark drum
#

I feel like 'Print Text' should have the format text feature built in. ๐Ÿค”

lethal pollen
#

Hi! When I double click on a Blueprint node appears the message Reading C++ Symbols, but nothing else happens. Why doesn't Visual Studio open? Thanks!

frosty heron
lethal pollen
frosty heron
silk bay
#

Hello, my enemies slide instead of walk after a hit animation. They walk/chase fine otherwise. How can I get them to resume walking after the hit? The hit animation is only 15 frames. Thanks! (using 5.4.2)

lethal pollen
#

When I double click, I get the same warning message.

frosty heron
#

try setting your ide in project setting first

lethal pollen
#

I've changed, but it doesn't work. I get the same warning.

frosty heron
#

no idea other than to go through the checklist

#

make sure to install Visual studio 2022 with all the pre-req as stated in the document. Make sure that your project is a c++ project. Create a new C++ class if it's not and generate sln file from .uproject

thin panther
#

You do have the source code downloaded don't you?

thin panther
abstract nest
#

Hello, I am making a photo mode. Having problems with adding gamepad support.
When I use gamepad I have to be focused on menu widget (otherwise OnKeyDown event won't work). But when I focused on the widget I can't move camera in-game. How to achieve both? (input mode is already Game and UI)

I can solve this by getting input in Pawn and send it to widget. But it doesn't feel right. I want to get input in widget with using focus in right way

thin panther
#

You're controlling a camera pawn. You should be handling that in the controller/pawn

#

The widget should just be a layer on top, for all intents and purposes, it should work without the UI

lethal pollen
thin panther
#

No, but the node that calls through to that is

#

The node you see is not just AActor:: AddComponent

lethal pollen
thin panther
#

Mainly experience. The nodes that tend to reference a specific class tend to be.

Such as the Cast nodes, spawn actor from class, etc.

#

The feature you're trying to use isn't very useful and doesn't work well, you're best off just opening the source code and using ide navigation to find what you want

lethal pollen
#

Thanks a lot.

faint pasture
#

you're playing the hit reaction on the whole body

hallow tundra
#

I have made a widget and a widget controller blueprint, I want to be able to change the Text in textbox Place12. How do I send it to the widget?

thin panther
#

by using that lovely casted reference you just made

#

And call the function you made

sweet jetty
#

in anim bp

tepid raft
#

im trying to make a top down character jump would anyone have a tutorial i could use to find out how to do this?

trim matrix
trim matrix
sweet jetty
#

show me the code

mild jacinth
#

I have a structure and it is added as a variable to an item class blueprint. Why is it that when I edit the default values of a structure, every single I restart the project, all the set values are gone?

#

do structures not save information by default when added as a variable to a blueprint?

lofty rapids
lofty rapids
lofty rapids
dark drum
mild jacinth
#

it does spam this in output log

#

and I used fix redirectors but still nothing

dark drum
# mild jacinth it does spam this in output log

Fix up redirector. Alternatively, you can do as the prompt says. ๐Ÿ˜‰ In summary, it can't find the structure it thinks it should be using so used a fall back one which clears the data.

mild jacinth
#

I dont know where ActiveStructRedirects exists. so I guess my only option is to create a new duplicated struct and assign it everywhere in the code

dark drum
mild jacinth
dark drum
mild jacinth
#

Content -> fix up redirectors

abstract nest
#

Hello, if you tried adding gamepad support for widgets you must be familiar with this focus thing. Do you know how to change inputs? I don't wanna navigate with left thumbstick.
Also do you know any sources I can learn more about this navigation system?

halcyon vapor
#

what's the cheapest way to get a specific data asset? for let's say a data asset with only 1 or 2 integers, since it is small I wouldn't want to do a full look up of every single data asset that may be completly unrelated

dark drum
dark drum
halcyon vapor
# dark drum You'd need to provide more context.

as far as I know, to get a specific data asset you'd use a reference or soft reference

But let's say I want to get a list of all refs of data assets from a class, is it really necessary to look at the whole asset registery? Or is there a way to search from a smaller sub section of it?

dark drum
halcyon vapor
abstract nest
halcyon vapor
#

but I have a lot more assets unrelated to items, like cosmetics etc

dark drum
halcyon vapor
wise raven
#

I have a boolean in the construction script, which toggles true false randomly on begin play after a delay of some seconds, but this bool change doesnt take affect in the construction script on runtime, are construction scripts not allowed to make changes during runtime ?

dark drum
wise raven
dark drum
abstract nest
primal berry
#

Do you know what is the best way (practice) to learn Niagara? I think I should create new emitters until I create a really beautiful emitter that will arouse women ๐Ÿ˜„

sterile crane
#

Hello, I'm making something with pretty simple logic: You go up to a stand and the person on the stand will have their animation play. I plugged the logic into the level blueprint, but there's at least 60 stands in here. I could just copy and paste this logic 60 times for every stand, but that doesn't seem very clean. Is there a way to create a logic similar to material instances, where I just need to plug in certain characters and animations into the logic after I already have the logic set up? Like "event instances"

trim matrix
dawn gazelle
#

@sterile crane Create an actor. Make that actor have exposed variables and have the logic that you want it to trigger. Place the actor in the level and set the variables on the instances you placed.

#

Profit.

primal berry
lofty rapids
#

and replace the variables with the ones from game instance

#

and that should be good

trim matrix
#

lemme test

#

so, am i moving code out of the coin blueprints too?

#

or only the variables

mild axle
#

Hello, I am trying to set a hit detection function for my character. Basically, my character has swords in both of her hands. I followed some tutorials and implemented a function for hit detection, and an animation notify state for one sword in her left hand. However, I need to check both of hands since she uses two sword at the same time. Does anybody have an idea about how can I achieve checking both of left and right hand sockets at the same time? I also attached my blueprint code. Thanks in advance ๐Ÿ™‚

dawn gazelle
primal berry
#

im blind i didn't see it xd

sterile crane
dawn gazelle
lofty rapids
#

you want to get the game instance, then cast to your specific instance

#

you know what casting does ?

trim matrix
#

it lets u use stuff thats in other blueprints

lofty rapids
#

yes, but it checks one thing against another to see if it is off that class

#

so your checking if other actor is the game instance bp

trim matrix
#

how do i get the instance in the graph?

lofty rapids
#

"get game instance"

#

then use the return value, and cast to your instance

trim matrix
thin panther
#

are these in the game instance?

trim matrix
#

yea

thin panther
#

Delete and readd the nodes

#

oh wait, nvm

#

it might just be because you haven't hooked up the other two

trim matrix
#

did and the same thing happend

lofty rapids
# trim matrix

what does it say when you hover over the error of total coin count ?
you may just want to pul off your instance bp cast, and remake the nodes

sterile crane
dawn gazelle
trim matrix
lofty rapids
thin panther
#

is your game instance in your game mode the correct one?

trim matrix
#

no, they arent collecting they are solid

lofty rapids
#

oh you mean your not picking them up ?

#

wdym solid ?

dawn gazelle
trim matrix
#

they dont do anyhting when i interact, theyr a solid mesh instead of collectable

lofty rapids
#

well idk what you changed, but changing that variable shouldn't do that

#

idk what that means "solid mesh instead" ?

trim matrix
#

all i did is what yall said lol

thin panther
lofty rapids
#

the cast could be failing for sure but idk what is this deal with the mesh

dawn gazelle
# trim matrix

Probably just need to compile your game instance blueprint then compile your coin blueprint again. That should at least clear the errors on the connected path

lofty rapids
#

that code shouldn't effect that

thin panther
#

sorry, brain fart, not game mode, project settings

trim matrix
thin panther
#

make sure you're using your game instance class

lofty rapids
#

right the cast is probably failing

#

that makes sense

#

and it's not going to the actual pickup stuff

trim matrix
#

they collect now that i restarted unreal

sterile crane
trim matrix
#

idk why

lofty rapids
#

check your code did it revert back or saved the changes ?

trim matrix
#

it saved it

#

but i gotta fix the ui now

lofty rapids
#

sometimes a good restart is the fix, pretty common with all sorts of applications

outer quail
#

Hi, I got error trying to cook my project.

Error: Failed to triangulate Ocean mesh for WaterBodyOcean. Ensure that the Ocean's spline does not form any loops.

But I already set everything to 0

dawn gazelle
crisp barn
#

Hello, can someone please help me with a small problem?
I have a blueprint with a few meshes and a simple rotating movement component. In UI I have a button with the function: "Stop rotation" and I want it to resume rotation if pressed again. I managed to make it stop but I can't resume it.
What should I add and where, In the BP event graph or UI ?
Here is my event graph UI

mild axle
trim matrix
#

how can i make the coin objects themselves respawn after a few seconds once collected?

tulip mural
#

@crisp barn Get all actor of class isn't a good solution

tulip mural
trim matrix
tulip mural
#

Depends if you have a mesh or just a niagara

trim matrix
#

i have both

tulip mural
#

But yes, you need

#

And activate it when it appear

trim matrix
#

so make a bool variable have it set to visible by default, have when colided it sets it to hidden then a timer then set it to visible again?

lofty rapids
#

there is actually set visibility node, and i think one for collision as well

#

i don't think you need the boolean, you can just when collected shut that all off, then when timer fires off turn it back on

tulip mural
#

@trim matrix

#

something like that

lofty rapids
#

but the second set hidden should be false

tulip mural
trim matrix
#

so i add that after which node?

tulip mural
#

Replace "destroy actor"

lofty rapids
trim matrix
#

ok

tulip mural
#

And but a branch before with "Can collect"

#

after the 2 cast

lofty rapids
#

if you shut of collision that event won't even be fired

trim matrix
#

im so confused

tulip mural
lofty rapids
#

oh maybe, i'm not sure what it is

trim matrix
tulip mural
#

Try it and look what it done

trim matrix
#

?

lofty rapids
#

you may need a boolean to stop the execution of the event

#

that event fires of when you overlap box ?

trim matrix
#

what am i doing lmao

lofty rapids
#

did you try what was shown ?

trim matrix
#

what part, yall been going back and forth confused me idk what im supposed to try

lofty rapids
#

it should make it disappear and then reappear, but you want to check if you still collect coins in your ui when you go over the disappeared ones

#

if so then you need the boolean

trim matrix
lofty rapids
#

i would probably turn of the box collision which you can do

trim matrix
#

they respawn but the particles dont work

lofty rapids
#

but this can be simplified to just shutting off the box collision

#

so the event doesn't fire again

trim matrix
#

so what do i do?

lofty rapids
#

get rid of the set after the cast