#blueprint

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trim matrix
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lol

lofty rapids
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so then it's not set up correctly

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you can test it with just the b key

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right and search key b

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scroll to the key b

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and use that event just to test if it works

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you'll have to fix your input setup if that works, because your keys are firing but the event not working

trim matrix
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still nothing

lofty rapids
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^

trim matrix
lofty rapids
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well if you b key isn't firing off

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then it's not the setting

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it's the fact it's probabl in the wrong bp

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because if you set the event b key

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and used pressed

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and it doesn't fire then for some reason your inputs are not firing

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not really a matter of how your context is all set up

trim matrix
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using the b key by itself didnt work

lofty rapids
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did it print anything ?

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^

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because it realy matters what bp you put these on

trim matrix
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no didnt print at all

lofty rapids
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it really matters what bp you put those events on

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so where did you do that ?

trim matrix
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the events are in the same blueprint as the rest of the doors code in the door blueprint

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am i just completely oblivious lol

undone sequoia
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Anyone know how to add bullet trail effect for bullet?

lofty rapids
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or the controller

trim matrix
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so just copy them over?

lofty rapids
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i would just delete and remake

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but this time you don't need to get player

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and cast, because now those variables are local your in the player bp

hollow cove
trim matrix
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ok so i got that to work so for the unlocking how would i do that? just get the doorblueprint then destroy actor?

lofty rapids
wise ravine
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works flawlessly ๐Ÿ‘Œ

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appreciate your help man

trim matrix
lofty rapids
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for one thing you'll be most likely using game instance

trim matrix
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save it on the placed version of it bc i plan on placing multiple making them possibly for a hub world, or alternate paths in levels

lofty rapids
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you want this unlocks to save when close and re open the game ?

trim matrix
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yea if the game has saved, i was planning to impliment autosaving

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but saving the game from a menu

undone sequoia
lofty rapids
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where you would just add to the array an id and it would be unlocked

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but also a boolean on the actual actor

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unlocked

hollow cove
# undone sequoia YE but i know nothing about ๐Ÿ˜ฆ

what i like to do when i know nothing about an area of unreal engine is go through the documentation, page by page, making my own thing while going through their examples. i also take notes in obsidian so i can refer back and refresh myself if i get stuck. https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-visual-effects-in-niagara-for-unreal-engine

Epic Developer Community

Use Unreal Engine's Niagara visual effects system to create and preview particle effects in real time.

trim matrix
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i have a bool to check if its unlocked or not

lofty rapids
trim matrix
trim matrix
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im guessing id do it like this?

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no, im wrong ๐Ÿ’€

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id add that after making the unlock happen?

lofty rapids
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and then run a branch on the overlap or you could event turn collision off

dawn gazelle
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If you're modifying the index if you've found an item, and using the "First Empty Slot Index" if you didn't find the item on pickup then that part should be set up right. Your problem now probably has something to do with your dropping logic.

lofty rapids
# trim matrix im guessing id do it like this?

you may even want to use the actual player collision for that where you can use other actor and cast to the item saving it in a variable and checking if it's valid so you have a reference, otherwise you'll need get actor of class and try to find the exact one wouldn't really work with multiples

stoic ledge
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I have a game instance subsystem which only exists on the servers game instance. Then i have an actor placed in the world that trys to use a function in the subsystem, but it claimes it cannot find it. Is there an obvious reason that this happens?

remote rapids
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i need help

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i wanted to keep music between levels so i did that

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this is a game instance blueprints

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and in my main menu i did that

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all works good
if now i go to another level the music is keep going all good
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.
how to fix that?

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someone try to help me

dawn gazelle
remote rapids
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but i didnt understand

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oh yes its you

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can you keep explain me pls?

dawn gazelle
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You check if your "Audio" variable is valid.

remote rapids
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i stuck here

dawn gazelle
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That was answered for you too by someone else.. Use a branch.

trim matrix
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it's fine, since the variable is still valid on that 1 frame, it's marked to be deleted to the GC

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he should just set it and not get it afterward but yea I see that it's solved

dawn gazelle
# remote rapids i stuck here

If valid, don't create and check if "Audio" is playing, if it is, don't play, otherwise, play.
If it's not valid, create and play.

remote rapids
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that good?

dawn gazelle
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That is a branch yes.

lofty rapids
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you saying if it is valid then create again ?

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i think you want the opposite

trim matrix
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the variable is prob set at compile time

trim matrix
remote rapids
lofty rapids
dawn gazelle
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If valid (ie. TRUE), don't create it. Check if it is playing, if not, then play.
If not valid (ie. FALSE), create it and play it.

remote rapids
# lofty rapids so you just want to create it and play it once ?

okay, i have the main menu level
and i have the other menu level

i want the music to start when the game begin and continue when i move to the other level.
all work good like i did.
but the problem is if i go back from the other level to the main so that not good its like the music is duplicate

lofty rapids
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well unfortunately that variable will reset anyway

remote rapids
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main menu

lofty rapids
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if your loading a level

dawn gazelle
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No, it'll stick.

remote rapids
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game instance

lofty rapids
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ok it's in the game instance

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just do isvalid, and on false run it

remote rapids
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i understand what @dawn gazelle but i dont know how to translate it to blueprints

dawn gazelle
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It's a literal translation....

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don't create. Check if it is playing instead.

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if it is not valid, create and play.

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You have the check to see if its valid.
You have the nodes you need for creating and playing

remote rapids
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okay

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okay

dawn gazelle
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The only thing you might be missing is checking if "Audio" is playing, which should be pretty self explanatory.

remote rapids
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i think its good now

dawn gazelle
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Right on ๐Ÿ˜„

remote rapids
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dont laugh if not...

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that working now

dawn gazelle
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What the IsValid does is basically seeing if the object contained in the "Audio" reference actually exists. When it's null, or pointing to nothing, then the reference is not valid, thereby you go ahead and create it, and then you're populating the variable with the return value from the Create Sound 2D, thereby making the reference valid, so in the future when you enter that function again and check if it is valid, it should be valid since you already set the value once before ๐Ÿ™‚

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The extra bit of checking if it is playing if it is valid is just to make sure in case you stopped it for some reason that if you do happen to return to the main menu it will automatically start playing again.

trim matrix
trim matrix
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inside the door blueprint or the player blueprint?

lofty rapids
trim matrix
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yea when u press a key

lofty rapids
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so one thing you may want to do is on your player when you overlap set the interaction actor to what ever you overlap, and on end just clear the variable, other than that i'm not sure how you would pull the variable on key press

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i don't think get actor of class would work since you may have multiple

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so i would set an interaction actor on overlap

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where then when you press the key, you can get it's reference from the variable

trim matrix
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so, add clear variable to the end of the door blueprint?

lofty rapids
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one thing i probably already mentioned is you probably want a parent class for all these

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and you can put variables on that

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it makes casts a lot easier

trim matrix
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its in a class of its own already tho i think

broken badge
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Anyone know how I would automatically load all Blueprints within a content folder into an array. BUT without using the Asset Registry (because that apparently doesn't work in a packaged project...)

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This is what I have now

lofty rapids
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so in your case this would be on the player, and you would cast to you actor that your using with these doors

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and then have your normal stuff on key press

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but then also use the interaction actor reference so you can set it's variable

trim matrix
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so move the code thats already on the overlap?

lofty rapids
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leave everything the way it is

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just add some stuff to your player bp

trim matrix
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but what is the new overlap from? or is it the one from the other bp

lofty rapids
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its just so you can get the reference to that item

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so you can set it's variable

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because when you press the key the event is on the player

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you need a reference to that specific item so you can set it's variable

trim matrix
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but what am i doing to get the new overlap nodes in my player blueprint?

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found it

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so make a new variable thats interaction actor?

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or promote to variable

lofty rapids
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or you can promote to variable on the begin, then just do an empty set on the end

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or you can just create an actor object reference

trim matrix
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i had a reference to the actor already as a variable

lofty rapids
# trim matrix

so now you just gotta check if stardoor is valid when you unluck, and if so set it's variable

trim matrix
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which input do i need to add the is valid to?

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the unlock

lofty rapids
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right because you want you unluck to set that variable so the next time you over it doesn't set ui and run

trim matrix
lofty rapids
# trim matrix

ok now at the end use a stardoor variable, and drag out and set the variable

trim matrix
lofty rapids
lofty rapids
# trim matrix

do a get not a set, then drag out ans do "set is open"

trim matrix
lofty rapids
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there ya go, are you using that variable in a branch on the other actor ?

trim matrix
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i need to be, i hadent had it set up

lofty rapids
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make sure it's still working the way it should be

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it's just that it won't be unlocked yet

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and will just keep popping up

trim matrix
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so where am i putting that branch in the other actor?

lofty rapids
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do you only want this to work on this particular actor ?

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or is it going to be reusable ?

trim matrix
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i wanted to be able to place multiple in levels and have some of them be different values

lofty rapids
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similar to when you did the movements

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when that event fires

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run it based on a boolean value

trim matrix
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im confused

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add it here?

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or in here

lofty rapids
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hmm

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you want it not pop up so add the branch before the code that pops up the message

trim matrix
lofty rapids
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what does dismiss prompt look like ?

trim matrix
lofty rapids
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should work ig

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when you change levels it will go back so you'll need a way to save that and load them up again

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like i said probably give each one an id, and have an array that is all the open id's

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it involves a loop but if you don't have a ton then your fine

trim matrix
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how do i give them ids?

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bc i may use some for a hubworld that may have a few, and will have some with different values needed for stars,

lofty rapids
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the different values need i think you covered with the required stars variable thats on the door bp right ?

trim matrix
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yea

lofty rapids
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you can just create a variable on it called id and name them unique names

trim matrix
lofty rapids
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even use a count lik item1, item2 etc...

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and require stars is expose on spawm, instance editable ?

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this way when you put them in the world, you just edit the variable for each one if it's set correctly

trim matrix
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it is set w those now

lofty rapids
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ok, so now place another one down

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and when you do that, check in the details if it has required stars

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you should be able to change that and then it will unlock with that amount of stars

dusky cobalt
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Is it possible to set Param and then use it like that?

trim matrix
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so now all i need is the door to become hidden and the collision set to disabled once unlocked?

open crypt
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I can't find this on the damn graph to disable, clicking on it does nothing

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The blueprint won't compile and is being a dickhead - nothing was broken I've been using this MC for the past day fine

sour cliff
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I have a character blueprint in map as my main character , how do i swap it with a child actor of it

lofty rapids
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are you spawning the character or did you set it in override ? you should be able to set your game mode override pawn

trim matrix
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Can anyone explain to me shortly how a drag system is made? with the mouse clicking and dropping an image..

minor creek
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is this the right node to replace with?

high iris
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Assuming a first person view, what happens when I rotate my currently possessed character? It doesn't look like the camera itself gets rotated with the character, so I assume the camera and the mesh are now out of sync, pointing in different directions?

mild rapids
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how might you shoot a ray in the direction the gamepad stick is facing? e.g. if I push the joystick up, it shoots directly above the player and if it's facing left the ray also shoots left and if the joystick is facing diagonal the ray also shoots in that direction.

trim matrix
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how can i make another prompt pop up when the player dosnt have enough stars but tells them how many they need, i made the widget and a reference to it,

lofty rapids
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i would probably set text like you did with the stars required, but do it for the actual prompt, then set it before you add each time

mortal cradle
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I'm in a process of swapping my entire communication from casting to interfaces. And I wanted to know, is there any other known issue with a large amount of functions in one blueprint interface other than potentially less clarity? As far as I know performance impact is minimal.

dry sleet
dawn gazelle
flat coral
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What's the right place for a "singleton" style reference, for something that there's exactly one of per level?

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Specifically, in this case, a map camera pawn

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Actually wait I'm dumb I can just flip it and have the pawn populate itself into the gamemode or whatever

mortal cradle
broken sluice
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I'm trying to set up a ladder climb mechanic and all of the tutorials on YouTube show how to swap from walking to flying when within the collision box of the ladder.

This is fine although it prevents jumping off the ladder. Is there any way to enable jumping while in flying movement mode?

dawn gazelle
high iris
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What's the best way to let designers using blueprint know which of the variables are internal state which they shouldn't need to worry about, and which ones are variables they should tweak to their heart's content in order to modify the gameplay as they see fit?

faint pasture
high iris
sour cliff
lofty rapids
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default pawn class

sour cliff
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Yes but then how do i change that pawn at runtime using bp

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I want to be able to change it to a bp_child version of it

lofty rapids
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ok so at runtime

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then you want to possess it

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you can possess any pawn i'm pretty sure

sour cliff
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Even if its not spawned yet

lofty rapids
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no, it's needs to spawned then you possess it

sour cliff
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But would it override the existing pawn I'm using or destroy it

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For example the main character is Superhero pawn and i want to be able to switch between batman and superman at runtime

lofty rapids
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it won't destroy it

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but you won't be possessing it or moving it

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so if you want them to stick together thats a whole other thing

sour cliff
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Nvm thank you so much i used an array variable with different pawns and i am switching based on index

lofty rapids
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and the second one you added is an invalid reference based on the error

trim matrix
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so make it apart of the other widget?

lofty rapids
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so make the text that appears a variable like you did the last, and set its text the same way

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but this time set to the proper one for the proper branch

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so that you have a text in the widget, and when you cancel and want to show the other message you just change the text

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you may want to empty out the required text as well

flat coral
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Am I doing something wrong here? This event IS setting the arm length to radically different things, but the camera never moves

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Oh of course I figured it out the moment I asked... Needed "Tick while paused"

open crypt
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What a stypid game engine - you can't even restart a streaming level without manually deleting everything in it

lunar musk
faint pasture
dawn gazelle
# lunar musk <@218956378654507008> Can u help me with this?

This whole series is concerning.

  1. You're calling to spawn the actor from the inventory component but later on you're running something on the server.
  2. Your widgets should not be updating themselves based on the drop, instead, the drop should signal to the inventory component that something is requested to be happening, and then the inventory component manages what happens and the widgets can update themselves based on the new state of the inventory. You're clearing the item info of the slot, again before running on the server to actually modify the inventory. You should only be updating the widgets based on their actual state.
  3. You're allowing clients to send the "item info" for the item to remove - your clients could potentially spoof this and doesn't actually indicate to the server the actual index of the slot that should be removed, so then you don't know what the server may be doing.

Your widgets should have a reference to the index of the slot of the inventory they care about.
You can have an event dispatcher on your inventory component that your widgets can bind to in order to and call it when the inventory array gets modified so the widgets then know when they should update themselves based on when the inventory is changed.
Again, just because you requested to drop the item, you shouldn't have the widget assume everything is good and visually remove the item info
Don't rely on the passing the item info around. If you're using a slot based inventory based around an array, then use the array indexes to refer to the slot in the array that the widget cares about, this allows you to notify the inventory component of the specific slot you're trying to manipulate. You shouldn't need to store the item info in the widget at all - you just read the info in the array of your inventory component.

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Basically.....

On Drop > Notify Inventory component the index of the slot that was dropped > Inventory Component can RPC that to the server to request the drop with the index of the slot that was dropped > Server validates what is in the slot and spawns the actor and removes the item from the slot > OnRep of the inventory array should trigger which you would then use to call the event dispatcher > Widgets that are bound to the event dispatcher would fire and can then read the inventory array at their assigned index and refresh what they shoul be displaying, if there's nothing in the slot then it can clear the visual, otherwise, display what is now contained in it.

ruby cobalt
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I have a value that I interpolate but it's not linear.. most of the effect happens between 0. and 1... but I need to go all the way up to 20.. how can I change that curve? to make the transition more linear?

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aka: i suck at math

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oh that might be a good one for ai

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i don't ask ai about unreal stuff usually because it's so misleading

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but this is basic math

lunar sleet
ruby cobalt
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ah i didn't know about game math

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i meant asking literally chat gpt about the problem

lunar sleet
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You can make curve assets

ruby cobalt
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oh that's a good idea...

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I'm sure there's a node with a basic math function that can get me close though.. but yeah custom curve is more intuitive for me to do as I don't know much about math

stoic ledge
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i can count, and i tilt my head.

green lotus
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Hello, I'm trying to make a procedural Dungeon generator but I keep on getting an infinite loop with the following function and I'm not sure how to fix it.

This function simply creates a new collision box that should spawn where a new tile would spawn and check if another tile exists in that space. If a tile does exist, then it will append it to an array. The array is later checked to see if it is empty or not and will generate a new tile based off of that information.

Currently, from testing, it seems like the spawned collision box keeps colliding with one particular room infinitely for some reason and I'm not sure how to fix it.

The log print statements prints the box that it spawned and any members that it collides with and the latter is always constant before crashing from an infinite loop.

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Here is the function that calls the function above

stoic ledge
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i dont get it

green lotus
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what

stoic ledge
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is the box not moving?

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or is there something in the space?

green lotus
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I managed to generate this much and paused before crashing

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I think it's claiming that there's something it's overlapping with when there shouldn't be any

stoic ledge
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is the next spawn trying to fill the middle space at the top?

green lotus
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I don't know where the next spawn is trying to place as the collision box actor for some reason doesn't appear in the outliner

stoic ledge
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im just guessing, it might not like being wedged in. seems it works to a point

green lotus
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is the box too big?

stoic ledge
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is your collision box set to the maximum area size?

green lotus
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collision box is slightly smaller than the actual tile size

stoic ledge
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i donno, make it small enough to see iftheres an issue there?

green lotus
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I added a cube to the collision box actor and it looks like the reason it's crashing is because the actor isn't being properly destroyed?

stoic ledge
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What does it mean!

green lotus
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There should only be 1 cube at a time, yet there exists 3 here

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It crashes right after multiple are spawned at the same time

fiery ridge
green lotus
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it says it's an infinite loop

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because the previous actor isn't being destroyed

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despite having a destroy actor node

fiery ridge
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the loops do everything in one tick

green lotus
fiery ridge
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so actor needs to be destroyed

green lotus
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it is being destroyed

fiery ridge
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and then the loop starts?

green lotus
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it's being destroyed after it's finished being used within the loop

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it's created and destroyed once per loop

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Less blurry version

fiery ridge
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i dont see the loop here

green lotus
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too big to put in 1 picture

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recursive loop

fiery ridge
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looping without forloop nodes?

green lotus
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it's a recursive loop

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think of it as a while loop but as a function with conditions to stop it

fiery ridge
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you have 2 delays there. loops and delays are very prone to crashes

green lotus
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theoretically the loop shouldn't cause an issue? which it doesn't seem like it is? but the main issue I'm seeing right now are the actors not being properly destroyed

green lotus
fiery ridge
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add a breakpoint to the destroy actor node

green lotus
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I added the delays so I could see what was going on before it instantly crashed

fiery ridge
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see if its firing

stoic ledge
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it seems like the main issue

green lotus
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It is firing

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it is firing until right when it crashes

stoic ledge
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try to narrow down with some prints to see the destruction happening.?

fiery ridge
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does the editor crash or just ingame?

green lotus
fiery ridge
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yea

green lotus
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now im getting nullptr exception (I think?) for some reason

stoic ledge
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now u did it

green lotus
fiery ridge
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wait, why are you appending a room if there's a room there already?

green lotus
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what

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where

fiery ridge
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"If a tile does exist, then it will append it to an array" do you mean empty tile?

green lotus
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No

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If the array is empty, it indicates that there is nothing overlapping, therefore it can generate a new tile

fiery ridge
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ok and when do you need to destroy actors?

green lotus
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so if I append it to the array if it exists, then it inidicates that there is an existing tile there, so you should not generate a new tile

green lotus
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so after it finishes checking, it is no longer needed so it should be destroyed

fiery ridge
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why not line trace ?

stoic ledge
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...

green lotus
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idk

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im new to unreal

fiery ridge
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im working on similar dungeon myself but there's no need to create a new actor just to check for collision

green lotus
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was following this tutorial and was trying to optimize it

stoic ledge
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"so after it finishes checking, it is no longer needed so it should be destroyed" so it should create them until it satisfied, then destroyes the boxes?

green lotus
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tutorial was suggesting creating an entire new tileset and then checking, and then destroying the entire tile again, which would prove tragic on larger tilesets

stoic ledge
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also i can see those boxes phasing through the wall..

green lotus
fiery ridge
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look at this loop. the actor checks if there's no collision in 4 directions (grid movement)

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you can do the same logic

green lotus
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the thing is it's generating multiple at a time

fiery ridge
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in my case, it's 300 units exactly away

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what's your tile size?

green lotus
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400

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wait

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I might be wrong

fiery ridge
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ok so it's much better to linetrace

green lotus
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i have it scaled 10x the original size on the x and y axis

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for the floor

fiery ridge
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how many units away is the center of the tile to the next one?

green lotus
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uh

fiery ridge
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ok, so what you do is you Line Trace from the center of your current tile, to adjacent directions with 1000 units away

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and return the line trace bool true or false

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if true, create a room

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you can use a vector array for 4 different directions like this

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im assuming you want to create rooms in 4 directions (grid based)

drowsy anvil
#

Hello, how do I make a blueprint that copies my player's rotation for another character?

stoic ledge
green lotus
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the main reason why I'm using the overlap boxes is so that I can create a bigger room using more tiles and just append it on there

fiery ridge
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you mean you have a bigger room and you want to create a smaller room next to it?

green lotus
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or vice versa if the space allows

fiery ridge
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ok then you just change the line trace distance

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instead of 1000, you trace the center of the bigger/smaller room

green lotus
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is line tracing more efficient that overlap boxes?

fiery ridge
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so if you're in a small room, and the big room's center would be say 5000 units awya, you do 5000 trace

fiery ridge
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but also, use more For(Each)Loop

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since you're dealing with many arrays

stone obsidian
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Hey yall im using UE5 and followed a tutorial for inventory and items, I made a health item that restores the players health when used from the inventory however I want the item to not be consumed if the players health is full any idea on how to do this? I tried creating a branch with the condition of if the players health is less than 100 then true into the heal effect

stone obsidian
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yeah one sec

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when consuming a item is the assigned effect

fiery ridge
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where's the branch for if player full hp

stone obsidian
#

one sec

green lotus
# fiery ridge absolutely

how would I get the direction to spawn the line trace from the exit point? would it be the get world rotation node?

fiery ridge
#

you mean how to trace from point A to be?

#

B*

green lotus
#

yes

fiery ridge
#

i assume you want to trace in 4 directions?

green lotus
#

just 1 direction

#

I'm generating 1 room at a time

#

because I am blocking off some rooms

fiery ridge
#

yes but does it know in which direction to spawn?

stone obsidian
#

originally I put the branch here but that wouldnt make sense cause the player could still consume

green lotus
#

there is an arrow pointing in the direction

#

red arrow

fiery ridge
#

400 units depends on X or Y

#

you're not using Z i assume cause you're not building vertically

fiery ridge
stone obsidian
#

yuh

fiery ridge
#

your checking to see if its LESS than 100, which means it has to be 101 hp

#

replace that with <= node instead of just <

green lotus
#

it's giving me all 3

#

axis

stone obsidian
#

lemme try that

fiery ridge
#

this checks all 4 directions

#

leave Z 0, dont touch it

green lotus
#

but how does it know when to use which index?

fiery ridge
#

it will use all of them

#

and give you true/false for every item in the array

#

and them, you use only the one that returns true

stone obsidian
#

it says I accessed none tho the variabe is set as the bp of the character๐Ÿค”

green lotus
lunar sleet
stone obsidian
#

object ref as a single

lunar sleet
#

In details panel?

fiery ridge
stone obsidian
lunar sleet
#

This is not how you get a ref. Youโ€™ve taken an empty bottle and stuck a 7UP label on it, now youโ€™re trying to drink from it.

stone obsidian
#

W

#

ok erm

#

cast to player?

lunar sleet
#

If you want to get your player char ref, use get player character function

stone obsidian
#

gotcha

lunar sleet
#

At some point you may wanna watch bp comms live training pinned here

stone obsidian
#

๐Ÿซก

green lotus
#

Would something like this work?

stone obsidian
#

im new to bp stuff but im tryin

lunar sleet
stone obsidian
#

no for sure I getcha

#

ill look into it

lunar sleet
#

Basically what you were doing is just saying this empty variable will be of this type, but you need the actual instance of the player

stone obsidian
#

lemme try getting player and see if that works

fiery ridge
lunar sleet
#

The cast will also ensure your player is actually there and loaded so you wonโ€™t get that error, itโ€™ll just fail silently if it must

green lotus
fiery ridge
#

i need a clearer picture. are you making a randomly procedurally generated room tiles adjacent from a single room?

green lotus
#

yes

fiery ridge
#

ok and whether the next room is small or big, is also random?

green lotus
#

for now it's the same size, but I'm planning to make different siezes

#

sizes

stone obsidian
fiery ridge
#

I'd say finish the small one first. then you can add a variable in the bigger rooms that stores the distance. then in the loop, you use that distance instead

green lotus
#

would multiplying by actor scale not work?

stone obsidian
#

im sorry if this is babys first bp and im just dumb lmao๐Ÿ˜ญ

fiery ridge
#

theoretically yes not sure if it's the best practice

stone obsidian
#

no

fiery ridge
#

why these nodes

green lotus
#

tried this and immediately crashed for infinite loop

fiery ridge
green lotus
#

oops

fiery ridge
#

Exec>Loop body

green lotus
#

Still crashed for infinite loop

fiery ridge
green lotus
fiery ridge
stone obsidian
# fiery ridge why these nodes

So the video I was watching was setting as server and stuff for multiplayer I just kept the name sake for ease of following along

fiery ridge
#

this loop only fires 4 times since there are only 4 items in the array

green lotus
fiery ridge
#

i cant stress that enough

stone obsidian
#

yeah I wasnt trying to do multiplayer but the "best" tutorial or one of the most popular one is of a guy setting that up I tried to do most of the same stuff just not doing the multiplayer stuff he did

fiery ridge
#

most tutorials are not that reliable

#

they usually show "bandaid" solutions,

#

and they dont scale well

#

but in your case, i would suggest blueprint interface

green lotus
#

It still crashes for infinite loop after generating ~2 rooms

stone obsidian
#

A brothers gotta learn some how and its usually youtube tutorials for me, I started learning unreal towards the beginning of this year

fiery ridge
fiery ridge
stone obsidian
#

Im really not trying to do multiplayer rn not until I understand a lot more, it just so happened I needed to code an inventory and the tutorial had some multiplayer elements

fiery ridge
#

inventory is also hard with blueprints. try making a simpler inventory with arrays

stone obsidian
#

I have done three inventory's now and god damn it is the worst. I dont mind coding with bp but yeah this one seems to work the best so far. Idek where I would start with arrays๐Ÿ˜ตโ€๐Ÿ’ซ

fiery ridge
#

it is indeed hard

stone obsidian
#

I wanted to do it first tho with this project im working on because I knew I was gonna need to do it at some point and would rather get most of it out of the way now

fiery ridge
#

i'd say to do the other way around. finish your fundamental mechanics of your game

stone obsidian
#

genuine reaction

fiery ridge
#

your problem with doing inventory now is that you don't know how it will scale later on with your other stuff

#

you might end up refactoring everything

#

modularity is key to good "code"

ornate apex
#

Does anyone know how to deal with this I've tried everything.

In use pin <Unnamed> no longer exists on node

Its an error that causes packaging to fail. I've tried refreshing nodes, deleting and remaking entire blueprints, validating/fixing redirectors. No idea what else to try at this point

fiery ridge
stone obsidian
#

very true, I just wanted it to be simple use item, item does thing with hotbar that lets you equip said items but idrk what im doing

fiery ridge
stone obsidian
#

I would like to think I know some yes

#

im kinda just picking things up here and there as I go on

fiery ridge
#

interface is good, because you just build the logic on the item itself and it does stuff whenever you use that item

ornate apex
fiery ridge
#

like "this item will heal for 27 hp whenever its used".

ornate apex
fiery ridge
stone obsidian
ornate apex
stone obsidian
#

I use milk it heal player but I dont want player to be able to consume milk if players health is full

fiery ridge
stone obsidian
#

ill give that a shot

fiery ridge
#

HP var and MaxHP var, if HP => MaxHP, do nothing

#

else, heal

#

and then on your player BP, whenever you get healed, check to see if your healing has exceeded your MaxHP

#

so you dont want to get healed say from 97 to 122 or something

#

you just reset the HP to current MaxHP

stone obsidian
#

ok ok

#

got it๐Ÿ˜Ž

fiery ridge
outer terrace
#

so i have 1 WidgetComponent that does not save parameters.. specifically i need to reset it from world to screen space every time i restart the editor regardless how many times i try to save it.. is it a corrupted blueprint or like.. how can i fix this? its driving me crazy

craggy flicker
#

What would be the best way to hide and show items from a hotbar inventory? I already have actor references to the inventory, but I'm trying to decide if I should just set them as "invisible" or spawn new ones

#

like imagine you're using the scroll wheel to switchbetween items

#

ok now that i read from text, probably just hide them

stone obsidian
#

After my whole character mesh broke and caused my game to shit the bed I have fixed the health thing kinda

#

the player still consumes the item but the effect is not working when the players hp is full which is good

stone obsidian
#

can anyone help im trying to set a certain item effect as the condition for the true on the left branch but im not sure how to get it

#

second picture is kinda shitty but its the last row whihc is item effect which is a class

#

idek if its possible to put a ref to an item class into a true false but I would assume so?

#

this looks like a mess but is working๐Ÿ˜ญ I can not use a consumable with the "heal player" effect if my health is greater than or = to my max

sacred parrot
#

so im making a random pickup system using an array, randomly select an int and use a select node to select which class. i wanna make it so once a class is picked up, if that class has already been picked up, make the ammo count to be max ammo. whats the best way to do that?

heavy plinth
#

Hey guys I'm having a bit of an issue: I'm having the aiming animation play whenever the player zooms in or ADS but when the zoom goes away I can't get him to go back to the regular animation blueprint behaviors

dry sleet
#

Montages stack on top of your existing ABP.

heavy plinth
#

I think I figured that part out actually. It ended up being that I needed to set the animation mode to animation bleuprint at the end of my break aim

#

I really appreciate the help

#

I'm still trying to figure out how to get the character to follow the crosshair when I'm aiming down the sights. As of now, when I ADS the character won't follow the camera's vertical movement

dry sleet
#

I still think it's worth looking into Montages :)

#

Will make it easier to combine animations such as crouch aiming, walking while aiming, etc.

#

But maybe for a later day!

heavy plinth
#

Yeah I think I've tried it out for my first cutscene but I didn't think to do that here. It's probably a lot more efficient

simple thunder
#

How can I make the material changes driven by this actor component immediately visible in the editor viewport without having to guess and click the function button in order to see them applied?

hazy bramble
#

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

frosty heron
simple thunder
frosty heron
#

Is that something that is added on latest version?

simple thunder
dark drum
dark drum
frosty heron
simple thunder
#

the goal here is to create the easiest possible way for arhcitects to adjust material offset and base color adjustments witohut messing with the original master material or material instances

dark drum
cerulean mango
#

Hey, I have problems when I run my game in standalone with array not initialized which doesn't happen to me when I debug with the viewport, it's as if my initialization instructions didn't go fast enough in the initializing my gamemode. Is there a way for everything to be done step by step?

cerulean mango
#

@dark drum He's in the gamemode, but my gamemode calls all my spawners of my map to init this array

cerulean mango
#

@dark drum The first pic is what my gamemode is calling and the second and third one is what my spawner are doing ( sorry for the wire it's still my test environment , i didn't include all my spawners logic because it's really long).

#

FGM is my gamemode

#

@dark drum This is what i have in my viewport on simulating vs this what i have when i launch in standalone ( i'm suppose to be in front of a 3dmodel

dark drum
# cerulean mango <@430016173694779402> This is what i have in my viewport on simulating vs this w...

So the normal order things load is the game mode is created before things start to load in the level. This means when you use the get all actors of class node, what you're looking for don't exist yet.

When you play in the editor, the level is already loaded (assuming you're not using level streaming) which can give slightly different results.

You could probably just add a tick delay between begin play and the function you call.

cerulean mango
#

So right after the begin play i setup a short delay so everything has enough time to spawn and are ready to be setup correctly ( this is the first time i work with such a big map so i never had this issue ! Thanks @dark drum ! Everything works perfectly

tiny sigil
#

hello guys

#

i don't way my animation was sciding

winged holly
#

is there any way to save the result of a BlueprintPure function without using Variable ?
I want my node to be called once

#

something as temporary variable

untold fossil
# tiny sigil

check blend in times. If using blendspaces, check target weight interpolation speed

thin panther
untold fossil
winged holly
#

@thin panther
yea but i want to store the result of that pure function, or what ever but not as a memver variable

tiny sigil
#

like wht was the best value you think

untold fossil
thin panther
#

You want to store the result of something in the context of the graph. That is by definition a member

untold fossil
#

Setting non local variables inside a pure function is a very bad practice.

winged holly
#

can we make a pure function to non pure ?

untold fossil
#

Yes

#

Just uncheck pure

#

Then it becomes a regular function

winged holly
#

its not my function

untold fossil
tiny sigil
untold fossil
# tiny sigil wixz ?

It depends on how fast you want the change in animation states to be. I usually opt for something towards 4 for my movement animation blend spaces. But something like 10 would work better for a snappy animation response.

tiny sigil
#

ohk

untold fossil
#

The higher, the faster

tiny sigil
#

ohhk๐Ÿซก

winged holly
#

man i mean its native function from Engine like RandomRange and ...

steady night
#

hey i need help with a formula

#

so it always spawn in the arc depending on arrows

#

(doing a multishot obviously)

obtuse mulch
#

should be on the loop body

steady night
#

yeah well i know that part

#

its more

obtuse mulch
#

then using forward vector just add some rotation

steady night
#

how woul i constraint it to a -45/+45 degree angle

#

each time

obtuse mulch
#

clamp i guess

steady night
#

yeah but thats the formulathingi im looking for help with

#

how would i clamp it

#

or rather

#

depending on arrows lets say 6

#

needs to be divided with the -45/+45 angle

#

each time

#

somehow

obtuse mulch
#

ah ok let me think

broken badge
#

Anyone know what I'm missing here with data tables? Every tutorial I've double checked with shows that the blank headed column (A) in Excel should be hidden on import, but it always appears as "Row Name" for some reason...

#

(Not sure if there's a better room to ask this)

storm swallow
#

Hi! does anyone knows if SetFont in UE5 is working? because I want to create a text and set font/color on runtime and is not working for me L:(

#

I do this and I keep getting same Arial size 18 white

steady night
#

@obtuse mulch any ideas ๐Ÿ˜›

obtuse mulch
steady night
#

Ok i can test

obtuse mulch
#

but multishot arrows should be always even

#

wait ill send again, this one aint right

obtuse mulch
steady night
#

okok

#

hm well it causes infinit loop

#

yeah cuz setting arros before loop and then extensing it

#

the eternal multishoot

#

epwpewpepwpepwwpewp

#

@obtuse mulch

obtuse mulch
#

ah yea

#

sec

#

like this?

tight pollen
#

hi

#

how show audio occlusion

#

i need debug it

#

because it is not working properly

steady night
#

@obtuse mulch works like a charm!

#

just had to add the character yaw roation also but yeah works

dark drum
steady night
#

@dark drum thanks abit to late X ) but ill save it for later so i can se if it works elsewhere

dark drum
steady night
#

hehe

#

well ill try it also

dark drum
# steady night hehe

He's my version fixed. In case you need it. (Just needed to divide the spread angle by one less the number of shots)

steady night
#

perfect

haughty snow
#

is it really not possible to multi-select variables in a BP panel

foggy sundial
#

did you handle mixed blueprint and c++ defined components?

trim matrix
#

anyone able to help with saving variable to a save game object

#

when the player changes the audio sliders on the options menu I call this

#

which adds the new value their setting into the map overwriting the corrosponding value

#

However when I end session and start a new play session it seems the values some how have not actually been set

broken badge
#

How are you saving it to the save game blueprint?

trim matrix
#

I call across to my game instance a function which saves the save game object to a slot

broken badge
#

I presume you've already checked that SaveVolumePos is correctly calling the save function?

#

I can't actually see you setting the new map in the save game anywhere

trim matrix
#

there is a function that is called when the slider pos changes and the new value for that slider overwrites the value in the save game object

broken badge
#

Is it supposed to be automatically saving every time the slider moves?

trim matrix
#

so I was going to do that but then decided I set the values in the save game object and then the save game button does the save game to slot

#

unless I'm not understanding how it works

broken badge
#

At the moment, it looks like you're assigning the new variable with the Add node, but you aren't updating that in the save blueprint that I can see

trim matrix
#

would that not be the same

#

that Volumes data save game is the save game object I get the sound volumes from it and add to the map which overwrites the values in this case as designed

broken badge
#

No, so what you're doing at the moment seems to be:

  • Loading the stored Map out of the save game
  • Updating it to the new setting (locally).

And that's it. You aren't then saving the new variable back into your save game blueprint.

#

So every time you load the game, it's just going to reset to the default value

trim matrix
#

thats what the save game button does

broken badge
#

The SaveAudioSettings event?

trim matrix
#

the save audio settings event is called when the save settings button is pressed

#

feel like i'm doing stuff in wrong way here but not sure how

#

i'm doing what I believe is correct from what I've looked at online etc

broken badge
#

I feel like it's to do with the Add node, I don't think it's actually writing the new amount back into the save blueprint. Try dragging out from your VolumeSaveGame and use a Set node for the map instead of Add,

trim matrix
#

thats all I have when I look up Set

#

so I've also just tried removing the specific element and readding it obvs with new values

#

something isn't working right as I've just done a check where after pressing save button the values printed are those

#

which are wrong cause the slider for master is at 1.0 and player_SFX is near 0.0

#

actually thats correct image but still wrong, they are 1.0 and don't seem to change

lofty rapids
#

so in theory if the key is the same, adding should update the the value ?

trim matrix
#

i'm bassically adding to the map with the keys matching what I'm wanting to update

#

my thinking and what the tip thing says is if a key already exists it will be overwriten rather then a new one being create

lofty rapids
#

makes sense

#

check the values before you save

#

pull out from the saved thing and try to print the values

trim matrix
#

well i've checked after saving and the screenshot for that is above

#

both values for both keys sit at 1.0

#

even though the value going through to the map isn't 1.0

lofty rapids
#

and what were they to begin with ?

#

1.0 ?

trim matrix
#

interesting

#

so what your seeing there is the bottom before save

#

and top after values save game to slot etc is all called

lofty rapids
#

so the value is updating, it's just not saving correctly ?

trim matrix
#

it's like they are being altered but when I go through calling the save to slot etc their being reset back to 1.0 which is the default for both values in the save game object

lofty rapids
trim matrix
#

Thats the save code

lofty rapids
#

your isvalid says data in the name

#

idk why that would be just added

#

i feel like they are two different variables

trim matrix
#

it is correct

#

you mean that one

lofty rapids
#

ya is says VolumesDataSaveGame

#

the one you use other place doesn't say data

trim matrix
#

it's on the game instance thats why

#

the W_Menu has a ref to the save game object and the game instance has it's own ref to it

wise ravine
#

If I want to destroy an actor, but theres a possibility that the actor is not always in the level, how do I avoid an error message?

trim matrix
#

what I don't get is why the value is correct before the save to slot is done but after it's going back to 1.0

lofty rapids
#

ya thats a bit odd

trim matrix
#

up to this bit on the game instance things are okay

wise ravine
lofty rapids
wise ravine
#

aight thanks

spark steppe
#

that makes it a little more organized

trim matrix
#

is that code correct cause that seems to be where things are going wrong

gray ingot
#

Hi, i am working on save/load system for options widget, and when i save to slot, ue5 gives issue whet i am setting value MainVolume as "None", what can be the issue?

trim matrix
#

you'll need to trace through until you find the thing that is null and then correct that

gray ingot
#

What could it be in this code?

#

I have set it in my SaveGameClass

trim matrix
#

it's your code so

lofty rapids
#

the erros usually say acces none trying to access whatever is empty

#

click on set main volume link in the error

gray ingot
gray ingot
lofty rapids
#

save game here is empty most likely

gray ingot
#

But how if it makes sure it does exists

#

It is on event construct

trim matrix
#

this is frustrating me now on why when I do the save to slot thing it's giving me back same values

#

is this the right way to do it cause I've checked

#

everything up to that event in the game instance is correct

#

after it completed that event is when I do another check on the values and I seem to get the 1.0 for both keys

wise ravine
#

How do I make a script that 'fills up' this array randomly with different blueprints of my choosing?

lofty rapids
haughty snow
#

if I have a bunch of all UPPERCASE strings, and i want to format them to be Capital Case, do I have to basically split the string into an array, to toLower on 0< index and then recombine?

trim matrix
#

out of interest are you able to even save to slot from the game instance ?

lofty rapids
haughty snow
#

rip alright thats what i figured

#

maybe better to just change the original values in my package then to avoid unnecessary shit like that

#

ty

lofty rapids
#

a function could do the trick

#

since string manipulation can be slow i've heard, i would probably make it in c just to have be faster

trim matrix
#

something defo not right

haughty snow
lofty rapids
trim matrix
#

even when loading a new session the values for are their default 1.0

#

not what they were saved as in the last game session

lofty rapids
#

i save all my stuff manually so idk much about the save system

#

but its weird that your values print correctly, you save it, and the values are reset

lofty rapids
# wise ravine at runtime

you want to create a list of class names ? you may want to use a list of all that can be used, and then keep getting randoms from it, will there multiple of same class name ?

trim matrix
#

Anyone know why this would be happening right ?

#

if I add a break point the break point never gets hit

#

the flow is running though if I put a print string for instance

lofty rapids
#

i usually trust a print string over break point

wise ravine
trim matrix
#

well i'm trying to get this issue fixed with the save thing

lofty rapids
trim matrix
#

I've narrowed it down to regardless if I've saved on previous play session this seems to always load the default values for the map

wise ravine
#

Or would it be easier to set the stations (array values) in the editor and then just use random int in range?

lofty rapids
# wise ravine yes

like i mentioned, create an array with all the ones available, then just pull random ones from it in a loop to create the new array

lofty rapids
#

that you can pull from

wise ravine
#

okay

lofty rapids
wise ravine
#

how would I do that?

trim matrix
wise ravine
#

Could i not include that 'default station' in the array, and then randomly select between using the array and just a variable with that default station, would that work?

trim matrix
#

it's when the new play session is done the values reset back to the default 1.0 rather then the saved values which are pulled in that screenshot above

lofty rapids
#

maybe even a local array that is in the function that is all the ones you want to pull from

#

so it resets when you run it again

wise ravine
#

I see

#

hmm

#

I'll try that, thank you

lofty rapids
#

but you don't want to remove while looping

#

so thats a problem, you can also use a count variable

#

but that involves checking each one and the count

#

where you would have another map of your max counts

#

and if that class was in there that amount of times then goto next one

#

but that will make the list different sizes which you would have to probably compensate for

#

so it's a little tough to do

trim matrix
#

Blue is values when saved from the map within the save game object

high iris
#

Say I'm grabbing physics objects in the world. Is there any benefit for me to dynamicyally create and delete the physics handle when I do, or can I just keep the Physics Handle Component on my player character actor and use it when convenient? I ran into this blueprint that someone recommended, where the dev dynamically creates / deletes the component, and I'm not sure if this is somehow a better approach?

In the past I'd just leave components on the player actor and not bother creating and destroying them.

trim matrix
#

I've noticed a odd

#

when I've changing the volume slider for Player SFX the master volume is showing

lofty rapids
trim matrix
trim matrix
#

so question is why am I

haughty snow
#

gotta wait for my c++ eng to wake up to change the actual package but wanted to see if this would actually work

wise ravine
#

Is there a node that checks whether an integer is even or odd?

thin panther
#

Modulo it by 2

trim matrix
#

this don't make sense as to why I've getting Master_Volume being passed through

thin panther
#

if the result is 0, it's even, if it's 1, it's odd

trim matrix
#

when going into this function i'm passing Player_SFX

lofty rapids
haughty snow
#

letter

#

i have a bunch of STRINGS but i want a String

trim matrix
#

this is actually getting me vexed now, how am I getting something different being passed through to what I'm actually doing

lofty rapids
haughty snow
#

it lowercases the entire word besides the first letter

trim matrix
#

So blue is after saved

haughty snow
#

if the index is 0, i just add it as-is to the temp array since it's already capitalized

#

the rest i do toLower

trim matrix
#

orange is when i've stopped and started play session

#

is this right, only other thing I could think is causing issue

#

ignore the logic in middle but the map on left and the values of it on right is that all correct for it to be correctly set etc

#

can you even set values that are on a save game object from outside of the save game object or does it need to be done on the save game object ?

gray ingot
#

So, i figured my Async Load Game from Slot gives me bool type named "Success" = "false", what does it mean?

lofty rapids
#

theres an extra to lower in it, but it's just to show how i would go about it then you wouldn't have to worry how the sentence was formed it would just lowercase and uppercase the first word

haughty snow
#

ooooooo this is nice thank you!

wise ravine
hexed bane
#

i dont know where to ask, but did anyone know a great tutorial to make a gun system? I found MizzoFrizzo, but dont know where to start. and yes, i not new at developping, im a old Unity user

lofty rapids
#

if it's even set it to zero ?

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and your resetting anomoly# ?

trim matrix
#

finally i have got it working

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I know know the issue

wise ravine
trim matrix
#

rather then doing the value alteration on the specific key I was finding the key and adding that was messing up the flow

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now because I make the change to the map to the specific key at the point it finds the matching key from the one currently being looked at it's loading and saving fine

dusky cobalt
#

I need to spawn 500 actors, but it's crashing my engine. Is it possible to put some kind of delay inside function, so every 20 actors there is a small delay? Or how would I start optimizing something like that? Or If it cannot spawn 500 actors then my whole function is bad?

lofty rapids
#

are you using a loop ? and what is the error ?

dusky cobalt
#

Yes, not really errror, just it lags and level doesn't start

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The loop is quite heavy, i'm trying to put some of it's parts to be calculated once

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This is the loop, it ''creates'' location for each cell size.

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and then what is making lagg is probably the fact, that every cell is shoting line trace by channel

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and then if it hits ground, it gets location, and if Z <1 then it's places itself on that location

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Made it a little bit easier to read, sorry for mess

#

If it's not possible I will try other approach to create grid but I need to populate huge landscape and will probably need to spawn thousands of these

lofty rapids
#

so your making a grid and linetracing, and dropping the grid cells if the hit is below a certain height

#

whats grid size here ?

dusky cobalt
#

Grid size is like the Whole Array Size 10x10 for example

lofty rapids
#

right but if it's a big number you'll get way more performance in c++

#

loops are just slow in bp

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and if you got a huge grid it's just a tragedy

dusky cobalt
#

I need to spawn like 60000 elements lol xD

lofty rapids
#

ya thats just asking for c

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but it works on a small grid right ?

dusky cobalt
#

but do you think C++ will handle that?

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yes, it works

lofty rapids
#

and on a large grid it says infinite loop ?

dusky cobalt
#

No, it just loads, loads and boom game is not playing

lofty rapids
#

when you close it, it's not throwing any errors ?

dusky cobalt
#

I deleted line trace and it spawned 10k elements now

lofty rapids
#

i'm suprised the line trace is heavy like that

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i thought it was a pretty lightweight feature

dusky cobalt
#

yeah, now it spawned 20k after like 20seconds

lofty rapids
#

right you'll notice a significant boost with c++

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and it will handle it, worse thing that will happen it will hang like that

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but bp usually craps out i'm surprised it's hanging

dusky cobalt
#

After the actors are spawned and if they are just spheres, they will cause perfomance issues ? If I have like 30k small actors on the map?

lofty rapids
lofty rapids
wise ravine
#

What does stream do? ๐Ÿค”

dark drum
wise ravine
#

ahhh right

#

interesting

dusky cobalt
wise ravine
#
  1. and If I were to input seed 5 for example, does that mean that the numbers generated will always be in the same order? (unless i change the seed)
dark drum
dark drum
wise ravine
dusky cobalt
#

and has events on overlap but I guess these don't work until they are started

dark drum
maiden wadi
dark drum
# dusky cobalt

What's there purpose? I can see your setting the scale and material but why?

dark drum
dusky cobalt
#

So basically I want it later to hold some informations like what is the type of cell, if it's empty etc. so then I can let player do something on some cells and not allow on others.

dark drum
maiden wadi
#

Depending on the case, even multiple maps of FIntPoint to Data can be better in a TMap

dusky cobalt
dark drum
# dusky cobalt I'm still brainstorming that. I have 1 more approach to test with creating grid,...

uobjects don't exist in the world so you construct them as apposed to spawning them. When dealing with this sort of scale, you need to try keep things as data and then use static mesh instances to display it appropriately. You can then spawn actors based on proximity if needed to allow specific functionality.

The uobject would act as the data container that you would have a manager type class query when needed.

hearty tartan
#

Hello everyone, i'd like to open a webbrower page from the game, and retrieve a json response ( it's for an authentication ), i've seen un blue print that i can use "open url" and what to use to wait the answer ?

dusky cobalt
dark drum
dusky cobalt
#

Ok I see Construct as well. Can I treat it as Cell Actor I had before, just different ''type'' of actor? But it can hold the same logic and is lighter?

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It would be cool to use these UObjects and spawn them, and they would hold DA_Cell (Data Asset), and then they would randomly choose from array of Data Assets if it's DA_ResourceCell or DA_TerrainCell, could generate some cool things I guess.

merry chasm
#

hi guys.
I render with mrq, deferred rendering,4k, 16 temporal, 10 spatial.
What is this ghosting? How can I reduce this?

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License plate ghosting

dark drum
faint pasture
#

the only thing that makes me think it's cgi is the road

hoary ore
#

Would it be more flexible to make "activation logic" using an actor component's even graph, function library, or something else?

Example: I have a door blueprint, a light blueprint, and a lever blueprint. I want to line trace to them and trigger their appropriate animations/movement when I press a specific interact key. I don't want to redo the triggering logic for every type of item like this.

onyx gull
#

why is this code removing a different element than the one it returns?

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I've tried it without the local variables as well, that was actually the first way I tried it, and the local vars were an attempt at a fix

lofty rapids
#

you can try to cache the random value

dawn gazelle
onyx gull
lofty rapids
#

i c it's already there lol

faint pasture
#

just remove the saved one, not another random one

onyx gull
#

fixed, thank you

faint pasture
#

But it looks a lot cleaner to just use the variable get nodes instead of dragging pins all over

onyx gull
faint pasture
#

makes it more explicit too

#

Set Out

Remove Out from array

return Out

dawn gazelle
#

Just a heads up too, this won't work as you expect if the input boolof the function is false.

#

You'd need to set the value before the branch

wise ravine
#

how would I repopulate an array at runtime?

dawn gazelle
#

If your array is something that isn't object based, you can have a "Default" array that you don't touch but use only to SET back into an array that you do modify.

wise ravine
dawn gazelle
#

There is a "Shuffle" command you can run on an array.

wise ravine
#

oh sick

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I'll have to try that

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wait no that still doesn't solve my issue

faint pasture
wise ravine
#

nvm I think I'll figure it out

faint pasture
#

You have an array of things. You want what from it?

wise ravine
#

Basically each item in the array is a level, and there are 2 types. 1 is the default level, and the 2nd type has some type of anomaly. There are multiple BP's of the 2nd type. Rn I have a script that randomly shuffles between an array of the 2nd type. However I realized I want a sort of difficulty system, where as the player progresses through the # of levels each level gets more 'eerie' (this is for a horror game)

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So I think I'll just have to make a bunch of arrays manually without randomization

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to achieve that result

wise ravine
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There's nothing wrong with the code (that i know of) I just might want to change the goal of the script

trim matrix
dawn gazelle
#

You can even do "Random Bool with Weight" if you want it to be true more or less often.

quiet pasture
#

Does anyone know how to get world settings in BP? There's a node in UWorld, but no way to get it from.

wise ravine
#

that cleared a lot of code. thanks ๐Ÿ˜„

trim matrix
wise ravine
#

is there a node that gets multiple items from an array? or do I just have to use multiple Get nodes

lofty rapids
trim matrix
lofty rapids
#

did you create the other one and promote to variable ?

trim matrix
#

yea

lofty rapids
#

so that you can use it

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are you adding it to the viewport based on a bool

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show the code

wise ravine
trim matrix
#

this is where im at

dusky cobalt
# wise ravine just like that?

Just use normal For Each node, and put the number of Last Index to be the last item of array you want, so like from 0 to 3 for example will take all items from array from 0 and 1.

dawn gazelle
# wise ravine just like that?

Are you trying to append your array, (ie. keep current items, but add several more) or are you wanting to overwrite your array with the contents of another array?

dawn gazelle
dusky cobalt
wise ravine
#

The 'total stations' array has every possible station

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im just using it to store info basically

dawn gazelle
wise ravine
wise ravine
#

2 randomizations

dusky cobalt
wise ravine
#

this 1 ^ to ranomdize which stations im getting from the total, and a shuffle to shuffle the order

lofty rapids
# trim matrix this is where im at

so it looks like you have another reference i'm guessing i'm thats the new widget you want to show and you have created it somewhere like begin play

wise ravine
#

actually nvm i dont need the 2nd one

#

it should already be randomized

royal vale
#

Hey Yall!
I have an issue with overlap checking.

I have a mesh actor that grows it's scale via a timeline , while that actor is growing I want to check if it overlaps a player.
The issue is that it only triggers the overlap if the overlapping player is moving , it will not trigger if the overlapping player is standing still.

Here's the code , and a video example. I know a workaround is to just slightly move the player back and forth via tick and location set and the overlap will work fine but I think that will present future issues.

Any one know why this happening or how to fix it?

dawn gazelle
lofty rapids
royal vale
trim matrix
#

i got the ui to appear now, but it dosnt go away when i leave the trigger

#

and the text binding isnt setup correctly, but its showing now

dusky cobalt
wise ravine
#

so does the resize node simply remove the unwanted items form the array?