#blueprint

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elfin oyster
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given a spline from point 0 to 1, and a repeating mesh along it (the black line representing the external bounds which can be considered 2d) how would i calculate the world locations of a, b, c and d

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i thought i could do it using some simple vector maths, location of point on spline, get right vector and knowledge of the mesh width and that works if the spline is in a certain oreientation but not all the time

ruby cobalt
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yo.. can<t find the "combine" node

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ahh it's "make" like with structs

jaunty jolt
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this is more of a programmar question.
i have items and clothes that my character picks up.
these are jackets, pants, etc...
i have them in a data table, DT_Clothes.
Now i want the same jacket with different color. So it just changes the color using material parameter.
Should i create a row for each different color of the same item?
Then ill have like: blue jacket, black jacker, pink jacket...
and same for pants, blue pants, black pants, etc...
i know there must be a smarter way to do this

ruby cobalt
jaunty jolt
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but not what im doing

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i have them in a data table with specific variables

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the problem is that they vary mostly in color

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so that means having 5 jackets, where only the color changes in the data table

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just trying to avoid making a data table of like 6 entries like "red jacket, "pink jacket", "blue jacket"

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they are changing only the color and 1 or 2 attributes

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but maybe its the only way

trim matrix
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If I have settings menu and I want to have it so when they are set they save regards off whether the play session is closed or reopened

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What would i use ?

signal bane
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I ended up fixing this by grabbing an earlier version of a uasset and re-running CoreRedirects with additional coverage, something must've fallen through the cracks but I don't know what.

I highly recommend multi-cursor when doing large scale migrations of CoreRedirects, makes it way easier to avoid human errors of accidentally typing something wrong and not being able to hunt it down.

It's also possible it resovled correctly and this was an disjointed/unlinked serialization issue that was going to plague the specific file going onward.

flat coral
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I'm looking to make a minimap system where there's both a HUD map element and a full map screen that you can rotate around. Is a SceneCaptureComponent the right tool for that? Or is there a better way to go from a camera to a UI widget?

iron stump
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Would anyone know what node is used to temporarily block UI button inputs? The "disable inputs" node doesn't stop button inputs from happening. Nor does "disable chatacter movement" node
I'm trying to set up a race. This is to keep the vehicles from jumping the line before the green light comes on

simple berry
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i need a little bit of help, im trying to make a gravity control system for my game that the player can use to alter the strenght of the gravity at runtime, but keep coming upon dead ends for how to implement this, does anyone know a good way to?

lofty rapids
simple berry
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is it possible to set gravity scale on objects in the enviroment without a movement component?

trim matrix
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so i have these balloon platforms that pop when the player collides with the sphere collision in the blueprint, i want to make some of them drop an item when the balloon pops, how would i do that?

simple berry
trim matrix
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how do i do that?

lofty rapids
trim matrix
lofty rapids
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well what they mentioned is a random bool with weight node

simple berry
trim matrix
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but i didnt want it to be randomly dropped, i wanted to have a seperate version that drops an item

simple berry
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what you do there is set the spawn class to what you want to drop though

lofty rapids
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you could expose a variable on spawn

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and use that variable to determine if it's the kind to drop or not

trim matrix
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im confused

lofty rapids
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you want that some of the balloons drop an item ?

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how do you place the balloons, do you place them in the level or spawn them ?

trim matrix
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i wna duplicate the blueprint, so i can place some of them with items, some of them without, all will be manually placed in levels

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i have it working to pop and respawn, but i just dont know how to make the duplicate drop the item, bc they wont respawn

lofty rapids
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so you have a duplicate and it does the same thing as the other balloon ?

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is it the spawning part or the drop item part your having trouble with ?

trim matrix
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the balloons spawn fine, but idk how to make it drop an item

lofty rapids
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you can spawn actor like shown without the random bool and branch

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then maybe add some physics put some gravity on it

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so it drops

trim matrix
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lemme try

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it spawned the item but it didnt drop, how can i give it gravity in this blueprint? or do i have to add it to the actors themselves?

lofty rapids
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you can set simulate physics on the mesh @trim matrix

flat coral
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Is there a way to make a scene capture camera ignore objects by filtering IN? (IE, I've got a level with like 10,000 objects and I don't want to see ANY of them in this camera except for the handful I select. But I don't want to manually set some bool flag on 10,000 actors)

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God there's a way to add things to a "show-only" list but I can't figure out how to make it use that

trim matrix
lofty rapids
trim matrix
lofty rapids
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where cube is the mesh

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if you drag out of the return value of the spawn, and "set simulate physics", then select the one with your mesh (mesh)

trim matrix
slim wadi
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aye why this is causing lag / this log?
LogScript: Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.

bleak gate
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I'm trying to build a tool to allow my artists to view their pixel art in-engine without having to open up Unreal.

This requires me to generate sprites at runtime. While I can open files to generate a texture using the Import File as Texture2D node, I can't figure out a way to create a masked, lit sprite from this at runtime.

I can generate a billboard, but that is blurry and doesn't cast shadows or react to changes in lighting.

If you guys have any ideas, it would be really appreciated ๐Ÿ™‚

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To clarify, I don't even necessarily need to create a sprite from scratch. Even just being able to change the source texture to an existing sprite would work

naive stream
main lake
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I'm trying to create a voxel game where the player is inside a prison and needs to escape. And the level is made out of cubes like in Minecraft and he can break most of those. How should I make this system ?

  • Should I use the Voxel Plugin or develop that from scratch and implement all the optimization features because there will be alot of cubes (so I need to not render faces that aren't seen by the player ,greedy meshing, etc...) ?
  • Is there some things that Unreal could take care of for me directly out of the box ?
ruby cobalt
naive stream
main lake
naive stream
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can't say i know much more than a surface level

main lake
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Because I think there's an issue with the Voxel Plugin for my case as people told me that it can't handle individually placed voxels and it's usually used to generate voxel terrains instead. As in my game I will be the one designing the whole level, so the blocs will be placed manually, and individually textured, etc...

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is that true ?

weak idol
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running into an issue with one of my widgets, some of this stuff had been refactored, possibly renamed or reparented. getting this now, any ideas?

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 347] 
UBlueprintGeneratedClass::GetAuthoritativeClass: ClassGeneratedBy is null. class '/UICore/Blueprints/3DUI/Widgets/WBP_3DWidget.WBP_3DWidget_C'
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.
naive stream
# main lake Because I think there's an issue with the Voxel Plugin for my case as people tol...

well with voxel plugin I know you can dig/sculpt at runtime, i so I dont see why a single block shouldnt be possible:
https://www.youtube.com/watch?v=cyZYbwdG6gA

Hello guys, in this quick and simple tutorial we are going to learn how to create a procedural interactive voxel world in Unreal Engine 5!
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Procedural Planet Tutorial ๐ŸŒ https://youtu.be/RMr2d8DpLUU
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Check out...

โ–ถ Play video
main lake
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I know but you don't understand what I'm saying ๐Ÿ˜„

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xD

naive stream
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i misunderstood sorry

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it is possible

main lake
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do you have any tutorial / documentation showing how to do that ?

naive stream
dusty jungle
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How do you make it so that when you press a button on one UI widget, it hides that and makes a previously-hidden UI widget visible?

naive stream
# dusty jungle How do you make it so that when you press a button on one UI widget, it hides th...

Here's an easy way to control button visibility in Unreal5 with Blueprints-!!
If you enjoyed this video, please consider becoming a Member :)
https://www.youtube.com/@TheRoyalSkies/join
Or joining the Patreon Squad directly:
https://www.patreon.com/RoyalSkies
It makes a huge difference, and really helps ensure I'm able to make the best videos I ...

โ–ถ Play video
dusty jungle
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The assignment says this:

naive stream
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a button is a widget, the set visible part should be the same

dusty jungle
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Make the progress bar [widget] hidden when the main menu [widget] is visible.
When you click on the "Start Game" button, the main menu disappears and the progress bar appears on the screen.

naive stream
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you should be able to do the same as in the video, but dragging your progress bar into the graph instead of the button

dusty jungle
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The problem is this is how far I've gotten, and it doesn't seem to work.

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Progress Bar is a separate widget blueprint.

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How do I turn the widget blueprint into a variable I can drag onto the main menu blueprint?

frosty heron
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the target needs to be your ACTUAL progress bar, not some dangling cast node without inserted object (Casting is a type check)

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if you want to hide your progress bar in seperate widget, you need to pass the reference to the widget where you wants to set the vissibility

dusty jungle
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Is there a tutorial on how to have the progress bar be visible in the main menu widget?

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As in, how to make a variable visible in another widget blueprint.

frosty heron
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any basic widget tutorial should show you how to toggle vissibility

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you should show your designer tab there, you will get more chance to get help

full flax
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Built a utility blueprint actor to add a row of numbered stones meshes in my level using construction script. It adds the stones as a child actor component. I'm having a hard time setting the parameters after I create them...Is this not possible?

jaunty jolt
zealous moth
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I wanna bounce this idea around in terms of performance.
I got a maze generator on a fixed size of 10x10.
My workflow generates the maze by placing room actors, then moving the nav mesh in the center and changing the dimensions and finally reloading the navigation data.
This takes about 5-7 seconds.

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Would it be more efficient to go about it through subtraction?

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bake the maze 10x10, then when I generate, remove the rooms that aren't needed and NOT reload the nav mesh?

ionic quiver
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I've created an Actor component that I need to add to potentially hundreds of objects. You can't select multiple and do an add component from everything I could find. Anyone have a trick to this by any chance?

zealous moth
ionic quiver
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Problem is I'm adding it to static meshes in the level. They're not BPs.

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So they don't have a parent.

zealous moth
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SMs can use ACs?

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never knew that

ionic quiver
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Yeah absolutely. You can add them to anything. ๐Ÿ™‚

zealous moth
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hm, try tags then?

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and use a manager

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find all actors with tag

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and add AC

ionic quiver
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Oh, like create a BP to do it? Theoretically could work. Thanks for that.

zealous moth
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yeah, or use a manager in general to spawn them, after spawn is done, assign stuff. Or do it as you spawn them

ionic quiver
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Also I'm using ACs on SMs so I can add animation to some and just house that animation in the components. So if I also need to add it to other things I can. ๐Ÿ™‚

fiery ridge
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How can I decide which of the items in the vector array is closest between 2 points BUT in the navigation path?

bleak gate
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Is there a way to force a texture to re-load at runtime?

I'm adjusting the texture parameters to a Texture2D variable using the set parameter nodes. The parameter values DO change, but the changes don't take effect unless I click on the texture itself in the editor menu.

near wolf
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Hello guys

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Can someone help me with this? This is what I'm trying to do :
Instead of activating component, or spawning component, I created ANiagaraActor class which I spawn as an actor.

oak fable
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hey there
im adding a reference of my spawned AI to a array i add them as Unique
and when that ai dies i try to remove if from the array but it doesn't work
any ideas?

queen dagger
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i ahve this widget

frosty heron
queen dagger
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i want the image to change to different words when damagea is taken

frosty heron
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Server RPC is used by client to Run something on server, if you are already the server don't need no RPC

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just make sure the logic runs in server side with switch has authority

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so only server runs the logic.

frosty heron
queen dagger
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is there a way i can store different sprites in the same image and have a switch randomly use different word images and locations to add a bit of randomness

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i have it working already i just want to know if there is a way to spice it up without creating 10 dif widgets

oak fable
frosty heron
oak fable
frosty heron
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What I mean is Server RPC on an AI death event is reek

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death should be something that only server handled

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hence your server call rpc sound totally like a mistake

oak fable
frosty heron
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  1. Play only as listen server
  2. Debug
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Observe the array in server machine only. What gets added, what is being send, and what is being removed

oak fable
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okay i will see

frosty heron
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and get rid of that server RPC since you said AI manager work only for the server. So I am also assuming that the actor should NOT be Replicated so it doesn't exist on client if you spawn it at run time.

oak fable
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it doesn't spawn at runtime

frosty heron
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How do you spawn it? are you 100% sure that the client don't have instance of it?

frosty heron
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that will exist for everyone then, including the client.

oak fable
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that like a base manager for the ai on the level

frosty heron
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AI is server stuff

oak fable
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i use it for spawning and managing the ai

frosty heron
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ok but you are running the logic in every one machine, including client

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tldr, you don't want it to exist in client machine

oak fable
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okay so what should i do

frosty heron
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don't spawn it for clients?

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many ways, at begin play if not server, destroy self is one of the method

oak fable
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hmmmm

frosty heron
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what's the point of counting all the animals in the world on every single machine?

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afterall only the numbers in the server is the one that matters.

oak fable
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i get your point
so that's how i should do it you mean

frosty heron
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that is one way

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not a fix to your current problem but sure as hell making it easier to debug

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I don't know if there's a way to debug only for specific machine in blueprint, I know the cpp people can do that using IDE

oak fable
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i still can see client there

oak fable
frosty heron
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print string before destroy actor

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if client print it, you are probably fine

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I don't know how those debug gets populated, probably before begin play

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once you confirm that the client prints before destroy actor, carry on with debugging your references

oak fable
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yep its fired

oak fable
frosty heron
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print string prefered to me, watch and debug is a bit buggy

oak fable
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okay one sec

remote rapids
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i need help

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now if i go to the desinger and add binding

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i dont know what to do here

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how i display the Add Currency function to display here

remote rapids
oak fable
dawn gazelle
oak fable
frosty heron
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@dawn gazelle Do you know how to attach debugger to specific game instance , i.e for one of the client

dawn gazelle
frosty heron
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but anyway to do it through IDE?

dawn gazelle
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Ohh.. uh. Not sure on that one.

frosty heron
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I c, thanks anyway

thin panther
frosty heron
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You've been doing random stuff for a week :S, please just learn references
@remote rapids

oak fable
remote rapids
remote rapids
oak fable
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okay send a dm and call im waiting for you

frosty heron
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it's not easy for me, it was hell before and still is now. But what I am saying is instead of randomly do things, it is better if you understand the basic principle that you need which is to reference object.
Once you understand the concept, you can apply it everywhere.

thin panther
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There's a great video pinned here on references and blueprint communication

frosty heron
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I can tell you that your core issue is that you don't understand reference

queen dagger
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cold summer be right on this take the time to learn the core ideas thats how i learned with 2d pixel based stuff

frosty heron
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not trying to be a d*ck, but if you copy paste code or get help but fail to understand what it's doing. You will run into the same problem again.

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the answer is literary given already by Datura.
Get the currency where ever it lives -> Connect it to the return value

queen dagger
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the time also to see results can take time too

frosty heron
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if you can't do that then you will need to know what is reference

thin panther
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It really does help to just break it down into simple terms and see if what you're doing in simple terms fits with that.

For this instance you need a widget to display how much currency you have. So you want to bind the currency to the widget. So you want to know what owns the currency, and ask it how much there is. Nowhere there does adding currency fit into it.

lethal pollen
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If it doesn't stop at breakpoints, how can I know what it is happening? I have double checked that IMC_Default has been loaded.

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I don't see any warning or error message in the output log.

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I've solved adding this:

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Thanks.

mild jacinth
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question

frosty heron
mild jacinth
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when duplicating animation blendspace 1D, and then assigning the duplicated file another skeleton, why is it that the original blendspace also changes its skeleton?

lethal pollen
frosty heron
lethal pollen
frosty heron
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I personally would just move the input logic in the controller then

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but you do what you have to do I am also still learning so take it with a grain of salt

lethal pollen
obtuse kiln
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So I'm using an event dispatcher on the player character to tell enemies an integer that's my Player Combat State, 0=nothing, 1=parry, 2=block, 3=dodge, so that I can branch from int when they attack me and have them hit/stagger/ripostable/whiff

anything especially dumb about this approach leap out to anyone? I've no clue what I'm doing.

thin panther
lethal pollen
thin panther
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An event dispatcher. Basically anything can have a dispatcher, and broadcast something happened. Other things can bind an event to it

ionic cypress
thin panther
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So in this case your tetris block that's falling would bind to the dispatcher on the controller.

The other method of getting a reference would work fine too mind you, but this let's multiple things listen in without being connected necessarily

lethal pollen
frosty heron
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but you are doing Tetris so maybe that's okay or like Cuppa suggest , might be better to use dispatcher

lethal pollen
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OK

obtuse kiln
ionic cypress
obtuse kiln
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kk, I'll google the basics. Thanks for the tip!

oak fable
tough creek
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Is it possible the have 2 loops, 1 within the other, where the 2nd loop has a break? I'm finding that the breakpoint seems to exit both loops.

obtuse oriole
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how do I duplicate objects? I have rectlight for my hallway that I made a actor so that I can use Instanced Static Mesh to further optimize it when I have to make a very long hallway. I can't seems to find a way to duplicate the rectlight anywhere so unless it is really not possible or is possible but impractical just let me know

lethal pollen
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How can I add a parameter to an event dispatcher?

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I think.

twilit granite
#

Let's say I have a Hero Selection screen.

Is a good practice to spawn all buttons at PreConstruct to have a preview in Design?

Or is better to use the default construct to do it?

obtuse oriole
glad skiff
#

Hello ! my game is crashing with this error : can someone maybe help me <3 thank you so much 2244_cute

lethal pollen
primal berry
#

Fast question. Letter spacing is one thousandth? For example letter spacing = -150 so I must -150/1000 and then i can perform some operation? On the channel UMG nobody reply ๐Ÿ˜ฆ

tepid hornet
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(sorry for repost i put it in the wrong channel)

so I have a character with flipbooks for both left facing and right facing running animations, jumping animations and idle animations, because the character is not symmetrical. I want the flipbook to change to the correct animation depending on the direction the character is facing and what the character is doing, rather than just flipping the flipbook 180 degrees to change direction.

I also want to have the character change appearance to a special power up version when a button is clicked. I have all the flipbooks for this version too, just don't know how to set them up.

how would i do all of this? i am a bit of a noob sorry ._.

faint pasture
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I don't know much about flipbooks, but I'm assuming that somehow somewhere, you have a bit of code where you select which flipbook to show. So that's where you would check if it's facing left or right, and also check if it's the power up version or not.

frosty heron
tepid hornet
tough creek
tepid hornet
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i have the default axis rotation for when my character is moving another way, but i havent got it to change flipbooks. it basically just mirrors it

remote rapids
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i need help

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i wanted to keep music between levels so i did that

remote rapids
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and in my main menu i did that

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all works good

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if now i go to another level the music is keep going all good

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the problem is that for example lets say
main menu is A level
and the other level is B level

so i go from A level to B all good the music is good
but i have a return button to A level.
so When i am on B level and i want to go back to A level so the music, its sound like it duplicate it self and that not sound good.

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how to fix that?

dawn gazelle
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Check to make sure your "Audio" reference is valid. If it's valid you don't want to create it again and you can then check if it is playing. If it is not, then play it.

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@remote rapids ^

remote rapids
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how to check that?

dawn gazelle
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Here.... Before creating, check if "Audio" is valid.

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Check if this "IsValid"

remote rapids
dawn gazelle
# remote rapids

Do a "Get" of your audio component variable. Plug it into an "IsValid" node. Put the IsValid check before Create Sound 2D. Create only if Sound2D is not valid. if it is valid, check if it is playing. If it is not playing then play it.

zinc basin
#

I am following this tutorial on how to make magic projectiles. This blueprint here is living in a parent actor and all child actors are going to be each ability projectile. However, I set up collison but the project still goes through stuff. I followed this guys blueprint to the T but not sure what's going on. My running guess is that it may be the particle effect I am using that occurs when the projectile detects collision and disperses. Not sure if that is the case.

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I'm pulling the impact effect from

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Essentially, the projectile isn't detecting collision and initiating the impact effect

dawn gazelle
#

Check your collision settings.

untold fossil
#

Hello. Does this setting do anything? Changing it to 9000000 or 0 gives exactly the same result. Nothing seems different whatsoever. What I tought this would change is the stopping force that counteracts falling into a fluid. Isn't that what terminal velocity means? ๐Ÿค”

dawn gazelle
#

Google'd: the constant speed that a freely falling object eventually reaches when the resistance of the medium through which it is falling prevents further acceleration.

untold fossil
#

Yeah indeed. So changing this value should impact how fast you decelerate when falling through the physics volume, no?

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But from what I have tested, it does nothing of that sort. In fact, it seems to do nothing at all.

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Maybe it's bugged in 5.4?

remote rapids
#

where to connect the return value?

untold fossil
#

Into a branch

dawn gazelle
#

The speed change is for all intents and purposes instant.

remote rapids
zinc basin
dawn gazelle
#

"Generates Hit Results" on your box collider for example, making sure its set to "blocking" most channels you want to hit?

trail kestrel
#

Hi guys, I'm trying to get The third person character BP cant seem to find the quest dailog holder (this is a small box on the HUD UI). It's variable box is ticked and does appear without problem on the gamemode BP but its just the character BP that i have this problem with.

zinc basin
dawn gazelle
remote rapids
trail kestrel
zinc basin
trim matrix
#

where would be the best place to call the pause game would people say

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would it be better to go from PlayerCharacter -> HUD -> pause game stuff or PlayerCharacter -> GameMode -> HUD

wise ravine
#

Which node looks for both variables to be false?

dawn gazelle
#

Not to be confused with...

dawn gazelle
lofty rapids
#

"and" and "or" are fairly self explanatory, not is just the opposite

trim matrix
#

if I set it paused will my menu widgets all freeze etc or still work as normal

ruby cobalt
#

ah, and how do i tie them together if

wise ravine
#

I thought there was a more specific node that outputed the same result

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but that should work fine

primal berry
#

๐Ÿ˜„

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This is an AND logic gate. Datura explained you how it works

wise ravine
#

how do I know which node performs which 1 of these?

trim matrix
primal berry
#

Logical value

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these are basics of computers and programming

trim matrix
#

ofc

primal berry
#

you have logical gates like AND, NAND, OR, NOR etc

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and nodes are similar in 99% to logic gates

lofty rapids
#

boolean logic is fairly universal

trim matrix
trim matrix
primal berry
#

๐Ÿ˜„

queen heron
#

would it work the way I would expect if I get the forward vector from a Find Look At Rotation?

#

actually nvm, forget that question ๐Ÿ˜„

wise ravine
primal berry
# wise ravine why not 100%?

Logic nodes in Blueprints are built to mirror the logic used in electronics, allowing you to create simple algorithms. This solution makes programming logic easier to use and apply, especially for people with experience in digital electronics.

wise ravine
#

Right.

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I guess that explains it

primal berry
#

If you want to learn more about it : https://en.wikipedia.org/wiki/Logic_gate

A logic gate is a device that performs a Boolean function, a logical operation performed on one or more binary inputs that produces a single binary output. Depending on the context, the term may refer to an ideal logic gate, one that has, for instance, zero rise time and unlimited fan-out, or it may refer to a non-ideal physical device (see idea...

fresh nacelle
#

Hey folks, I have a question about flow control in blueprints. I want several gates in my blueprint where, whenever one is opened, all of the others are closed. What is the most efficient way of doing this without generating a ton of spaghetti wiring? Or is the spaghetti inevitable?

queen heron
#

its not technically the same as a gate (multiple ins and outs)

mild rapids
#

how might you shoot a ray in the direction the left gamepad stick is facing? e.g. if i push the joystick up, it shoots directly above the player and its facing left the ray also shoots left

queen heron
#

but its used to execute a blueprint setup depending on the integer or enum value

fresh nacelle
#

the problem is i want the functionality of a gate in that I want to send messages through the gate that are unrelated to the ones that open and close it if that makes sense

#

for example: I press 1 and WASD move a box around, I press 2 and WASD move the camera around

zinc basin
#

@dawn gazelle My issue is solved: It was a combination of 2 things. The box collision wasn't my root and I had collision on my static mesh that was conflicting

queen heron
#

there's also the select node that also accepts any type, but its a function node meaning you cannot connect execution pins to it

#

it gets a value of multiple ins and shoots only one out with the respective in value

wise ravine
#

Hey can anyone help me understand why I'm getting an infinite loop here?

fresh nacelle
wise ravine
#

Wait mb, wrong code

#

^

fresh nacelle
queen heron
#

its not an infinite loop also

#

make sure "Game State" or "Default Scene Root" are valid

wise ravine
queen heron
#

how are you trying to get them?

#

which is which?

#

like which is the player for example

#

and which is the actor

wise ravine
#

the player isn't involved in this script

#

It is a BP_train, and BP_Station which has a hitbox

queen heron
#

I said as an example

fresh nacelle
fresh nacelle
#

Sorry for the bombardment haha

#

appreciate your help

queen heron
#

there's a lot of flow control methods

#

btw, when you talk about flow control, some would understand that you're working with loops

#

is that what you're working with right now?

fresh nacelle
#

yeah just trying to avoid 50 wires with sequence nodes

#

No, not for this particular task

trim matrix
#

it's 100%

fresh nacelle
#

just trying to route execution in the most efficient way possible when receiving OSC messages

queen heron
#

osc?

trim matrix
#

...

queen heron
#

hmm

fresh nacelle
#

Open sound control, basically a protocol for sending and receiving messages

#

like a modern version of MIDI

dawn gazelle
fresh nacelle
#

Open Sound Control (OSC) is a protocol for networking sound synthesizers, computers, and other multimedia devices for purposes such as musical performance or show control. OSC's advantages include interoperability, accuracy, flexibility and enhanced organization and documentation. Its disadvantages include inefficient coding of information, incr...

wise ravine
wise ravine
queen heron
#

no

#

thats a macro

wise ravine
#

yea thats what i thought too

queen heron
#

the error log points you to the location of where the problem happens

dawn gazelle
#

Yea that is actually it.

#

What I noticed is that the instance keeps changing up here giving you the appearance like it keeps executing the do once over and over, but really, you're having a whole lot of instances colliding at the same time.

#

As for why it's throwing an infinite loop, maybe it's just too many collisions happening all at once? I'm not sure.

trim matrix
#

you have a breakpoint, it stops running

primal berry
wise ravine
dawn gazelle
#

You have a whole bunch of them spawned, and they're colliding which is triggering your breakpoint.

primal berry
trim matrix
#

I smell something wrong here

wise ravine
wise ravine
#

which have more hitboxes, so i think somethings wrong the the location of where I'm spawning the stations

trim matrix
#

the last time I checked your code, it was wrong but was working somehow...

primal berry
primal berry
#

I love c++ i want to marry with it

trim matrix
#

then dont come here

wise ravine
wise ravine
primal berry
trim matrix
wise ravine
#

true

dawn gazelle
#

I wanted to see how long it took C++ to run a for loop of 4 billion iterations of setting a bool with a random value from a stream. It took 0.00007 seconds. (I may have had the loop hooked up wrong... but even still, it's faster in C++)
I then tried to do the same thing in blueprint, and even with increasing the infinite loop detection to the max (2.4 billion) it wouldn't even go that high, and testing with 1 million loops, it took a whopping 8 seconds.

primal berry
fresh nacelle
dark drum
queen heron
dawn gazelle
queen heron
dark drum
queen heron
#

yes but still

dawn gazelle
#

If I could take a teleporter I would <_<

lofty rapids
#

ya bp just breaks on big loops but you can split it up over ticks

#

c++ all the way

#

for loops and probably maths as well

#

ใƒ–ใƒซใƒผใƒ—ใƒชใƒณใƒˆใจC++ใฎใƒ‘ใƒ•ใ‚ฉใƒผใƒžใƒณใ‚นใฎๆฏ”่ผƒใ‚’ใ—ใฆใฟใพใ—ใŸใ€‚ใƒ–ใƒซใƒผใƒ—ใƒชใƒณใƒˆใฎใƒใ‚คใƒ†ใ‚ฃใƒ–ๅŒ–ใ‚’ใ—ใŸ็ตๆžœใ‚‚ๅ‹•็”ปใฎๅพŒๅŠใซ่ผ‰ใ›ใฆใ„ใพใ™ใ€‚
I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in the latter half of the movie.

โ–ถ Play video
#

its really significant and noticeable

dark drum
#

for loops do run faster in standalone and packaged builds though. (around 60%) Granted still not as fast as C++.

queen heron
#

making it easier for the computer to read the code

dawn gazelle
lofty rapids
#

because it has to finish in one tick

#

if it doesn't it craps out

#

i tried it with c++ it just haults everything and finishes

spark steppe
trim matrix
#

C?

#

where are we now

lofty rapids
#

it's nice to use bp and c++ together they really compliment each other and having functions available to blueprints is really a huge performance boost in a lot of cases

#

jus the downfall of going all bp, theres just some things you can't do

lofty rapids
#

well the for loop is just one thing

lunar musk
#

How can i remove an element from array without changing index?

lofty rapids
#

theres more like sort

trim matrix
#

there's prob a way to enable threading in bp and make it run on multiple thread

#

it's just that people dont go that far in bp but it's possible

lofty rapids
lunar musk
#

I have an inventory

trim matrix
lofty rapids
#

because thats just how arrays work

trim matrix
lofty rapids
#

the index is removed

#

and the order is set 0 to end

#

or it's just shifted

broken badge
#

Does anyone know an alternative for the Asset Registry, that would work in a packaged project, that would allow me to get a folder's contents

trim matrix
#

what??? when you delete something from an array, it depends if you are talking about a vector, array, or list or map but all of these are different and in pur C++, it will not change by itself

tough creek
#

I'm trying to work out how Make Random Stream works.

When I use the random float in range node, it works well, but when I use Random Float in Range from Stream (so that I can have re-producable, random, results), the return value is always 0.

lofty rapids
dawn gazelle
spark steppe
#

@lofty rapids don't even try to argue with cat

spark steppe
#

also only the indexes after the element you delete change, but well (and the SAME applies to C++ TArray)

lofty rapids
#

i mean i'm not arguing i'm just saying how arrays work and it doesn't matter what kind they are

#

it's an array is an array

trim matrix
#

an array at core doesn't do things by itself

spark steppe
bleak gate
#

Is there a way to force a texture to re-load at runtime?

I'm adjusting the texture parameters to a Texture2D variable using the set parameter nodes. The parameter values DO change, but the changes don't take effect unless I click on the texture itself in the editor menu.

trim matrix
#

oh no, since it's made by the standard library and implemented by them, not automatically doing that.

lofty rapids
spark steppe
#

no one here cares about how C "Arrays" work

#

so the whole argument is nuts

trim matrix
#

friend

spark steppe
#

then go on a discord where they care about C

#

you're just confusing people with this

lofty rapids
#

when you remove from an array it doesn't just null the index and thats still open, the length changes

broken badge
dark drum
# lunar musk Yep

I wouldn't use the index of the array to dictate the slot it should be in. You probably want to use an int point to denote the x and y in the inventory grid.

lofty rapids
# lunar musk Yep

i would create an array of your inventory size maybe ? and when you remove an item just make it empty, then you can search for empty slots

spark steppe
#

or set the array element to nothing, instead of removing the array index

lunar musk
#

Yep

#

Clear it's not a good idea

broken badge
#

Damn, too slow ๐Ÿ˜…

lofty rapids
trim matrix
lunar musk
lunar musk
broken badge
#

I was sure there was a way to empty an index while keeping it as a valid index

primal berry
trim matrix
#

in the struct, just have a bool, IsEmpty

lofty rapids
# lunar musk struct w iteminfo

so when you do set array elem , you should be able to just not set the value, then maybe do an isvalid check for it's if empty

lunar musk
#

i'll try

lofty rapids
#

not actually sure if that will work but it's worth a shot

lunar musk
#

thx

trim matrix
#

the isvalid check depends on what you do it...

#

probably on a proprety of the struct or just use a bool IsEmpty

timid rock
#

Dumb question - if I have a data asset class with multiple subclasses, can a field of a pointer to an instance of the superclass be set to one of the subclasses? I know the answer's probably yes I've just never really thought of using data assets in that way

lofty rapids
dawn gazelle
lunar musk
#

So how can i check for empty slot?

lofty rapids
#

show you set array elem

#

did you just not set the value ?

trim matrix
#

you have an array of struct, the struct is a custom type which should represents 1 slot

rotund harness
#

Does anyone know why blueprint code might break if I use draw debug in a line trace? I make use of scene capture components and other stuff like that but still it's weird

lunar musk
lofty rapids
trim matrix
lofty rapids
# lunar musk

loop through the inventory array and check is valid, if it's not valid it should be empty

lofty rapids
#

the item because not setting is like null or whatever it defaults to

trim matrix
#

a struct isn't null, it will be there, just with defaults params

#

and a struct isn't a pointer, so no it will not be null

#

--
Just have a bool, IsEmpty, and check if it is... then do wtv you want with that, set it
(what would I do.,..)

lofty rapids
#

i mean whatever works

dawn gazelle
#

Engage means the class. If the class is empty, then there should be no item in the slot of the structure.

#

No need to have a bool to indicate otherwise.

trim matrix
#

try it

dawn gazelle
#

Or even itemID....If that's set to ITEM_EMPTY or something, there ya go.

trim matrix
#

that's a enum / maccro?

lofty rapids
#

so if you don't pass anything is it empty or there is a structure there ?

dawn gazelle
#

It should be empty.

trim matrix
#

you have an array of struct, why would it be null?

#

the struct is valid

dawn gazelle
#

It's not about the array.

#

It's about the contents of a particular index of the array.

lofty rapids
#

it's like if you have a function and an input, if you don't pass anything its empty

#

it's how i null interaction actors

trim matrix
#

IsValid(array[1]), it will be valid in all cases

lofty rapids
#

if it's empty there is a way to check if it so, i'm just not sure what that is i thought isvalid

trim matrix
#

it's not empty lol, there's an empty struct with defaults params

lunar musk
#

i think i'll try with invalid class

dawn gazelle
#

(except I'm pretty sure you can't check if Array[1] is valid with a structure array.)

lofty rapids
#

well it was worth a shot

#

the only other way would be like mentioned a boolean, but that means you have to edit each one specifically

trim matrix
#

when you drag the item off, set it to true, when there's a new item, set it to true to the correct slot... nothing more
check when needed...

open crypt
#

I have a bunch of static mesh bottles that I need to destroy/swap out a particle emitter when they are shot. I'm trying to use some type of tag but I want it set on the static meshes themselves, that way. But I don't see a tag item in the details - Is the only other thing to make an array of the materials and do a material check to determine if it is a "Breakable bottle" ?

lunar musk
#

So with bool on struct, i set true when drop an item, and then when i pickup i set to false

#

?

#

I think that it's the best way

dawn gazelle
#

Two options with these two variables in a structure.

trim matrix
#

hey, i have this star door setup, ignore the rocks theyr not apart of the blueprint, but i wanna make it so when the player walks into the collision box, a ui prompt pops up and then the door checks if the player has enough stars to unlock based on their total star count, if they do it lets them press an input to unlock and make the door model itself no longer visible, as im planning to add a level warp trigger behind the door at some point, and if they dont have enough another promt will pop up saying they dont have enough stars. ive tried setting it up like this, but im kinda lost not rly sure where to go from here

dawn gazelle
#

No need to complicate it further by adding more variables to your inventory structure.

lofty rapids
#

so i guess i would in this case compare to the defaults like a boolean or something makes sense

trim matrix
#

and you think that an ID system is easier than a bool?

dawn gazelle
#

He already has these variables in his structure.

#

Adding "IsEmpty" is meaningless if he's using these other variables as those variables could potentially tell you if the slot is empty or not.

#

Depending on his set up.

trim matrix
#

ofc, but who knows he had a class variable?

dawn gazelle
trim matrix
#

as I said, he must validate with something IN the struct...

dawn gazelle
#

It's all the way back up there.

trim matrix
#

It's all the way back up there.

lofty rapids
trim matrix
#

but class is the way to go here

#

unless you make child items

dawn gazelle
#

And....? That's what I'm saying.... He already has some things in his structure he can validate against without having to add a bool.

trim matrix
#

should the find by id, be a hash table function for faster iteration?

trim matrix
lofty rapids
#

do you get any errors ?

trim matrix
#

no

lofty rapids
trim matrix
spark steppe
#

that tells a lot about you

#

and why you shouldn't give advice here

trim matrix
#

I would create a function IsEmpty that valid it for me...

lofty rapids
trim matrix
#

not use IsValid(and hard code the value here of the class)

#

struct.IsEmpty()
ez :3

spark steppe
lofty rapids
spark steppe
#

structs can't have BP methods

lofty rapids
trim matrix
lofty rapids
trim matrix
trim matrix
lofty rapids
#

that variable where you get class ?

trim matrix
#

its just the widget thats supposed to appear

dawn gazelle
trim matrix
spark steppe
trim matrix
#

should i do it another way?

lofty rapids
spark steppe
#

so don't put words in my mouth

trim matrix
spark steppe
#

doesn't justify a stupid solution

trim matrix
#

but in a bigger system, a bool would be a better way to know how it work and ye

spark steppe
#

no it wouldn't

trim matrix
trim matrix
lofty rapids
trim matrix
lofty rapids
#

so your values are off, print string them on the screen when you run it because thats how branches work the condition is false so it go to false

trim matrix
lofty rapids
#

but i think >= is what you want

fresh nacelle
#

Is it slow to use one Interface in too many actors? Is there a best practice for when to use the same interface for a given function vs make a new one?

lofty rapids
#

are you saying it fails off the branch to false ?

trim matrix
#

yes

lofty rapids
#

then the condition is not true

trim matrix
lofty rapids
#

so check that value comming off your player

#

print it to the screen so you can see what your matching to required stars

#

just to be sure you got the right variable and the numbers are correct because branches usually tell the condition

#

as long as it's going to false it's running

trim matrix
#

when entering the collision it prints the rquired amount but still prints off the false of the branch

lofty rapids
#

and required stars prints 5 ?

trim matrix
#

yea

lofty rapids
#

geez thats odd

#

branches usually work correctly

#

i would close and open see what happens

trim matrix
#

thats why i was lost lol

lofty rapids
#

that makes no sense they are both integers, its a >= and a branch

#

if it's not working as expected somethings f'd

trim matrix
#

its still not working

lofty rapids
#

remake the nodes

#

thats really weird i don't see how it's possible

trim matrix
#

still nothing

lunar sleet
lofty rapids
# trim matrix still nothing

i'm really at a loss because it's firing, the cast is succeeding, and the values are correct, but it's not true so idk what say about that

trim matrix
#

is there another way i could set it up?

lofty rapids
#

the problem is if your branches don't work correctly then your f'd

#

sounds like an engine problem or something

lunar sleet
#

Doubt it

trim matrix
#

my other branches work fine

lofty rapids
#

well i can only go by what they said, and it doesn't make sense to me

lunar sleet
#

Restart the engine just in case but the more likely scenario is user error

trim matrix
#

i did

#

and remade the nodes, and refreshed them

lofty rapids
#

show the print strings of the numbers

trim matrix
#

this or it actually printing?

lofty rapids
#

print both numbers

#

and then show it on the screen

trim matrix
lofty rapids
#

yep that variable is zero

#

not >= 5

#

so it's false

#

so maybe you got the wrong variable ?

trim matrix
#

thats my only star variable

lofty rapids
#

well it's zero thats what the print string says

#

so thats weird

#

i c you should have 13, what variable are you using to display them ?

trim matrix
#

should i cast it to th game instance instead?

#

im so confused lol

lofty rapids
#

yes it looks like total stars is your normal stars variable

#

on your game instance

trim matrix
#

so swap and cast to the instance instead

lofty rapids
#

so you need to get the game instance, cast to it, and use total stars

heady burrow
#

is there a flip flop node but with memory?

trim matrix
#

do i need get game instance?

lofty rapids
#

well you still want to cast other actor to player

#

so you know its the player that overlapped

#

jus don't use the variable from the player, get the game instance instead of using other actor like you did, other actor will be your player or whatever collides with this thing

fresh nacelle
heady burrow
#

I think they get reset, oh well, I can just use a ~~local ~~member variable no problem

lofty rapids
lunar sleet
dawn gazelle
heady burrow
#

I never used them before so I thought it made sense, but no

trim matrix
dawn gazelle
lofty rapids
lunar sleet
trim matrix
dawn gazelle
#

That technically should hide it. Only trouble I see there is every time you overlap, you're adding a new widget to the screen.

trim matrix
lofty rapids
#

well theres no need to keep creating the widget

dawn gazelle
#

Memory leaks are fun ๐Ÿ˜›

lofty rapids
#

create it on begin play, or in the hud, promote to variable, and use that variable to show/hide it

trim matrix
#

well, how do i make it so after the doors unlocked it saves, and dosnt try to have the unlock prompt again?

#

i attempted to just get saving in general working, its still not, idk.

lofty rapids
#

you want it to save, so that when you open up the game it's still unlocked ?

#

or just save untill the end of the game ?

#

i would but a bool on the door or actor that is this thing that says unlocked or not most likely

#

save it in the save game probably done on save

lofty rapids
#

you don't want it to be added to the viewport untill you overlap

#

once you have that variable, use it in place of the create widget where you add to viewport on overlap

trim matrix
#

so then on event overlap from the cast set that variable to visbale

lofty rapids
#

not from the cast

#

just use the variable

#

it is now that widget

dawn gazelle
#

@trim matrix ^

lofty rapids
#

what is that all about ?

trim matrix
lofty rapids
#

your still creating the widget every time ?

dawn gazelle
#

Just showing you that it works how you currently have it set up - you mentioned it wasn't hiding, but it does hide and show up again.

trim matrix
lofty rapids
#

you shouldn't cross execution like that

trim matrix
#

i have one actor set up to make a widget everytime i hit its collision, pretty sure yall helped me w that one too and there wasnt an issue w it then

lofty rapids
#

it's simple you promote to variable

#

add to viewport on begin, remove from parent on end

trim matrix
lofty rapids
trim matrix
lofty rapids
#

and show where you promoted to variable

dark drum
#

Does anyone know of any good ways to have collision that the player can't go through but other characters can?

trim matrix
lofty rapids
# trim matrix

did you drag out of thirrdpersoncharacter to get that value ?

trim matrix
#

yea

lofty rapids
#

but it says error

trim matrix
#

ik

lofty rapids
#

so if you drag out of your player and search for that variable it shows up ?

trim matrix
#

yea

lofty rapids
#

that makes no sense again something is f'd

#

if you drag out from the player that you cast to, and search for the variable and do a get

#

it just shows an error ?

trim matrix
#

yea

trim matrix
#

after restarting the engine it stopped erroring, but now the ui isnt showing

lunar musk
lofty rapids
trim matrix
#

I thought it would be if the slot is empty

lunar musk
#

because if exist i stacked it

trim matrix
#

okk, you didnt do the logic to add it first ig?

trim matrix
lofty rapids
lunar musk
#

What means ig

trim matrix
#

I guess

lunar musk
#

@trim matrix i didn't

#

i use func pickup item to add

trim matrix
# lofty rapids yep

now how do i make it so when the ui pops up the player freezes and can input an action to unlock the door, then set the doors model to hidden, set input to ui only? then im lost from there lol, just i dont want the player to be able to unlock the doors unless they activate the trigger

lofty rapids
#

a boolean like CanMove or something that you can switch on and off

trim matrix
lofty rapids
dawn gazelle
lofty rapids
lofty rapids
# trim matrix

you can do input mode ui only, i'm not sure you can have key events on the widget (tho it's possible you can) i don't think pressing b would work in that case

#

you can use CanMove or something like InWidget that you can resuse to disable all sorts of stuff

trim matrix
#

dosnt have to be b per say i just wanted it to be one of the face buttons when playing with controller

dawn gazelle
lofty rapids
lofty rapids
#

and you know what a branch does ?

trim matrix
#

yea

lofty rapids
#

if it's true one way, false the other

#

so if you put a cranch on you movement events

#

it will only go through true, and only work if that boolean is true

trim matrix
#

which movement events?

lofty rapids
#

the ones you want to stop

trim matrix
#

character movement

lofty rapids
#

when you press keys events fire off and thats your movement correct ?

#

that usually how it works

#

you press a key it fires an event

lunar musk
trim matrix
#

idk i just have a character movement component, thats what im using

lofty rapids
#

because you must have events in your character

dawn gazelle
lofty rapids
trim matrix
lofty rapids
#

your left/right forward/back

#

you want to stop that right ?

trim matrix
#

yea freeze the player for lack of better words, so they can interact w the ui hangon i have a reference

lofty rapids
#

well honestly a simple solution is to pause if the boolean is just too much for you

trim matrix
#

essentially this, but not moving the camera

lofty rapids
#

ya you don't want pause ig because you want stuff to still be moving around

trim matrix
#

yea

lofty rapids
#

so you need to disable all the stuff that can't be used

#

and the best way to do that is with a branch and a boolean

#

i don't know how to make it any clearer tho, the branch will run on true and if you flip the boolean to false it won't run

#

then you just switch it back

trim matrix
#

i understand a branch and a bool, where am i puttingthem

lofty rapids
#

so the white lines are exec

#

put them on what you want to disable

#

for instance that movement that you posted

#

put it at the beginning of the event

#

you know the execution flow ? the white lines

trim matrix
#

in what blueprint are u wanting me to do it in, the movement thing i sent is in my player blueprint

lofty rapids
#

you know what an event is ?

trim matrix
#

yes

lofty rapids
trim matrix
#

so copy those nodes into the doors blueprint>

#

?

lofty rapids
#

definately not

trim matrix
#

as i said im confused

lofty rapids
#

a branch on the event that you want to disable

#

i can't make it any clearer other than just doing it for you

trim matrix
#

idk, im trying to figure out where u want it at, im making a branch at the end of that event and making a bool that is the condiditon correct?

lofty rapids
#

why end ?

#

are you sure you know what is happening ?

trim matrix
#

bc idk what im doing tell me where to put it

lofty rapids
#

you got pretty far in your game for not knowing how to use a branch

trim matrix
#

i understand a branch

#

do u understand me?

#

where am i putting it in the graph?

lofty rapids
#

why would you put it at the end of the event tho ?

#

i said a couple times at the beginning of the event

trim matrix
#

bc from what i see theres two open things on the movement nodes

#

sry

lofty rapids
#

so there is two things running but they run in a line

#

one after the other

trim matrix
#

so im putting it here?

lofty rapids
#

yep

trim matrix
lofty rapids
#

so does that say ui ?

trim matrix
#

yea didnt know what else to call it

lofty rapids
#

so does that mean if you are in ui it should be true, and if not it will be false ?

#

run it off of false

#

this way if UI is false then you can move

trim matrix
lofty rapids
#

and default ui to false

#

so now when you add the widget to viewport, change that variable to true

#

and when you remove it, set that variable to false

#

so when it's in the viewport you can't move

#

but everything else will work so if you need other things disabled you can just add a branch to that stuff as well

#

for instances if b does different things depending on if you in the ui

#

you can just use the branch

#

at this point i would almost make an enum for state so that things could do multiple stuff but you probably don't need that

trim matrix
lofty rapids
#

ya that should stop your movement while the ui is up

#

i would clean up those lines a bit

trim matrix
#

so now i need to add inputs for the ui

trim matrix
trim matrix
lofty rapids
# trim matrix

cast other actor to player on end as well and use that

#

so that end overlap doesn't trigger if something else overlaps

#

you want when the character leaves, it'll also clean up some lines

dawn gazelle
lunar musk
lofty rapids
# trim matrix

instead of comming out of the top cast, use the bottom cast on the two nodes, remove from parent and set

dawn gazelle
# lunar musk

So then it'll be whatever the last index is of the array that was executed. That won't do.

If you want to save yourself some processing time, you can check there if the slot is empty.
First create an integer variable called something like "First Empty Slot Index" that has a default value of -1.
Put a sequence on your Loop Body. The first part of the sequence can be used to handle what were going to do now (determine the first empty slot) use the second output to connect back to the rest of your loop logic.
So the first line of the sequence, check if "First Empty Slot Index >= 0". If true, do nothing further. If False, check if the Index is empty - if it is, set the "First Empty Slot Index" to the index of the loop.

What should happen then is that by the time the loop is finished you've either:
A) Found a matching slot to allow the item to stack
or
B) Possibly Found an empty slot.

By the time you get back down to the "Item Found" branch, you can now check if First Empty Slot Index is again > -1. If not, then you don't have any empty slots, otherwise you can use the "First Empty Slot Index" and place your item in there.

vernal lotus
#

Which one runs faster?
a branch or a single equation?

trim matrix
#

so now i need to make input actions for the ui?

lofty rapids
# trim matrix

i would also use on remove from parent the bottom cast

lofty rapids
trim matrix
#

its coming from the game instance not the player

lofty rapids
trim matrix
#

ohh

dawn gazelle
trim matrix
#

how do i setup the inputs to map them to the buttons? i created a back for b and y for unlock the door but theyr not mapped

lofty rapids
#

i still use the old input system for most of my stuff i just used eis a couple times

trim matrix
lunar musk
dawn gazelle
trim matrix
#

how can i bind the 0 text on the star door text prompt to the required stars variable?

dawn gazelle
# lunar musk yep

So what you have right now is good for finding the first "empty" slot in your array.
Now you still want to find out if the item is in the array - this is why I suggested a sequence - use the first part of the sequence to try and find an empty slot, then use the second part of the sequence to see if the item exists in the array - and if you find it in the array, then you can break as you had it before.

#

Basically, you're looking through the array once for two different things - for the first empty slot and if the item is already existing in the array.

#

And you only want to break if you found the item in the array.

barren tangle
#

Hey, how do you manage the order of the spawn of each element of the map?
I want to get an actor of class (on the event begingplay) but i'm not sure that actor already exist?

lofty rapids
barren tangle
#

if my actor spawn first the target actor will not exist yet

dusky cobalt
#

I'm trying to create grid and put it on the landscape. I created GridManager that spawns Cells. I even thought about making every cell shot line trace down, so it finds first location and lays itself there. It kinda works, but there must be other way to actually make grid on the landscape that is also working with the Grid Manager? Or should I separate these 2 things and just create visual representation on the landscape material and lay ''cells'' on top of that, but then how can I access each color under every cell tochange when hovering over it for example?

lofty rapids
# trim matrix ?

when you overlap before you show the thing, set the text of that thing to the requires stars variable from the bp, this way if you duplicate the code, you can just change the required stars and it will show the updated one

#

bind runs on tick so it can be less performant than just setting it when you need to

lunar musk
lofty rapids
#

so cick on it, and at the top right i think as variable ?

#

just check the box

trim matrix
#

ok it is now

lofty rapids
#

ok so name it something you can remember

#

or name it something

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so that you can retrieve it by name

#

once it has a good name and isvariable

#

you can pull off the variable you made of the widget

#

and get variablename

#

then drag off that and do set text

trim matrix
lofty rapids
lofty rapids
trim matrix
wise ravine
#

I'm having an issue where the station spawns the correct amount away (+6,500 from the current station) the 1st time. However the 2nd time the station just spawns on top of the first station spawned. Not sure if that makes sense, can anyone help?

lofty rapids
trim matrix
#

yea i dont see that

lofty rapids
#

show what you menu looks like

trim matrix
#

yea mine dosnt have that

#

wtf is wrong w unreal why do i need to keep restarting for things to work?

#

bc now its showing up

#

ok i got set text

lunar musk
lofty rapids
# trim matrix

that should work now put the set text before the add to viewport

#

it should work although you may need to use invisbility it might reset but i don't think it does

lofty rapids
trim matrix
#

it works, but the controls arent set up, so i cant do anything from there

high iris
#

Friends, my 3d math chops are awful, could use some help: I'm trying to determine which direction along a wall a player is looking down. I have the wall normal and an impact point thanks to a line trace, and I have the player's forward vector, now I just need to figure out how to get the xy vector (don't care for z in this case) of the wall along the direction the player is looking in, assuming it's not perfectly perpendicular.

Then I will just apply a -90 or 90 degree rotation on the z axis to that normal wall vector and I should be ok, but I can't quite figure out the sign of that 90 ๐Ÿ˜ฆ Any tips?

lofty rapids
high iris
trim matrix
hollow cove
#

oh

wise ravine
#

float or vector variable?

hollow cove
#

has to be something in the rest of the blueprint?

hollow cove
wise ravine
hollow cove
#

then add 6500 to it each loop (i assume this is in a loop)

#

or if it is in a loop you could just multiply the index by 6500

#

then use that on the x only (right click the location and split)

wise ravine
#

What's a loop?

trim matrix
trim matrix
wise ravine
#

hold up, let me clean up some code

lofty rapids
trim matrix
#

i want once the ui is triggered if the player presses the button to unlock it makes the actor get destroyed and ill put a warp behind it at a later point, but for the b button i want it to just give the player their movement back and make the ui go away

wise ravine
#

(In Game State)

trim matrix
#

but only make it do those at the trigger box that way the player cant unlock a door anywhere

trim matrix
lofty rapids
trim matrix
#

i have inputs, im not sure how to go about making the events for it

lofty rapids
#

in the b key event, just get the widget and remove from parent and switch the ui variable to false

wise ravine
lofty rapids
trim matrix
#

what

#

what's the problem

#

oh i did that i mean to make them only work once the box collison is overlapped

lofty rapids
wise ravine
lofty rapids
trim matrix
lofty rapids
#

do the same branch you did on the movement events

wise ravine
lofty rapids
#

you destroy it

#

then try to use it

#

should throw saying pending kill or something

trim matrix
#

can you print the value of the vector out of the GetActorLocation?

wise ravine
#

then after it spawns the new BP it will set that as the new current

trim matrix
trim matrix
lofty rapids
wise ravine
# trim matrix but what doesn't work, is the location not correct?

yeah so the first time it works... spawns a station 6,500 uu behind the current station at (X=0.000000, Y=0.000000, Z=0.000000). But the second time instead of spawning a station infront of the current one, it still spawns the station 6,500 uu ahead of (X=0.000000, Y=0.000000, Z=0.000000). And not 6,5000 ahead of (X=6500.00000, Y=0.000000, Z=0.000000). If that makes sense

undone sequoia
#

anyone have tip how to make easy bullet trail ? when I am shooting that white thing behind bullet

wise ravine
#

or am i understanding that wrong

lofty rapids
#

you destroy the actor

#

then you try to use the variable

wise ravine
#

ahhh

#

genius

#

so i have to get the value before i destroy the actor, and that before i spawn the new one

trim matrix
#

i have this but when pressing the inputs i set, nothing happens

lofty rapids
flat coral
#

Wait, on ActorBeginOverlap, which of these is which? These both seem to be saying the same thing.

lofty rapids
wise ravine
#

I've been staring at the same code for too long

lofty rapids
#

i mean it should work if you cache the position before you destroy

#

and use that to spawn the next one

wise ravine
#

yeah I didn't plug the new variable in

#

๐Ÿคฆโ€โ™‚๏ธ

#

The node isn't executing for some reason, I gotta troubleshoot that now

lofty rapids
trim matrix
lofty rapids
lofty rapids
trim matrix
#

ew why caps