#blueprint

1 messages · Page 183 of 1

trim matrix
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i have that part working now, all thats left is the text binding from the required stars variable

dawn gazelle
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Basically - it makes the array the size that you want, so if you have more, it'll reduce it down. If you have less, then it adds more indexes and populates with default values - in your case a default value would be a null class reference.

trim matrix
maiden wadi
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Given that this is gamethread, you can probably get even more by removing tickability.

trim matrix
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its working now, has anyone else gotten this bug where nodes dont pop up until u restart the engine?

dusky cobalt
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You need to get here Other Actor and connect it to the print. You dont need to make for each loop. It will literally triger it when they overlap it. No matter if if overlaps 10 times. Each time it overlaps new target, it will trigger. I'm kind of guessing, but try that. Oh, you can cast to the BP_Character and check if it's character, so it will overlap only with the character you want.

royal vale
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@dusky cobalt heres a video example

dusky cobalt
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Yeah I saw the video. Can you try to get the Other Actor, cast it to the BP_Character, and if it's valid then print the name of the character?

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What you are doing right now, if you had 6 players, and you overlapped only one, you would get all Pawns and for each of them you would print, unless it's what you want.

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I guess you want to print for only the guy that touched it, and for each that will touch it later.

lofty rapids
trim matrix
dusky cobalt
# royal vale

Yeah, does it work better now or it's the same effect?

trim matrix
royal vale
olive yarrow
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theoretically, instead of having some of my HUD components collapse - i just move them off screen.

Would this heavily wreck my players performance?

dusky cobalt
royal vale
dusky cobalt
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Can you show your collision on Ring and on Character?

royal vale
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the presets or like the BP checks?

dusky cobalt
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Not 100% sure, but I think you need to have Physics Collision on character enabled, or overlapping events might not work.

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I don't know for sure because I always set these things by trying xD

royal vale
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haha forsure lemme try that

dusky cobalt
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and you might have Physic Collision enabled somewhere but it gets activated only when moving?

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or something like that xD

royal vale
dusky cobalt
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Now thinking, try to set these first.

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and also make sure you have Generate Overlapping Events

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enabled, on both

royal vale
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check the box , uncheck the slash?

dusky cobalt
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Wait, go to Capsule Component actually in the Character

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and set it like this:

royal vale
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kk

dusky cobalt
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You can increase the capsule radius a bit and show it in game

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and check this one, this might be it

royal vale
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The overlap works perfectly fine when player is moving , I dont know if it has something to do with the fact that overlaps just dont get checked when the checking actor is being scaled?

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i wonder if you would get same results on your end?
If you just created a BP actor with a static mesh of a cube , then on begin play resized that mesh cube larger on a timeline.
Would that trigger the overlap on a player if the player is standing still?

dusky cobalt
high iris
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Apologies, asking this one more time as I couldn't quite figure it out:

is it possible for me to hide variables from the class details tab in the editor? Some of these variables are part of the internal state machine of the logic I'm building, some of them are not. I would love the former group to be still something I can reference by name in my blueprints, but I don't really want it to be changed by designers. Any advice welcome 🙂

dusky cobalt
high iris
# dusky cobalt Did you try setting them as private?

Yes, my assumption is that it's only relevant if I'm subclassing this blueprint, which I'm not at this point.

Basically I just don't want to expose the state machine's implementation details where variables to be tweaked live.

It's possible that the only way to hide those vars is indeed through a subclass + setting them to private, I can explore that further.

hoary summit
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wondering if anyone can help, I've downloaded an asset from the store, and migrated the content to my content folder. All works as intended apart from the UI. The menu now displays all windows at once. As if the logic behind when to display them has been lost. Can someone point me in the right direction here?

dawn gazelle
trim matrix
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so im attempting to make a groundpound move, but im not sure how to do the sound for it? bc this way of doing it makes it play everytime the player holds the input button,

royal vale
royal vale
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kuz yours is working how i expect

dusky cobalt
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can you show us your Ring mesh as well? how does it look in the view port?

royal vale
celest tangle
dawn gazelle
royal vale
trim matrix
royal vale
dawn gazelle
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Works with a torus mesh too (created a torus in Blender, exported to FBX, imported to unreal, set sphere to torus mesh)

royal vale
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bro

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i feel hella stupid

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xD

dawn gazelle
royal vale
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So i had set gen overlap events set to true for my capusle component but NOT my character mesh 😢

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turning that on my charcter mesh , now it works fine . Testing more to make sure

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still dont fully undertand why the capsule is ony being triggered when moving tho

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where as the mesh can be triggered when its still

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@dusky cobalt TY for helping out! and @dawn gazelle thanks for testing on your end! Both steered me in the right direction on what to look for 🤘

trim matrix
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my characters blueprint is broken, i cant move, and the mesh has no details

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its mad with this part of the code, but it wasnt just a few hours ago

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and compiling gives no errors

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my character movement is also blank now

lofty rapids
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uh oh i hope you got backups

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you may have to remake the character

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it's a bug in unreal

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you may be able to revert back to an auto save

trim matrix
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i tried, but it kept happening after recovering bc it crashed n then this happened

lofty rapids
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if you don't have backups then your probably f'd

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you need to remake the character and copy over the code

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i've seen it happen a bunch of times its a bug

lunar sleet
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Character bp needs to be rebuilt

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Tho I think I’ve heard reparenting back and forth also fixes it

craggy flicker
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Any clue why set actor location isn't working at all? This is happening on a character class the playercontroller possesses

wise ravine
dawn gazelle
wise ravine
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But how does the allow the 'do once' to not work?

dawn gazelle
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Because each instance has their own do once.

green lotus
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why is my blueprint failing to save? I only added a light and another cube into the viewport?

green lotus
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I fixed it, I had another instance of the same project open

onyx gull
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what does the warning triangle indicate? I'm dealing with my object behavior breaking when I make minor changes (even dragging a node to a different spot) and I suspect this might be part of it

tawny patio
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Hey guys heres the part of my character blueprint to flip sprites. I have this wall slide animation I want to use but, I cant seem to get it to face the right way with how the character flips, Tq o/

frail locust
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Hey, I have a question. Can you tell me how to call a sequence in a behavior tree without it coming from the root? I don't get how they are calling the sequence in this:

zealous moth
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is there a way to get the widget under the cursor?

lunar sleet
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From the widget side

zealous moth
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yeah but I got like 100 buttons, I don't wanna do it on all of them

lunar sleet
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Otherwise you could try hit under cursor but idk if that works for UI

zealous moth
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I dunno either, it gets the meshes with print string

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hm maybe channel?

lunar sleet
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Yeah, it uses collision

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So widgets wouldn’t block it

zealous moth
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thought o

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hmmm

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as an alternative, any ideas on how to simulate a click event?

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long story short, my UI is all over the place and the UMG focus is inadequate

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so I am resorting to a fake cursor

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I can move it! 😄

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but clicking it.....

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feels like i need to do a
for each button, add an un hovered event to signal to the player controller it is hovered
on input, activate the event of the button.

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but that would mean create an event for each

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and i'm sooooooo lazy

gloomy stag
lunar sleet
lunar sleet
gloomy stag
lunar sleet
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Actually it depends on what the animation is, what it does, how complex it is

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If it’s something as easy as moving a bone from A to B, you can do that with a float track from 0 to 1, plug that into a lerp

gloomy stag
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all im doing is scaling an image in my ui widget

lunar sleet
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Ok, so A would be initial value, B would be final value

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The rest stays the same

tepid raft
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im trying to make a movement game and im struggling with two thing
1 how to make the character gain speed over time
2 how to make the character be able to slide under things if anyone has any tutorials they could sugest that would be a big help

gloomy stag
tepid raft
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like when he running the more he runs the more speed he gets and when he stops it goes back to normal

pine root
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Can someone help me with my first person turn in place function?

lunar sleet
tepid raft
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ok thank u

lunar sleet
worn dove
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I am having trouble architecting object pooling for my game. For example, my game has many different projectiles by combining components and visuals (Niagara & static mesh). I can't create an object pool for each. But since the point of object pooling is to reduce the instantiation of objects, at what point is adding a bunch of components to an actor just as expensive as spawning a new actor?

queen heron
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can anyone tell me if there's a good method to get the distance between two actors along the spline distance?
this one keeps decreasing as the two actors continue moving forward

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I am expecting a float value that works like the distance vector node where the float result stays at a particular value if both actors move the same way at the same speed

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and this one doesn't keep it the same

slow bolt
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Hi all, there are optimization specialists here? Tell me, how much resource consumption will it be for the PC if I use this macro too often? (Macro to calculate the specified chance)

dawn gazelle
dawn gazelle
slow bolt
queen heron
dawn gazelle
queen heron
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there's also a node with stream

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which you can make it have the same chances depending on the stream value

slow bolt
dawn gazelle
# slow bolt Hi all, there are optimization specialists here? Tell me, how much resource cons...

To answer your actual question, it isn't fully clear why you're doing what you've done here, but looping in blueprints is usually not great to begin with, and what you're doing doesn't seem to require a loop at all, and this seems like overly complicated math for no clear reason. Each loop iteration has to do the math to determine the last index value on both loops (that's how these loop macros work sadly) and all just to come to a true or false. The second loop also isn't doing whatever you think it may be doing, as you're multiplying whatever the input value is by 10, which means it'll always be a value between 0 and 1000, but then you're taking 1000 and subtracting that calculated value, making it always 0 or negative, but then you're subtracting another 1 from that making it always be less than 0, and then the clamp would set it to 0 again, so then it would always add just a single chance on the second loop as first and last index is always 0.

slow bolt
# dawn gazelle To answer your actual question, it isn't fully clear why you're doing what you'v...

As for the operation of the cycles - yes, I already heard that they are not ok. I just watched several educational videos about random chances. (The array is filled with different numbers, and then through switch int at the output you get a chance depending on the number of numbers from 100). And here I just wrote a little logic to fill the array and get the specified ratio. It looks like I don't have a logical fallacy here. At least it works correctly and the length of the array is always = 1000.

dark drum
hexed ivy
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anyone know how to hide cursor during drag drop ?

slow bolt
hard patrol
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hello everyone, what is the best way to spawn an actor from class with parameters in blueprint?

lofty rapids
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wdym "parameters" ? @hard patrol

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you can have variables, and expose on spawn

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which you can plug into it on spawn

lusty birch
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delay node = evil, do you agree? :]

maiden wadi
# worn dove I am having trouble architecting object pooling for my game. For example, my gam...

Rather than considering pooling for a specific actor, maybe consider it more for certain things. EG particle systems are a lot more costly to spawn even as normal components than most other components due to their initialization.

But in general to answer that question it highly depends on the component and the actor. Actors themselves don't really cost a lot, their component initialization usually is what costs, and rarely there are networking costs. But at the point of needing so many things that those become problems, usually you're looking at something to fake them anyhow like an ECS system.

dry scarab
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hey guys when i chnage this to 300 it goes to 3 or 30000 lol wtf

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how do i fix this

dark drum
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When setup a stats system, how does everyone handle floats and ints? or do you just pick one and use that var type for all stats?

lofty rapids
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i mean personally when it comes to choosing a float or an int, i usually think about if i need the decimal

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if you want to have the decimal use a float, if you just need whole numbers use an int

dark drum
thin panther
lusty birch
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But its common in official doc to see don't use tick.. new ue users learn from other people

thin panther
thin panther
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If you need something to happen on tick you need to use tick

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If official docs are teaching crap like .001 second timers I'll be very very disappointed.

lusty birch
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official tut ive done it's always about events, timers, avoid ticking etc

lofty rapids
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i mean tick is so useful and as far as any game engine theres usually a loop of some sort running that you use

lusty birch
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need to test tick performance by myself I guess

lofty rapids
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probably people overload tick and there you would have a performance problem

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but so far i've found you can do quite a bit on tick, but personally i try to avoid putting a bunch of stuff on it

hard patrol
dark drum
# lusty birch need to test tick performance by myself I guess

It's what you do on tick that is the issue. A common issue beginners tend to fall for is either not using tick when they need to or using tick for things that should be events.

If something needs to be updated every tick then it needs to be done every tick.

The same with delays, if you need a delay you need a delay. Personally I would avoid using delays smaller than 0.01 but even then you're approaching the sorts of delay times where you probably just need it to happen on the next tick of which there's a node for.

lusty birch
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in my game there is a bot thats mimicking user clicking on interface. I've changed most delays to timers and suddenly it's behaviour is predictable. Another thing I remember behaviour of delay after sequence node, its not sequence anymore 😉

dark drum
silent stag
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I didn't use any padding in my inventory grid, but there are still gaps between the boxes. What could be the reason for this?

thin panther
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I don't know, but #umg probably will

merry chasm
thin panther
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Why would you ask this towards someone who is just asking their own question?
Moreover, what does this even have to do with Blueprints?

merry chasm
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Sorry, you're right! 🙂

thin panther
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If it's a rendering/lighting issue you'd probably be better off around #lighting or #graphics 🙂

merry chasm
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ok, thank you!

trim matrix
thin panther
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Sure, but violating the rules is no way to go about that.

If you want fast personal help, you pay. Otherwise you be patient :P

frosty heron
thin panther
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This is why I asked for proof

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A link to the tutorial would be nice

trail kestrel
frosty heron
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I would start by checking your collision settings and ensuring that what ever you are attaching doesn't collide with the player capsule/mesh/any of it's component

trail kestrel
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Any ideas what the issues are?

timber crystal
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hello friends quick question
How can i add some physik to the actor at the moment when he spawned so as u can see in the video i want that the broken part always get pushed in the opposite direction from where the hit comes so

Hit from left = Shild get pushed to the right
Hit from right = broken part gets pushed to the left

rose crest
obtuse kiln
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Anyone had much success using GAS primarily with blueprints, either by getting through the basic setup in C++ and never thinking about it again or by using something like GAS Companion?
I've heard the opinion of someone who doesn't much like BPs in general--i.e, don't bother unless you know C++--but it's worth getting multiple opinion on things like that I think.

thin panther
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Lots of people just use C++ as a base, and mostly use BP for GAS

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I wouldn't recocmend GAS Companion though, it doesn't omit the need for C++, and setting up GAS can be a great introduction to some of the unreal concepts

full flax
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so I've made a blueprint that spawns some child actor components in a row using a widget that I show in the editor in the construction script. Right now the loop works beautifully and spawns the child actor components with some offset values in rotation to make them look slightly randomized. What I would like to do next is have them actually follow the terrain. I've tried working with LineTraceByProfile set to BlockAll (matches landscape) and this seems to be doing....something...but A) it looks like LineTraceByProfile is world oriented, so workign with the relative position of the child actor component seems to be problematic (I'm adding world position before feeding the start and end trace pins and then subtracting world back out before feeding it to the relative pin of the spawn child actor component). and B) this seems to kinda work, but it's only working on the first child...all the subsequent child actor components are at the height of the first one...the first one follows the terrain, the rest are all at that same height.

thin panther
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Check out the guide pinned in #gameplay-ability-system
It walks you through the most bare bones of C++ needed to be away with BP

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I will say though, learning C++ for this engine is inevitable unless you want anything larger than the scope of a walking simulator.

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Even just a tiny amount to declare structs and setup simple base fundamentals

full flax
zealous moth
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@lunar sleet aha! there is a component called "widgetInteraction" that can simulate clicks!

obtuse kiln
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I'm not completely unreasonable, I at least figured out how to set up an enum class in C++ after reading everything saying not to do it in blueprints, but I also don't want to be engaging with C++ regularly.

It helps that I've zero interest in anything more complicated than, like, Demon's Souls. Procedurally generated stuff and open worlds and AI interacting with AI interacting with AI interacting with maaaaaath isn't likely to come up in anything I'd want to try my hand at.

pine root
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He only turns in one direction

obtuse kiln
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I write for a living, if I had to type even more for Unreal I don't think I'd get very far

steady night
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im trying to get this character to move

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ive enabled autio possess ai

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but its not moving :/ ?

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what could i be missing ?

frosty heron
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do you have valid AI controller possessing the instance?

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try checking that first

trim matrix
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Where is the bit to change the value of this enum variable? It should be there, right? (UE 5.4)

steady night
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@frosty heron its comfiremed

frosty heron
steady night
thin panther
# obtuse kiln I'm not completely unreasonable, I at least figured out how to set up an enum cl...

The bare minimum you really need is making your structs and enums in C++, and the odd case of exposing functionality, or making a node to wrap some expensive logic.

You'll also want the skill to be able to move something to C++ if it becomes too expensive, but that doesn't often happen in small scoped games. That can also be tackled as needed.

That's really the bare minimum you need, just exposing functionality and writing structs. After that, it's just a mix of your personal preference.

steady night
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@frosty heron

thin panther
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I believe the guide in #gameplay-ability-system is enough to get you up and running with some simple things, and it's only about 100 lines of guided code.

thin panther
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If you have the above skills you can tackle anything really, human ability permitting. (No solo dev MMOs :P)

frosty heron
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and if the target location is inside the nav path, you can also print the movement result to see the error type.

trim matrix
kind estuary
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I have a javascript minigame, is it possible to combine it with my unreal engine project?
So for example im in my game, and then open a chest box, and it starts my javascript mini game?

dark drum
steady night
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@frosty heron yeah im printing movement resault and im getting succsess and im linetracing wher it should move and its inside nav mesh (All my other npcs is working) deriving from other parent class ofc

obtuse kiln
thin panther
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No problem!

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Good luck in your endeavours!

frosty heron
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if you are going to make multiplayer, no matter how small, I wouldn't go with bp only. Apart from the boiler plate in GAS, I'm pretty sure there are many things where you need C++.
imo Ability Task being one of them

steady night
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gah such a dumb issue

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hm i got it working the niagara was not set to local space so it wouldetn follow the capsule

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lel

opal pulsar
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hello, is there a way to prevent a specific array variable from being garbage collected? i basically have a system that saves actors i destroyed in the game, but their references just get destroyed by the garbage collector after some time
i tried to circumvent this by saving them directly to a file, but when loading this file and adding something new, the old stuff gets deleted since the garbage collector still sees them as invalid

frosty heron
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How do you save actors that get destroyed in the game?

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What are you actually saving?

opal pulsar
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object references

frosty heron
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But the object is deleted

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So your pointer points at nothing

opal pulsar
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yup

frosty heron
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Yeah, that's that.

opal pulsar
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but if the player loads the game back in, they would point to that actor and destroy it like it should

frosty heron
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Only to actors that is pre placed in editor

maiden wadi
# lusty birch official tut ive done it's always about events, timers, avoid ticking etc

You should "prefer" event driven things but not avoid tick. That said, timers are nothing but a ticked array of objects with a callback. Events happen from a ticked thread of checks that run those events. Even in a single-player game that will never be coop, the game ticks to see if it needs to split the screen for a second player.

Tick isn't bad, just misused in a language(blueprint) which is already slow. And then people want their 10k player large open world MMOs with 120k NPCs etc. And they start realizing that they can't just throw all of this stuff into a game at once and run it, around a few thousand things even on a decent machine while maintaining 60fps. Even in a purely singleplayer basic RPG, you shouldn't just run an entire area's map without partitioning.

Even with a nearly purely event driven system you can't really get things to higher numbers easily without other issues. Tick is usually just the first that hits due to it's overhead in BP. The real issue is design philosophy and not understanding how to only spawn and use things you need near the player. Making cells or areas that can be entirely partitioned and removed from gameplay at times. Not keeping NPC alive who are 5 minutes travel distance from the player, etc.

frosty heron
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You should save properties of the actor you want to save like the hp, mana etc. And when reloading the game , reconstruct the actor with the saved properties.

opal pulsar
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the actors have no properties

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im just trying to make sure that if the player Destroys a pre-placed actor, it doesnt appear back when they reload the game

frosty heron
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What are you actually trying to achieve, game feature wise?

opal pulsar
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you can pick up certain actors and put them in your inventory
the system works by adding the corresponding item to the inventory, telling the save system to make sure this actor is saved to a savefile that specifies all actors that have been destroyed, and finally destroying the actor

frosty heron
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I don't know how the cpp wizard serialise their data but in my experience as blueprinted you cannot save object ref

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Once you quit the game they will be lost

maiden wadi
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You can. They just need to be name stable. Which stuff placed on a map is by default.

opal pulsar
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well, is there a better way to do this whole thing then?

frosty heron
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Yeah that was what I meant by pre placed actors

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@maiden wadi but what about objects created at run time?

opal pulsar
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that one works fine so its not an issue

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im having issues only with preplaced actors

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(the system in question works by checking every actor on the map, checking which ones are spawned in, and just saving their class and other stuff to a file so they can be spawned once the game loads)
(not very fast but it works)

maiden wadi
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The main thing is that you can name an actor when spawning it in C++. Actors on the map are name stable by default since they're serialized into the map.

The best thing to do is make item spawners. When loading a map with no save, spawn an item. When loading a map with a save, simply recreate the saved item that was already created with the same name and replace it's properties.

This becomes even easier in C++ due to the Serialize function.

opal pulsar
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what if instead of destroying the actor itself i destroy all its components?
itd become an empty actor, equal basically to a destroyed one, and i could still keep a reference to it

maiden wadi
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Sounds tedious.

thin panther
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And expensive.
You'll still have the overhead of the actor in the scene.

opal pulsar
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i see

thin panther
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Obviously depends on the number of them, but especially if you leave them all ticking

opal pulsar
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but building my level out of spawners sounds like a nightmare, too
since almost anything in my level can be destroyed like that

maiden wadi
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Depends. What kind of game is this for btw?

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Like RPG style?

vast sleet
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Hello. Doing parkour movement. Made mantle and ledge grab. Using launch characters, if feet below floor it launches up and single launch forward when feet above floor.
Mantle is ok, but ledge grab movement for some reason snaps down on final jump. Is it character movement messing?

opal pulsar
maiden wadi
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Depends on the way you want to do it. Spawners are easier for RPG styles because you can easily randomize some of them and they help track stuff easier.

For a sandbox style I probably wouldn't use them much just due to the shifting nature the map will probably have. But without them I'd probably just load the map from serialized data instead of the map data. I dunno.

opal pulsar
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this is complex

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what does this option do?

dry sleet
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It doesn't do much on its own.

tulip edge
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Hi!, I'm trying to create a widget inside another widget at runtime or construction. I'm using the node CreateWdiget but i cannot get the new instance to show on my main widget. I've searched for Attach, AddToChild and similar function names but i cannot find anything.

Does anyeonw know what function should i call after the create node?

odd kiln
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Hi all

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I'm trying to Get Component Velocity of my Skeletal Mesh in a BP Actor

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But it always returns 0

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To test it I'm using a Print String on Event Tick and I Simulate and then grab the Actor and move it around th Level and it always returns 0

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Here is my Print String

tawdry walrus
tulip edge
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@tawdry walrus I found out how, i just needed to add the new constructed widget to a parent. In this case a VerticalBox.

This worked

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ClientLineContainer is a vertical box

lusty birch
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wow how did I miss that option

untold fossil
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Hello. How can I edit a spline mesh component's spline points in the viewport of an actor? It doesn't seem to let me.

tawdry walrus
untold fossil
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My gizmo stays on the first spline point eventhough I'm appearantly moving the second spline point. I can also not add spline points, nor can I right click to bring up the spline menu. Basically, nothing is working. 😦

south raven
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Hello everyone I'm trying to edit a variable of different Blueprint using another different Blueprint. The variable I'm trying to change is "IsEmpty?" Boolean which is in a different blueprint. First image is the Blueprint that I'm using the change variable of the second image's. But for some reason I can't seem to change it.

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IsEmpty is public variable

trim matrix
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anyway to change text to a float ?

thin panther
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There's string to float

trim matrix
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nevermind done it,

#

yeah didn't realise had to go through string cause you can go float to text

fresh nacelle
#

Have an easy one for you all: how do I turn off the automatic hdri lighting in a blueprint?

#

swear i've done it before

dawn gazelle
south raven
dawn gazelle
#

Put a print string immediately after the set here and see if that prints.

errant moss
#

Hi Guys, i'm trying to use the convert mouse location to ws node with a line trace to drag a mesh around my scene using the mouse. its pulling/assigning the position every 1/10th of a second. when i print the break hit location on its own its fine, but once i add the meshto the equation it initially starts in the right location and then always comes back to camera. any ideas?

kind estuary
#

Do materials also benefit from being loaded async from soft references?

#

I have them in a data table, all of them

#

maybe they should be soft references?

lunar musk
#

I'm doing a Slot based inventory system. I wanna an equipment sytem, i need another widget or with my slot widget it's ok?

dawn gazelle
maiden wadi
# opal pulsar what does this option do?

It's a marker for saving. Actually decent systems which require C++ have a struct called an Archive. When you pass an object to the Serialize function you also pass an archive that has a memory writer, or memory reader in it that references the data for saving or loading. Based on which you pass to the archive, it will either read data from the object, or write data to the object.

Regardless of whether you are saving or loading the data, inside of the archive is a property for IsSaveGame, which will make the archive only care about properties marked SaveGame=true, that checkbox.

dawn gazelle
# lunar musk Inventory Slot Child?

Yeah create a child of your inventory widget. You wouldn't necessarily change the visuals of the widget, but you can override functions and events like your OnDrop so that it calls to a different component to manage your equipped items, etc.

lunar musk
#

Shure

#

Ty

rugged blaze
#

Not sure if i'm at the right place, but I have a question around the Editor Utility Widget and blueprints.

I'd like to switch which camera I'm piloting in the viewport through a editor utility widget. Can't find much info out there. Is there other ways than through a level sequencer?

south raven
dawn gazelle
#

Like, you may have set the type of the variable to BP_SockeRub1, but you need to actually set a reference to a spawned BP_SockeRub1 in it.

south raven
dawn gazelle
#

No, because I don't know how a BP_SockeRub1 relates to any of this. You'll need to learn how to properly get references to your objects.

south raven
#

is there any tutorial or videos

#

or what do I need to search for specifically

dawn gazelle
#

"How to get references to objects in blueprints"

#

But that also requires you to understand what a reference is, and knowing how you can relate the BP_SockeRub1 to what you're doing and how you can pass that reference to the thing you're working in.

lofty rapids
errant moss
lofty rapids
errant moss
errant moss
lofty rapids
errant moss
#

Yes it does

lofty rapids
#

are you placing the cube at the hit location ?

errant moss
#

Yes

lofty rapids
#

think about if you hit the front of a cube, then put the center there then hit the front of the cube, put the center there

#

it would probably do what it showed in the video

errant moss
#

Of course...

#

It's going to keep offsetting every tick

#

Until eventually it reaches the camera

#

Thanks man...

#

Very obvious now I think of it

lofty rapids
#

i would probably use a custom channel for the trace

warm kayak
#

How do you access a created user widget to loop through the custom buttons? When attempting to select all children; it only shows an option for WidgetPanel which is not compatible with the UserWidget nodes? Thanks

errant moss
lofty rapids
#

so that it still sticks to where you hit

#

so if you make a custom channel, and default it to block

#

then you can ignore on all the things you place

#

and use that custom channel in your trace

#

this way you don't really mess with the collisions just using that specific trace channel it won't detect it

errant moss
#

I see, so the trace ignores the target actor but still feeds the correct location?

lofty rapids
lofty rapids
warm kayak
#

Nope, is that the key? I was sorting them with size containers and Overlays.

lofty rapids
#

instead of trying to get the widgets children

#

make one of the panel or overlay, or even the size box to make it easier, maybe even the textgridpanel a VARIABLE

#

then pull from the widget ref

#

and get that, and then do get all children

#

i did it with a canvas panel, but i'm guessing it should work on any of them that is like a container

#

this way your targetting what you want a little better and if you want only buttons you can loop over the children and cast to button

#

use whatever you can that contains those buttons and get children

warm kayak
#

Thanks! I'll try that. I made the menu button a variable(the button) and each menu a variable and set it on a HUD class, and passed them all there. Was trying to decouple hard dependencies as much as possible (but I'm new to unreal so learning the differences).

#

Ok cool thanks. Looks like it was just harder to get all children from the user widget W_MainMenu than it was to get a child(that's already a variable) find the parent and THEN loop, not sure why

lofty rapids
#

why you make array from get parent like that ?

warm kayak
#

Just testing to see if I could, not the final result

winter pebble
#

Hey everyone, I'm trying to get it so a character can mount a ball and control the balls movement whilst on top, but I'm having a hard time figuring out how to get the rotation of the ball to match its movement without affecting the player mounted on top. The problems I keep running into are either:

  1. The ball is a component and moves independently from its scene component (which I'm assuming is bad)
  2. The ball is the root, and objects attached move with it (so if I create a socket to attach the player too, the player is just going to end up with their head on the floor)
    or 3) I have to hard code the movement from scratch, and I've heard "fighting the engine" (which I assume this falls into the category of) makes the goblins lurking inside the engine code angry

Of consideration, but I suspect not important for the immediate resolution of this problem is that the player and ball need to be able to detach and act as separate actors, with the ball being a physics object at that time.

lofty rapids
#

i mean you could just position your character above the ball on tick

#

or you could put an invisible platform

#

that follows the ball

winter pebble
#

Thank you 🙂

queen dagger
#

ok so i have a ranged character and i want their rotation to be facing the main character so ive been trying to utilize box collisions to identify which way the enemy should face but its not really working

#

i heard that you could use a focus node but that didnt work any other ideas to have the enemy face the character?

foggy escarp
queen dagger
#

im new to ai stuff so its hella tricky

small shale
#

hey so quick question how do I make my own custom data assets?

foggy escarp
#

For blueprints you can creat a new bp object that inherits from PrimaryDataAsset, then it will show up under data asset drop down.

austere silo
#

Working with CommonUI plugin, I created a Widget for Inventory that on create I expose a variable for the Actor Component called Inventory. In my player controller, after I restart the project, CommonUI fails to load and it breaks my blueprint. What is wrong? What is best practice for passing data to a widget? This has happened in two projects now.

frosty heron
#

Don't create from new blueprint class afaik it has ti be right click empty space in your content browser-> Misc -> data assets

flat coral
#

So I've got a separate pawn that I use just as a scenecapture camera for the map. I switch to it when the player opens the map, so they can control it to pan around the map. Neat right? But the problem is the edges.

wise ravine
#

how do i zoom in ._.

flat coral
#

I'm already pausing the game before I swap pawns so I don't understand HOW this is happening.

#

Looking this up online, the only suggestion is to not switch pawns at all, but instead to have some sort of control passthrough mode. But that seems so messy, since I have to do it for every input

dawn gazelle
wise ravine
sweet dagger
#

#animation message Does anyone know something about this? I would really appreciate any help

dusky cobalt
#

There is something set by default that if I click on the button in HUD/Widget, game will ''lose'' my cursor and I have to click again to enable it?

frosty heron
dusky cobalt
deft badge
dim halo
#

I have a pawn actor that is has a mesh component separated from the bottom collision component because i want it to look like its flying. It is meant to shoot at the player. However set focus makes it so that if you get to close to it, it will start to rotate so that the portion that is meant to be floating is on the gorund. Is there a way to avoid this problem

uneven citrus
#

What does this "Level" pin do on the ApplyGameplayEffectToTarget node? I can't seem to be able to find any reference to it within the gameplay effect itself. I was hoping I could pass in values to change the magnitude of the effect with it.

#

hmm, actually I figured out what it is and how it works :p

pastel apex
#

how do I make it so when the actor's dilation is set, it also affects the particles simulation speed?

#

i'm mostly summoning the particles in animation events so unsure if i have to resort to using global time dilation to remedy this

queen dagger
queen dagger
wise ravine
#

Hey, how would I makes the camera followt he player?

deft badge
#

I'll send it over shortly for you to see

#

I'm doing a top down perspective so I'm only using X and Y

#

Pm'ed it over to you@queen dagger

queen dagger
#

2d

indigo zephyr
#

Okay this is going to be hard to read i apologize but I'm losing my mind am I using VInterpTo correctly?

#
X=6048.429 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.433 Y=-0.000 Z=1467.834
X=6048.433 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.438 Y=-0.000 Z=1467.834
X=6048.438 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.441 Y=-0.000 Z=1467.834
X=6048.441 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.444 Y=-0.000 Z=1467.834
X=6048.444 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.447 Y=-0.000 Z=1467.834
X=6048.447 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.450 Y=-0.000 Z=1467.834
X=6048.450 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.452 Y=-0.000 Z=1467.834
X=6048.452 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.454 Y=-0.000 Z=1467.834
X=6048.454 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.456 Y=-0.000 Z=1467.834
X=6048.456 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.457 Y=-0.000 Z=1467.834
X=6048.457 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.459 Y=-0.000 Z=1467.834
X=6048.459 Y=-0.000 Z=1431.398 : X=6048.469 Y=-0.000 Z=1743.703 : X=6048.460 Y=-0.000 Z=1467.834
#

The interpto return value isn't even attempting to move the Z axis, what I get is im interpolating along the X axiz but the Z axis left alone????? Has anyone dealt with this behavior?

stoic ledge
#

why does it print 12 times? i see x is always 6048.459, and that z goes 1431 to 1743 back to 1467.

indigo zephyr
#

I'm running it in a timer event.

#

Its 3 different outputs Target : Current: InterpTo result

#

it loooks like if my character is jumping or performs this dash off a ledge the moment its no longer on the ground it performs as expected..

#

im thinking this isn't actually something with vinterp to but something with set actor location

#

This is probably easier to demonstrate it. The character should go to the target sphere (white) the blue is what the character is recieving from interpto, and yelllow is what the character is doing.

#

its just a straight interpto, so the fact that it glides across the ground and then once off the ledge will properly interp to along the Z axis makes me thing somethings up with the character movement. I disable gravity though...

#

If I disable the component tick of the character movement component this works as intended 🤔 The plot thickens. The solution i guess is to disable do the set location events, then once its hit the destination, enable character movement but this feels like a cop out. Anyone have any ideas to try?

zealous moth
#

can having too many AI bug out other AI?

#

I have a couple of enemy pawns on the map

#

and i noticed in testing some were just not moving at all

#

I deleted them and duplicated other pawns on the map.

#

the duplicated ones work... but other ones stopped working

#

is this... normal?

#

so i just tested it, seems like 49 AI pawns can exist

#

no more

stoic ledge
#

interesting

remote meteor
zealous moth
#

the wha?

remote meteor
onyx gull
#

not sure if this is a blueprints or c++ issue but my gamemode is not calling the following code in beginplay or tick. the WinGame event is working just fine, and log statemtns in my C++ parent class also work fine, but not the print statement in the BP version

#

I've been dealing with so many gamemode issues i stg I can't believe how fundamental my problems have gotten

lunar sleet
#

What WinGame event?

onyx gull
#

bottom left corner of the screenshot

lunar sleet
#

I see a call to parent

#

Why is your game mode calling parent events

stoic ledge
#

"ultimate power"

onyx gull
#

I still need the code in my c++ files to run

#

is that not the way to do that?

lunar sleet
#

Oh ok so parent is a cpp GM?

onyx gull
#

yes

#

custom gamemode at that

lunar sleet
#

And nothing prints ?

onyx gull
#

the only prints I'm getting are the log statements in the cpp file and the print statement originating from the bp win game event

ionic cypress
#

if your parent is a cpp class, then call parent doesn't mean anything IIRC

lunar sleet
#

I mean, I’d do an engine restart for sanity check but

#

This prly means you have the wrong GM selected in the world settings

onyx gull
#

I have restarted the engine so many fucking times

lunar sleet
#

Good to know

#

Make sure the right GM is selected, and it’s not overridden somehow

onyx gull
#

my naming conventions aren't great (the BP gamemode I've created is BP_FirstPersonGameMode which inherits from ModelRunnerGameMode.cpp, which inherits from AGameMode)
but that's the correct GameMode

lunar sleet
#

And just to make sure, you’re not doing some level change ?

onyx gull
#

I also tried creating a new BP_GameMode class which also inherits from MRGM.cpp and re-setting all the references. I couldn't find anything I was missing but it still wasn't working

#

nope, I'm loading directly into this level

lunar sleet
#

Very odd

onyx gull
#

both in the editor and in the builds that caused me to first discover this issue (and the several dozen other ones that led me to this)

lunar sleet
#

Did you disable screen messages maybe?

ionic cypress
#

single player or multiplayer?

onyx gull
#

singleplayer

ionic cypress
#

Did you play as client in the settings?

onyx gull
onyx gull
lunar sleet
#

Not sure then

ionic cypress
#

here, you can select the net mode when you PIE

onyx gull
#

best guess is that in doing that I somehow broke the link to my gs (or I broke the link earlier through any of the other few hours of debugging I've been doing and that exposed it)

#

getting a whole bunch of null references, it seems like the gamemode isn't even getting created in the level

#

god

ionic cypress
#

Have you changed the name or moved the BP to other folders? Maybe it has something wrong with the reference. Try to fix up the redirections?

onyx gull
#

I have changed the name and moved it around, I've been fixing up redirectors a fair amount while I've been debugging all this. Just ran that on my Content folder but still no dice

#

had a lot of references that it loaded briefly and presumably fixed, but nothing more substantial than that

high iris
#

Is it possible to delete one of those "dot" thingies from the wire (I couldn't find the name for it, sorry...) without deleting the wire it's on? Sometimes you don't need to fork off the wire and you want to clean up the thing, and Alt + Click deletes everything it's connected to.

stoic ledge
#

reroute node, and no

onyx gull
#

When I run as client the level generates a player character, controller, and gamestate (all my custom classes), but no sign of the gamemode. I get a bunch of nonfatal "accessed none trying to read property" errors but it doesn't crash until I input movement, at which point the playercharacter makes a call to a function on the gamemode, which itself references the gamestate. the line referencing the gamestate is where the editor crashes.

I receive a beginPlay statement from the cpp file, but not the blueprint file. the gamemode is not visible in the file hierarchy.

#

most importantly, I don't have any of these errors when I run as standalone - is there anything particular that I might be missing that might be indicated with the client? you mentioned the redirections, is there anything deeper I can check on there?

uneven citrus
#

Any ideas why the return value of "Make Outgoing Spec" would return nothing if all of the inputs going into it have accurate and up to date data?

indigo zephyr
uneven citrus
#

thanks!

hoary nest
#

I'm trying to make a line trace that hits static meshes. However, my actor also has a sphere collision that controls its visibility. Is there a way to make the line trace ignore the sphere collision and only hit the static mesh component? When I set the collisions of the sphere collision to no collision, not even the static mesh with block all collision gets picked up by line trace

#

Fixed. The problem was that my mesh was movable rather than static, which is why my line trace didn't pick it up.
Somehow I immediately find answers myself after asking someone 😐

silent zodiac
#

I think you need a tracechannel, which behaves like a mask

midnight kiln
#

Thanks Epic

silent zodiac
#

ooooh, that's what they mean by 360 no scope

queen dagger
#

so this was working, but now its not and im sorta lost

#

i dk why my line trace wont pick up the enemy

timber crystal
#

hello guys how can i change the velocity in bp i tryed all the different choices there for the vel.

pine root
dawn gazelle
maiden wadi
#

I was just about to ask the same thing. 😄

dark drum
#

Does anyone know if a looping timer would keep a uobject from being GC?

chrome glacier
#

Hey guys, having some trouble understanding. How would I tell another BP (child of parent BP) to play a montage if conditions are met?

dusky cobalt
#

First make sure it works for the parent, if you create child out of that, it will automaticaly have everything the parent has. If you change just a variable then, the logic will be the same, but for example with different sound or animations. Everything parent does, child will do too.

dusky cobalt
manic vessel
#

step one. , and 2 Your montage sent to the Animation BP, and is used by the slot

still sundial
#

So I'm using a timeline to drive a rinterp node, and it works but for some reason the interpolation is done faster than the timeline's length so for a while it just sticks to 0 before completing

native wigeon
#

I'm trying to create an inventory system but i learned that it's not possible to create children of structs. What would be the best way to make items that are editable but different variants of an "item", which could contain different variables other than the base ones? Just as Objects with inheritance?

chrome glacier
dusky cobalt
# chrome glacier But what if the parent does not have the info that the child requires? basically...

But what if the parent does not have the info that the child requires? Why would you make it like that?
In the child you can get all functions from parent, just type the name of the function inside child blueprint if you want to access that event/function/variable and override it.

In this case your parent is shooting raycast and is givin info that it hit and object - book. Now in the child blueprint, you can add additional logic to that event / after that event, just get that event from parent (where it shots ray) save that into variable or something, and add branch true/false and continue the logic.

dark drum
dark drum
timber crystal
native wigeon
#

afaik arrays of uobjects wont save/load properly because of serialisation or something? 😅

dark drum
chrome glacier
# dusky cobalt *But what if the parent does not have the info that the child requires?* Why wou...

Might have to redirect some logic around. Its kind of a mess atm. I've basically got 3 systems intertwined. (Parent) = blueprint that allows the player (raycast hit) to pick up and rotate an object. (Child) is number of children (objects) that are pickupable/inspectable. Now this new child is a bit different. It follows the same logic.. aka pick up and view. But it also has more logic inside of it. Aka turn pages on the book. So currently the character raycasts if object is ''inspectable''.. If it has the tag ''book''.. Then it spawns a special UI that has the logic of the special child. (I'm clearly not a programmer) 😄 I'll have to look into it

tiny sigil
#

any one has any clue about this

native wigeon
dusky cobalt
dark drum
# tiny sigil

At a guess I would say its an issue with some additive animation that's scaling you're bones.

inland walrus
#

I want to call an event from a different blueprint to my fp character, what do I need to put as the object?

dusky cobalt
inland walrus
dark drum
native wigeon
dusky cobalt
native wigeon
#

how you get that is up to yyou i suppose, you might get it from a raycast for interacting in first person, an trigger/overlap box etc.

native wigeon
inland walrus
#

Like this?

native wigeon
# inland walrus Like this?

well thats just an unplugged node that says "set this variable to exactly the same as what it already is". so a bit pointless

dusky cobalt
# inland walrus Like this?

You can just get Get Actor Of Class and it will work, but it depends what you want to really do. Also the controlling logic should be in Player Controller not in character.

tiny sigil
native wigeon
#

You need the reference of the wall lights on the character blueprint, not in the wall lights blueprints (that already knows its a wall light!)

#

tbh, you can still keep the logic in the first person character bp if you want. not best practices but good enough

#

in this case i'd honestly recommend watching a video about how to do this, im sure theres plenty of tutorials for "turn on lights"/ "open doors" interaction stuff tbh

dark drum
# native wigeon Oh i hadn't thought about doing it all as strings. Does it get quite messy?

That depends how good you are at serializing your own data. 🙂 Personally, I don't think so. Just to clarify you would still have use variables as normal but you would have a function that will get all the relevant data as a string that can be used when you want to save it.

This is an example I use for something else but it's the same concept.

The second screenshot is a function that takes the supplied string and parses it back out.

south raven
#

how can I destroy a BP?

native wigeon
south raven
#

for example I've a big button which spawns an object but I want this button to be perished for good afterwads

native wigeon
dark drum
tiny sigil
#

ohk

inland walrus
#

It's only affecting 1 light, I thought it'd affect every light

dusky cobalt
# inland walrus

Then you need to Get All Actors of Class, it will work for this simple thing but it will literally affects ALL lights in your whole game.

inland walrus
dusky cobalt
#

You need something to filter out which lights to put that effect to, like interface, maybe line trace.

dusky cobalt
inland walrus
#

I'm now thinking would it be easier to just dupe the level and make one lit and one rect lit

native wigeon
inland walrus
#

Ah okay

native wigeon
#

if you have proper class inheritance

dusky cobalt
#

Just change node to Get ActorS of Class instead Get Actor Of Class.

inland walrus
dusky cobalt
#

Now use For each node from the array.

native wigeon
#

sometimes you can even just plug in an array, but idk why some nodes like this and some dont tbh

inland walrus
#

Perfect thank you

native wigeon
#

in the future i'd also suggest renaming your events to understandable things instead of "wall lights" consider "toggle wall lights" for example

#

but as long as you know what its doing... 😂

inland walrus
#

I got you xD I appreciate it, this scene was supposed to be soley for screenshots so this would've been the only mechanic in the project

#

Usually I'm pretty good for naming

trail kestrel
#

I want the ball to hit the net and reset the ball back to it's starting position.Problem is the collision won't destroy the ball meaning it just blocks the ball out of the net

bright bronze
#

I can’t seem to be able to make my objective list connect to my interface. When the player interacts with the NPC they get the option to either accept or decline the NPC’s task (Reject button works fine). What I want is for when accept is clicked for the current object to be updated so the player has a new task in the top corner of their screen.
I thought I had fixed it by creating a new variable as a scroll box type on my quest ui but this seemed to create an error.

rose crest
#

set debug break on loop and check values when it pauses

#

also where do you set these variables?

#

screens don't show how and where it's set and updated

bright bronze
#

im so sorry im a student i dont understand can you dumb it down for me

dawn gazelle
dusky cobalt
#

Kinda simple thing, but want to make sure.
I have event dispatcher on Resource (there are 50 resources in the map), and then there is 1 building. I bind on the building to the event when building is created.

Do I have to get all actors of resource and bind to each of them or it's enough if I just bind it to 1 object reference / class?

bright bronze
rose crest
rose crest
rose crest
dawn gazelle
dusky cobalt
rose crest
#

anything will call it, it reacts to "word" not source

#

you pass resource info already

dusky cobalt
#

ok, got it, thank you

bright bronze
#

@rose crest @dawn gazelle it is just a variable how would i set it?

dawn gazelle
#

If it's a variable, all you've done is created something that can contain that reference. Now you need the actual reference that would be able to go into that variable.

#

Something like this is a reference to an object. So wherever you may have created the actual "objectivelist", that's your reference.

wary leaf
#

Is it possible to rotate a dot product so 0 becomes forward, -1 and 1 left and right sides ? Should I use Right vector ?

dusky cobalt
# rose crest anything will call it, it reacts to "word" not source

Ok, I don't get it actually 😄 I actually have to Bind to every object that is dispatching that event right? I cannot just bind to event and anything that calls it will trigger it? When I binded it like this, deleting itself only worked for the [0] index of array. It would mean that I have to actually use for loop and bind to each of resource? I'm just trying to understand better these dispatchers. They are awesome.

#

Or maybe I'm binding it wrongly and I could access that dispatcher easier ? The dispatcher is inside component of the resource.

#

and it get's calledwhen the resource has 0 stacks, then it get's destroyed.

south raven
#

hey I want to destroy an object at the end of my BP but I can't seem to figure out how do I use the cast to BP

dusky cobalt
bright bronze
#

@dawn gazelle I think that's my issue that I ran into the begin I made the variable because I can't figure out how to get a reference or set a reference.

south raven
dusky cobalt
#

Do you have something like when you click on button you show Play and Cancel and when you press one of them you want them to dissapear?

south raven
#

it's like a choice both of them spawns different item

dusky cobalt
#

So you just should collapse them, not destroy. Are these buttons widgets?

#

Can you show some code how it works more or less

south raven
#

I've used this tutorial

dusky cobalt
#

Just show your code lol i dont have time to watch tutorial xD

south raven
#

I'm trying to add a delete actor to the end

dusky cobalt
#

and what exactly you want to delete?

south raven
#

BP_Selection

south raven
dusky cobalt
#

you want to delete that red button completly?

#

you can just use Destroy Actor node and point to self

south raven
#

not to the red button red button is child of the BP_Selection. I want to destroy BP_Selection

dawn gazelle
thin panther
# south raven hey I want to destroy an object at the end of my BP but I can't seem to figure o...

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

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dawn gazelle
south raven
dusky cobalt
dusky cobalt
south raven
#

Bp selection is a compositon of two BP_Buttons which has different effects. Left one spawns a ring, right one spawns an amulet I want players either choose one of them then destroy the BP_Selection

#

after making a selection by pressing the button either one of them

thin panther
#

you should watch the video I linked you

dusky cobalt
#

BP Selection is composition of two bp buttons? how did you do it?

lofty rapids
# south raven

you should look up casting, but where is this othe bp you want to destroy ?

trim matrix
#

so, im restarting my project, and focusing on making it easy to build levels later in development, i found this video, and thought the idea of platforms i can make with a spline and adjust with the spline would help make it easier, how would i make something like that in unreal? https://youtu.be/3SmHH9Drsrg

🛠️Level design with with procedural tools and flexible shaders🖌️
What do you think about the artstyle btw?

MWR is a 3d platformer game featuring a Cubed Cat with sandbox levels and platforming challenges

▶ Play video
thin panther
#

With a lot of C++ editor tooling

#

A hell of a lot

#

Not going to be remotely easy

trim matrix
#

oh fun

stoic ledge
#

Yay

dry sleet
#

That or Houdini Engine.

#

I would probably recommend that, although it's not a simple solution either.

#

It would definitely be easier, but Houdini has a steep learning curve and also a license cost.

waxen fog
#

Is there an event anywhere in the engine that is called when a new input device is connected that can be accessed in BP? Like plugging in a new controller?

trim matrix
#

https://youtu.be/rmRFtGGkmgI would something like this not be able to serve the same purpose?

In this series, we will look at all of the different ways of building structures in UE5, from manual modelling tools to automated scripts using splines, geometry scripts, PCG and other techniques.

In this episode, we'll enhance our basic spline wall system, adding proper angle creation and mesh stretching to fit our spline segments

You can cat...

▶ Play video
thin panther
#

No, the big thing is you're generating the mesh. You're unwrapping it procedurally, filling a mesh bounds, and being able to paint and such

#

You use something like that and your platform is hollow with no top

trim matrix
#

then id add another mesh to fill the top?

thin panther
#

Not to perfectly fit your platform you wouldn't

#

not without a procedural mesh

outer quail
#

Hi, I have this IR_Value_BP, that is run on event beginplay and this will set bool Temp Warning to true. I then use get actor of class in widget blueprint in widget blueprint. Why won't it stop the sound?

strong halo
#

Could someone pls help with making a world space widget render on top of things? couldn't find anything specific yet, only the colored outline tutorials.
Basically I want to fix overhead HP bars sticking into walls and I need specifically world widgets for camera setup to work

Edit: found this thing https://forums.unrealengine.com/t/is-it-possible-to-make-3d-umg-widgets-never-get-occluded/408536/2

Epic Developer Community Forums

Yes. find material in the engine content: Widget3DPassThrough duplicate it and move it to your project. open the material and Disable Depth Test in the advanced part of the Translucency tab assign material to your widget component

strong halo
thin panther
outer quail
#

owh I see

strong halo
#

@outer quail you'd probably want to bind the stop logic to an event dispatcher on alert UI

outer quail
#

doing this fixed the problem

#

thank you guys

inland walrus
#

Any idea how I can make it so that it only rotates one component rather than the root?

dusky cobalt
#

put into target that one component u want to rotate

dusky cobalt
#

Drag from static mesh and look for nodes that aren't ''binded'' to actor. There should be alternative that is universal.

lofty rapids
#

set world , or set relative

inland walrus
#

Just does this weird glitchy thing

frosty heron
#

pay attention to the target

#

you are trying to plug a component to a function that lives in actor

lofty rapids
#

probably get it, add to it, set it

#

if you want it to spin

inland walrus
#

Ahh perfect, fixed now thank you guys

onyx gull
maiden wadi
queen dagger
#

attach a spring arm to the character

worldly rose
#

Did you enable Allow client side navigation in settings?

#

If you run simplemove on the server it should get replicated to client

#

iirc

young meteor
#

Hey folks

Is there a node to do a "For each loop" for an Enum?
As in, I have an Enum with 40 different options, I would like to loop trough them all?

#

I could make an array with one of each Enum option, but I mean without that.

maiden wadi
#

There should be. It should be auto made for any enum.

#

Try searching "For EnumName"

#

If your enum is C++ specified, I remember there being an extra step to that. Been a while since I've needed that though.

young meteor
#

It is C++ specified.

#

I'll make it without it. Thank you though. 🙏

maiden wadi
queen dagger
#

is there any reason why the capsul component isnt triggering?

maiden wadi
#

@young meteor Something like this. EG you use that macro after your Enum to specify the start and end of it's iterable range. Then you should be able to start the editor and find that for each for the enum same as you can find for a lot of engine default enums.

UENUM(BlueprintType)
enum class EMyIterableEnum : uint8
{
    Invalid,
    SomeEntry,
    SomeSecondEntry,
    SomeThirdEntry,
    SomeFourthEntry,
};

ENUM_RANGE_BY_FIRST_AND_LAST(EMyIterableEnum, EMyIterableEnum::SomeEntry, EMyIterableEnum::SomeFourthEntry);
silent zodiac
#

hmmm, changing the design of a UI in a blueprint isn't saving .. what could cause that?

maiden wadi
# waxen fog Any idea what it was called?

Device something. OnInputDeviceConnectionChange OnUserInputDevicePairingChange maybe. I thought there was an event you could override though. I can't open the editor atm to look.

sour cliff
#

I want to set game paused then after delay of two seconds i want it to unpause , this didn't work , it remains paused

#

And nothing after set game paused works

waxen fog
#

cause the game is paused?

sour cliff
#

Yes so how do i unpause after two seconds in Bp, thats my question, set game paused to untrue isnt working

waxen fog
#

i wonder if the delay is getting paused too

#

u could try a timer?

#

and use an event to trigger the unpause

grizzled otter
#

Hiya!

I am working on my project and I have an issue and I may need some help in clarifying why this issue happens.

Delegate declaration in C++:

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnTeamUpdated);

public:
    UPROPERTY(BlueprintAssignable)
    FOnTeamChanged OnTeamUpdated;

I used to bind this in Blueprint using the Bind Event to On Team Updated node, but since this got messy real fast I tried to do the same thing using this cute little button (https://ass.drison64.eu/2wTaT3Ne1MkL). But using this, the event node does not get triggered. (Yes, the delegate is being called).

Am I misunderstanding the way this works and maybe that there is a difference when I use the Bind Event... node and this?

Thank you in advance!

mental sequoia
#

How do I make a child actor automatically implement a BPI it has inherited from its parent?

sour cliff
lofty rapids
#

once you pause it it doesn't go back ?

#

set the timer first then pause it, but it may be that tick shuts off instead of finishes ?

maiden wadi
#

Timers don't run while the game is paused. For obvious reasons. It's paused. You don't want you 1800 gameplay related timers not paused.

#

Make a tick event and check the unpaused time.

#

IIRC Widget Animations are also not paused, and can serve as a timer if you put an event callback in it's track. Depends on where you need the timer.

maiden wadi
maiden wadi
grizzled otter
golden anvil
#

Having technical difficulties with casting (attempting to make a transition to a sort of point and click mode of play((think fnaf + papers please))). Somewhat new to unreal blueprints so it could be a more obvious issue I'm overlooking, any ideas of why the cast is failing here?

sour cliff
#

Like after killing the enemies , the game would pause and and an animated widget would appear on top then after widget animation another level is opened

maiden wadi
silent zodiac
maiden wadi
#

The IsA check is a bit redundant here too.

sour cliff
golden anvil
# silent zodiac straight up HitActor isn't a BP First Person Character

ok, so explain this tutorial to me and why this works but mine does not- https://youtu.be/21-VG2hq0W0?si=sWcbmwVIKWklqM10

In this episode we go through what possession is, how it works and demonstrate som basic examples.

Join the Discord server here: https://discord.gg/zBeebU7uv3

Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

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shut quarry
#

I want to give my actor a tag via blueprint

silent zodiac
#

okay, I watched it, does it work if you just cast it to Pawn instead of First PErson Character?

#

another thought is: what is the line trace hitting? you could put a debug in to print the name just to see what you are clicking on to see if the problem is the line trace hitting the wrong Pawn

maiden wadi
#

Should also start by printing out the hit actor to see what it is.

obsidian dock
#

Im working on inventory sorting and I have a button to stack everything in the inventory. So far i have the logic to find the itemID's for all duplicate slots in the inventory as well as a function that compresses all items together if they are spread out. Now i am just trying to figure out the logic to stack the duplicates into one slot. I figure it is a pretty straight forward solution but I hit a wall for some reason..any suggestions would be great! Here is what I have:

silent zodiac
maiden wadi
#

@waxen fog Something like this might work for you. Since the delegates are BP exposed at least. I thought there was an event for it. 😦

waxen fog
maiden wadi
#

@waxen fog Also just stumbled onto this. This might be a newer UE5 subsystem?

waxen fog
#

Thanks for this

dim halo
#

Does anyone know of a way to get the smoothness and consistence of set focus while only rotating a portion of the pawn

grizzled beacon
#

what is wrong with this BPs?

#

I cannot get the correct character direction

#

:|

lunar sleet
#

What exactly are you trying to do?

grizzled beacon
#

I think I found a way, manually inserting float values

#

I'm trying to trigger the correct animations for directions: left, right, forward, backward

lunar sleet
#

I guess that CalculateDirection could work. DOT product is usually used to check if 2 actors are facing the same way, facing each other, etc

warped saddle
#

i have a problem with normals inside unreal, while in substance painter, everything is fine but when i import it to unreal my models shading is screwed, anyone had this problem?

grizzled beacon
lunar sleet
#

Yep, so use that CalculateDirection, not DOT

grizzled beacon
#

no because it returns always 0

grizzled beacon
#

since the actor turns to the direction it's walking to

#

:|

lunar sleet
#

Ah

#

But

#

Why do all this

warped saddle
#

thx

lunar sleet
#

Why not just separate your IAs into 4 diff directions

grizzled beacon
#

because I need to change the animations

#

not just for IA, but for player as well

lunar sleet
#

And trigger the corresponding animation on each one

#

IA != AI

#

Not in English anyways

#

Input action I mean

grizzled beacon
#

and what for characters AI? lol

#

it doesn't change

#

the problem remains

lunar sleet
#

Ah I c what you mean

grizzled beacon
#

it should be done with maybe "get last input vector"

#

I dunno

#

it's too much complicated this stuff CG. (CG = invoking god)

lunar sleet
#

I think this stuff might be handled with root motion but idk much about #animation

grizzled beacon
#

yeah, and goodbye forever since nobody will answer in other channels

#

:|

dreamy sail
#

hello everyone, I have a big issue, I was working on my animation blueprint for an enemy ai that I have in the game, and then UE 5.3 crashed, and my components in the enemy blueprint don't show anything in the details panel anymore. these components are the mesh and the character movement.

Afterwards, I rebuild the blueprint from scratch, and saved it. Then I closed and opened unreal engine again, and the new blueprint has the same exact issue. my mesh dissapeared and I can't access the details panel

This makes me lose my mind since I have about 20 levels in this game and I've been working on it for a long time,and now all my enemies are gone.

#

the actors are still in the level and they are attacking me, but they are all invisible

#

and now when I just want to play the game, sometimes I get this error . this is wierd because I get it only when I place a new enemy in the level, since about 10 minutes ago.

my levels all have several enemies, and they work, but they are invisible. but for the past 10 minutes if I add an enemy ( either the original one or the new one I re-created) the level in which I add them crashes and it gives me this error

limber parcel
dreamy sail
limber parcel
#

only if you used source control software

dreamy sail
#

I didn't use any source control

limber parcel
#

well then first thing u should do is set up a local repo with github or gitlab

#

if your actors still exist in world you can replace them with new class and it should work

#

that is, if your new class works

dusky cobalt
#

you can try to go every blueprint that has reference of unit or exchange data /structs and compile them all and check again

dreamy sail
dreamy sail
dreamy sail
outer quail
#

Hi I'm facing some issue, the temp High should be set to true in the event tick, but when I try print string in event construct, it shows false. shouldn't it print true?

lunar sleet
grizzled beacon
#

I'm figuring out alternatives

dawn gazelle
frosty heron
#

@grizzled beacon are you trying to do starfings?

#

Calculate direction should work Wether you are A.I or player character. I got the expected result

frosty heron
grizzled beacon
#

removed the feature to lock on an enemy, end of the story

#

I've spent a year on unreal engine in "figuring how to achieve X thing". I'm quite sick of that.
Results are good so far, but not going to do it anymore.

frosty heron
#

locking on an enemy is achievable with a few lines?

#

but if u are sick of it, then I don't know

#

take a break or contemplate what you really want to do

#

you should think twice if you don't enjoy what you are doing

outer quail
grizzled beacon
frosty heron
#

and?

limber parcel
# outer quail Owh I see, do you have any suggestion what should I do other than using event co...

What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...

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grizzled beacon
#

so far animations for "explore mode" should be different than combat mode

#

walking around

frosty heron
#

make it a state then

outer quail
frosty heron
#

combat/unarmed /what ever

#

I would just use blend by Enum

grizzled beacon
#

i used a blend by enum for weapon types and state

#

yeah, I did that

frosty heron
#

so that's not an issue then?

grizzled beacon
#

the problem will be locking on the target and make the character walk on right\left. I can remove the turning of the character to the direction where it walks but I'm unable to make it side-walk

#

maybe the good way would be some bool or enum in player controller

#

I dunno know

#

tomorrow will be another day.

frosty heron
#

no you can keep the turning

dreamy sail
grizzled beacon
#

so far I enjoy what I'm doing, the way things are presumed to do 99% of time sucks

frosty heron
#

no pain no gain

#

if you want to build muscle, you gotta lift

grizzled beacon
#

eh brother, but it's a life of lifting LOL

frosty heron
#

and this is a life of coding

grizzled beacon
#

if I knew it from the beginning, I would be coding financial management software based on sql. LOL

#

but I don't want to throw away 1 and half year of coding away

frosty heron
#

well blueprint certaintly not gonna land you a job

grizzled beacon
#

the bigger part is done in C++, not blueprint

dreamy sail
frosty heron
#

I used calculate direction and blend space

#

for the targeting it's just interp control rotation to target location

#

right I am on aim mode I also entered aiming state

grizzled beacon
#

yes

frosty heron
#

I don't understand when you said calculate direction always return 0.
Is the target character moving (have input pressed) when you are printing?

grizzled beacon
#

No I just switched to that animations without a target, just wanted to trigger correctly left, right, forward, backward

#

wasn't able to make it figure out

frosty heron
#

Blend Space

grizzled beacon
#

tried in all ways to get directions from the get velocity node

frosty heron
#

Why are you checking in that logic, if it's -1 or -90 etc

frosty heron
#

I am using the same thing you have in blueprint

#
Direction = UKismetAnimationLibrary::CalculateDirection(
        GetOwningActor()->GetVelocity(),
        GetOwningActor()->GetActorRotation());
grizzled beacon
#

I'll try again with blendspaces tomorrow

frosty heron
#

well if what you saw was what you want to do, this is what I do, so it works 😄

#

Direction will dictate where in the blend space the animation should be

#

but you obviously want to get a valid value first for direction

dreamy sail
# limber parcel uhh i dont think u can

also, after I recreate the blueprint, should I also recreate the animation blueprint and blendspace that I'm using for the character ? since everything crashed as I was working on the animation

limber parcel
dreamy sail
#

and do I delete the old files ? I really don't want this to happen again

grizzled beacon
#

and you can have an Idea in why I'm sick of it.

limber parcel
frosty heron
#

I dunnoe man, this problem it self was something I managed to get work after years

#

it's hard for me but giving up was harder

#

also I would just try to get re-target working

#

unless you want to be an animator

grizzled beacon
#

I already have all the animations I need so far

#

made for that skeletal, no glitches, no BS

limber parcel
#

why even use mixamo when u can just use animations from older engine versions?

grizzled beacon
#

now the thing is to make them work as they're intended to

#

lol

frosty heron
#

the blend space

#

2 values that drives it, direction and speed

dreamy sail
grizzled beacon
#

long story short:
wanted stuff for this rpg -> let's buy plugins for that -> lost 2k, buggy plugins -> curse god.
created all the game system once -> "no, stuff are not persistant, best engine of the world" -> let's make it with maps and raw values (strings, ints, etc.)
low performance -> curse everything in the world -> let's remake it with structs
structs crashes -> ok let's remake everything in c++
low performance -> curse more gods -> find out soft references -> rewrite everything again -> highest ever performance
let's retarget animations from mixamo -> retargeting sucks -> ok let's buy animations from marketplace -> retarget them -> same results
fine, let's make them from the scratch -> unable to achieve the sidewalk stuff -> more supreme entity cursing.

limber parcel
grizzled beacon
#

that's the long story short of 1 and half year.

frosty heron
#

@dreamy sail post the error code btw

grizzled beacon
#

in the process: learned maya, learned daz, learned blender, learned whatever.

limber parcel
grizzled beacon
#

and I skipped the part where it was a hell to have an universal interface (joypad, mouse, keyboard) with widgets.

frosty heron
dreamy sail
frosty heron
#

RPG for a first project is probably reaching imo

grizzled beacon
#

I don't want to finish a game, I just want something that could work as prototype 😢

frosty heron
#

don't rely on plugins either, you will not learn shits

#

at best you can look at their code and see how they do things

grizzled beacon
#

you know: "pressed key > working thing" without 192038129038 headaches to achieve that

frosty heron
#

plugins are good for something that is not specific imo

limber parcel
#

also, plugins will usually prevent you from updating your engine version

frosty heron
#

when it comes to inventories or specific mechanic, those are unique for each project.

grizzled beacon
#

yeah, I've coded everything in a single custom plugin

#

so at the end i'm able to upgrade it if the future versions will require updates

dreamy sail
limber parcel
frosty heron
#

use source control @dreamy sail if you haven't or suffer further consequences

dreamy sail
#

currently setting up github

limber parcel
frosty heron
#

a lot of people got their wake up call

#

can't even stress how many times I messed up setting physics assets

#

one mistep and file is corrupted for good

dreamy sail
limber parcel
frosty heron
#

nothing to be sad about tho, just right click, revert the previous commit and I can start again

dreamy sail
grizzled beacon
#

of course this is all bad karma for EpicGames developers, which I really wish, since they keep on focusing on lumen and useless sh*t instead of fixing real bugs.

#

but hey, this is unreal engine.

limber parcel
#

just wait until u get to the multiplayer part lol

dreamy sail
#

I love Unreal tbh, I couldn't get myself to learn unity , been messing with it for like a whole year before I decided to give up, and picked up Unreal

grizzled beacon
#

the problem is just that sometimes it gets over complicated

dreamy sail
grizzled beacon
limber parcel
#

no multiplayer -> no fun

dreamy sail
grizzled beacon
#

blueprints lacks of functionality, I use bp too, but with custom c++ nodes

dreamy sail
#

in unity I couldnt get anything done tbh

grizzled beacon
#

you will see how beautiful it is when it'll start returning error with bp functions because "World Context not found" or weird stuff like that

#

I ended up using macros lol

#

which IF something is wrong, everything breaks.

#

or maybe when you will want to async load stuff in order to not make it heavier as hell, then you will end up cursing dev's mothers

limber parcel
dreamy sail
#

well, who knows, midjourney is supposedly working on VR games, so we will be able to build the whole thing with just a prompt in a few years lol

grizzled beacon
#

or, when you will have to create material variations, and to not use dynamic material instances, you will try to create different variations of the material, and they will end up being like over 1000

grizzled beacon
#

then good luck when compiling LOL

#

OR, when a random static mesh will get corrupted, and you will get the error "Index out of array in level X" when compiling

#

and you'll be like "WTF? what Array?!"

#

lmfao

#

I've almost seen everything.

dreamy sail
grizzled beacon
#

the truth is, if you want to achieve something good you'll have to create your own tools, because even managing assets could became a hell. (and goodluck in dealing with editor widgets)

outer quail
#

why is the warning dispatcher not triggering?

frosty heron
#

even people with a decade of experience will still run into gotchas

grizzled beacon
#

like quitting forever.

#

or maybe become a supervillain no.1 in heists.

#

I'm starting to really think about it.

#

lol

frosty heron
#

take a step back and rethink what you want to do then, you are still at the gate tbh

#

there are more challanges ahead

grizzled beacon
#

like what challenges?

limber parcel
#

unreal engine is full of traps, nothing really works as you expect it to lol

frosty heron
#

all sorts that will may take you months to fix

#

or understand

frosty heron
#

it's a game engine, not a game maker

#

with power comes responsibility

grizzled beacon
#

and to achieve it, I need to figure out that animation part

limber parcel
#

source 2 is a game engine too, and the multiplayer doesnt crumble as soon as someone touches it

dreamy sail
#

sometimes I can't believe how people can keep calm when all this crap happens. I guess you get used to it after some time ? or ?

grizzled beacon
frosty heron
#

well you got options

#

go to corner and smash your head, or keep trying

#

chose the latter?

#

if you can't, that's fine. find something you really enjoy doing.

dreamy sail
#

yeah, this is better than therapy for emotional intelligence

limber parcel
grizzled beacon
#

means nothing works as it seems

#

you just have to imagine what the sick mind of developers figured out

#

and do things that way

#

that's the only way to make things work

#

I've been creating from scratch and selling software for years, then one day (maybe worst decision ever) I decided to enter the videogames industry

#

lol

#

nothing works as expected, or in a "logical normal way"

#

I actually use a level in unreal engine, to create my own assets and persistant data, writing stuff directly on CDO (default asset object)

#

and I know like 1001 persons that told me it wasn't possibile to achieve that

#

so, trust me, nothing works as intended.

dreamy sail
#

:\

grizzled beacon
#

eventually, you'll start looking for tutorials online as well, even for achieve a simple material

dreamy sail
#

that's all I really do all day for anything

grizzled beacon
#

and start questioning, what job that people's mother do, because they will be like "let's try this, let's try that", without sharing the final result, and you'll have to watch 3 hours tutorial for 5 clicks thing.

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LOL

dreamy sail
#

and sometimes when I cant find something I use chatgpt if I really wanna hit my head against a wall until it works somehow

stoic ledge
#

i use it all the time haha

grizzled beacon
#

eventually chatgpt will start telling you to use nodes that doesn't exist

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or functions members that doesn't exist as well

dreamy sail
#

yeah I always beg it to stop lying

limber parcel
dreamy sail
#

I deal with that at least 10 times a day

stoic ledge
#

it does loops, as a computer it forgot what it said 5min ago,

dreamy sail
#

just for it to apologize and and then tell more lies

grizzled beacon
#

at the end, even Gandhi would be sick of that and start looking where original devs live.

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#revenge

limber parcel
dreamy sail
#

it won't stop yapping, no matter how much you try with custom instructions, or telling it in the conversation. my brain hurts from it... but for simple stuff is decent

grizzled beacon
#

and the real question, out all of this

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is: it's normal that we devs have to deal with these problems?

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it would have been so hard for epic games to make it a little simplier? or maybe without bugs?

limber parcel
dreamy sail
#

"passion industry"

limber parcel
#

gaming industry is going to ass i tell you

grizzled beacon
#

if these are the AAA tools

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you can bet it

dreamy sail
#

coming from the music industry, which I thought it was messed up, trust me, it takes 1 day to make a song that has the same chances at making money as a game that you're been working for years on has

grizzled beacon
#

the problem is just to get viral

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lol

dreamy sail
grizzled beacon
#

btw I'm glad to find out that I'm not the only one that got enraged with this 3rd world engine.

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<3

stoic ledge
#

hard to make the amount of money some games have made with just a song.

limber parcel
grizzled beacon
stoic ledge
#

how much has minecraft made?

dreamy sail
#

I had to go and buy 3 beers to make it through the evening

dreamy sail
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1 game can make more than the whole music industry combined