#blueprint

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grizzled beacon
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the problem is just to make a game

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neither "that 1 game", just a game.

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like finished, without bugs, without crashes, WORKING

dreamy sail
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true that

grizzled beacon
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even if you want to make a game called "let's watch the sunrise" and put a day\night cycle

dreamy sail
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lol

grizzled beacon
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you'll be like < CALCULATE THE VECTOR OF THE SUN * some other BS >

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come on

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it's ridiculous

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:|

dreamy sail
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we're all gonna make it

grizzled beacon
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-> with a lerp node.

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lol

frosty heron
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so you want a magic wand that does something for you?

remote meteor
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if you gonna yap for 3 hours go to your toilet

frosty heron
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I failed to understand

dreamy sail
frosty heron
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that's not an Engine problem

remote meteor
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if you need to know movement direction you can just use acceleration

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or make your own like desiredinput or someshit

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spend this 3 hours procrastinating

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might as well just change 1 node and have your animation work

dreamy sail
grizzled beacon
remote meteor
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imagine trying to built a car with a knowledge of a bicycle kid
and blame the toolbox is not "1 button build car"

dreamy sail
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the value is in the creativity , not in the technical part. in the next few years it won't matter

grizzled beacon
remote meteor
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do you find manuals on how to build a car online?

grizzled beacon
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or you can simply buy an engine, and place it on 3 iron bars.

grizzled beacon
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but if the engine doesn't work as intended because it needs to be fueled with water and not fuel, it's not a problem of building a car.

remote meteor
grizzled beacon
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jeez.

frosty heron
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wdym by the engine doesn't work as intended

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that's just you not being able to utilize it due to your own inexperience

remote meteor
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the engine is the least important thing about a car by the way

frosty heron
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or incompetence as a matter of fact, seeing that you instant blame the engine for your misfortune

grizzled beacon
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hahahah bro, come on

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when something is sht, but the best alternative out there, it remains sht

limber parcel
grizzled beacon
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and the random crashes, or errors, or stuff, are the proof.

remote meteor
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how about you ask your question about animation

frosty heron
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you can move to unity and still face the same problem with that kind of attitude

remote meteor
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im not going to scroll back 3 hours trying to find your exact bullshit

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if you are not going to look for help and just going to yap

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please go to your toilet

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you are ashaming yourself in a public place

grizzled beacon
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I'm ashaming myself? I was just noticing that I'm not the only one that faces issues with unreal.

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maybe I'm the only one who says it publicly, not caring to say things how they are and being viewed as "inexperienced"

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which is a different thing. ^^"

remote meteor
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thats no difference than shouting "im stupid" at a public street

stoic ledge
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understand the complexity of video games! unreal has produced some pretty popular games, im no expert in game egnines but i bet you would be pressed to find significantly better.

grizzled beacon
remote meteor
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so are you going to ask the question

grizzled beacon
limber parcel
frosty heron
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make sure that the binding take place before the call. Also print strings to debug

remote meteor
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better yet, you can use the "design" of, "bind and check current value".
after the binding in the widget, you can get the current value of the variable and do things with it first
the subsequent changes will be received through the delegate

outer quail
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@frosty heron @remote meteor thank you ๐Ÿ‘

potent tartan
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I'm very new to ue5 and blueprints, I'm working on a third person shooter, I have my bullets flying straight most of the time by having two line traces, one from the camera going straight out, and another from the muzzle of the gun going to wherever the camera line hits, this might be an issue that's been talked about before, but I just cannot find any solutions online lmao. There's actually two issues, both when hiding behind a wall, if the crosshair(and where the camera line hits) is behind a wall, but the muzzle of the gun is past a corner, the camera line hits the wall, which causes the gun line to go backwards into the wall as well, making the bullet fly backwards, in this case I want the bullet to continue forward but to not do any damage. The other issue is when the muzzle of the gun is behind a wall but the crosshair is on a player, the gun will shoot into the wall, ending the trace line, when I want it to still travel to the player and damage them, but without phasing through the wall(if that's how these games normally do that kinda thing, I haven't tested that in other games really so idk what the norm is), and a side issue this causes is when right up against the wall, the gun will clip through the wall, making the muzzle on the inside, and then the bullet will phase through the other part of the wall, along with the damaging trace line, hitting the other player, I just want the player to not clip through the wall at all tbh lmaoo. Anyone got help or suggestions? I can get screenshots easily for whatever you need

remote meteor
# potent tartan I'm very new to ue5 and blueprints, I'm working on a third person shooter, I hav...

the best way to start thinking is to reference a game that you know that has the same control scheme. see how theirs would react in these scenarios
for camera behind a wall, one of the way to handle this is to not allow the camera to go behind walls
for barrel sticking in the wall, you can cast from actor to muzzle and see if there is a wall inbetween, if so, spawn there so it collides with the wall.

potent tartan
next hollow
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I only really see 3 options here.

Your choice of whatever you want.

  1. If the impact point is behind the gun, or out of a defined like "forward" rotation, then prevent it
  2. Create a new trace collision, that is just damagable, you can't damage walls, but you can damage players, so trace, it'll only hit players, then the guns trace will go the normal trace and be stopped by walls and the such
  3. Or, like "transform" the cameras rotation, to be the direction the gun shoots, but I can see how that could be weird from a player POV
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Arguably in any case you may wanna do the first one no matter what.
So, players can't just shoot backwards.

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I "pseudo" fix if math is hard for the shooting backwards.
Allow the trace to hit the player your controlling, and have it stop (even if you have penetration logic)

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You can also see that 2. will still cause issues, if you ever have like buildables, or some form of like "destroyable" wall.
Its damagable, and sometimes TPV camera can hit it and go backwards.

So, a like "is forward" check like 1. is good in general.

potent tartan
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that definitely sounds like the best option, thank you very much! ๐Ÿ’– Do you have any idea what detection would look like for that? I'm very new to blueprints and don't know all the nodes very well yet lol

remote meteor
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direction of muzzle to hit location, dot product with muzzle forward vector, if its negative, do something else

remote meteor
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in these cases, you could also forgive that, it would fire with the muzzle's forward and call it a day

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instead of directing to the center of the screen

potent tartan
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that's what I started with, but I wanted to have the crosshair and for it to actually shoot at the crosshair lmao, as well as even when it's off to the side like that, it's impossible to judge distance for it to hit, so it can be hard to eyeball it

frosty heron
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The only suggestion I would give to my self is to look at lyra implementation

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But it's not in blueprint unfortunately

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The issue you described is very generic problem but rarely addressed imo. Same goes how everyone probably use spring arm and not able to get a decent rotation for the camera.

potent tartan
dusky cobalt
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Please tell me I could add GamePlay tag to the actor with this node?

remote meteor
dusky cobalt
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I guess I have to create Gameplay Tag Container variable on the actor and set it that way?

remote meteor
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if you can get the container from an actor, then it should be good

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if you want it to be reusable, and not using GAS, you could make a component with the container, add to your actor, make a function library that attempts to search for this component from an actor, and do operations accordingly(add, remove, get)

an interface is also an option, but you would still need to implement the variable and the operations

creating a "BP_GameplayActor" that houses this feature, and every other actor subclasses from it is also an option

dusky cobalt
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Yeah, I created interface to Get Gameplay Tags from actor, but component also seems nice

remote meteor
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if you have access to c++, you can use the already made IGameplayTagAssetInterface which is only implementable through c++

gaunt halo
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Hi guys, i am making a mini golf game and am having trouble getting my pawn to teleport once it enters the hole. I can get a actor or object to teleport, but not my pawn. This is my blueprint, i have also tried set actor location which also doesnt work.

lofty rapids
gaunt halo
gaunt halo
lofty rapids
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are you setting the location somewhere else ?

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so maybe it moved, but moved back because you set it for some reason ?

gaunt halo
lofty rapids
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you can move around normally just fine ?

gaunt halo
lofty rapids
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so you can't just cast

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are you trying to teleport the thing that hit this overlap ?

gaunt halo
lofty rapids
gaunt halo
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I am sure its something simple somewhere xD

lofty rapids
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perhaps for some reason the ball isn't your pawn ?

gaunt halo
lofty rapids
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hmm

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do you move target point or what is that an actor in the level ?

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i just wonder what the location

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try to hard set it to like 0,0,0

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see if you go there

gaunt halo
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so if i just leave nothing in to the location it should default to 0,0,0 right

lofty rapids
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you can split it to make sure but ya

gaunt halo
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nope still nothing haha

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ive been trying this for the last like 2 hours

lofty rapids
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check the return value of set actor location

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is it false ?

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it's just weird it all succeeds

gaunt halo
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I connected print strings off true and false and neither of them print, it will print the hello print string on the output of the set actor, but not the return value

lofty rapids
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you just have it hooked up to hello

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after you move it, press f8 to hop out and look to see if the actual ball has moved or just your camera isn't updated ?

gaunt halo
dusky cobalt
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Could I swap this to Get Selected Units Loop once and then Switch on Gameplay Tag (I would change it) and it would Get Units and kinda ''sort'' them into ''switch'' they belong to and then I could set these to Work and others to Transport and even others to do so something else?

gaunt halo
lofty rapids
obtuse kiln
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What kind of concepts or phrase should I look for to figure out how to highlight where a spell is going to land (time will be slowed severely or frozen during this, I'm not sure which) (and maybe, though I'm sure it'd be more complicated, it'd be even better to preview the specific spell going off instead of just indicating the target placement).

Google is terrible now so I didn't get anything useful looking for targetting or placement.

lofty rapids
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google fu ftw

dawn gazelle
# dusky cobalt Could I swap this to Get Selected Units Loop once and then Switch on Gameplay T...

I probably wouldn't handle it like this. Rather than sending individual RPCs you could send a single RPC with reference to the units and the thing you want them to interact with. Like, add them to an array if they match your criteria and then send the array to the server and have the server do its thing and figure out the action the units should be taking based on the target. And yes, you could potentially use a gameplay tag to switch, but again, I'd maybe do that on the server.

gaunt halo
obtuse kiln
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ah wait I think I've stumbled into the ideas I need with the word indicator

dusky cobalt
# dawn gazelle I probably wouldn't handle it like this. Rather than sending individual RPCs yo...

Hmm, that's a good idea but I'm not 100% sure if that can handle one thing.

Let's say I have target building which is a Wood Cutter. I get all units and I want the Workers to Work, and Transporters to Transport.
I guess I would have to implement 1 Interface Event for all of them after ''Server | Asign Job", and that event would set *Working Building on the Behavior Tree. *

Workers and Transporters would have different Behavior Tree, but the same Blackboard Key (name) with the same Decorator: Is Working Building Set and then would do it's job. Workers would go gather and transporters would transport (so do their own sequence on BT).

Okay, I guess that could make sense, if you could judge it I would appreciate it.

But to add 1 more thing to complexity :/

Right now as you can see, I For Each Asign every unit to the building, and every iteration i check if the building has reached worked capacity, if it reaches, then I *Break Loop *and don't asign more workers. Where would I move that logic? Because I guess it would be in the Server | Asign Job event, but I guess that is why I need the switch? I need to basically run 2 logics so the Transports checks if they can get asigned and workers needs to check if they can get asigned.

Or that maybe should be handled in the whole end on the building when it receives Asigned Unit from Server? But I think I still have to put that logic before setting Behavior Tree for the unit, because the building would decline unit, but it would still go and work. Or building would call back, and say hello, you cannot work here!

So the logic needs to be before we asign the unit to even work (before Behavior Tree). So the problem is how to differentiate that there is cap for workers and cap for transporters, which are different variables on the building?

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I guess I could set 1 event instead of Server | Set Transporting and Server | Set Working I could change into 1 event Asign Jobs, but I still need to switch like here?

What I'm wondering if this Break from loop will f up both of the logics, or it would run them separately correctly ?

gaunt halo
dusky cobalt
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If anyone wants better picture how it's right now.

lofty rapids
dusky cobalt
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I will also need to check if the building reached Capacity on the asigned transporters

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and I wonder if I can do this: and the break loop wont' affect the 2nd switch.

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and I will add also Break loop before Set Transporting, so the break shouldn't affect the Workers... I hope you understand?

lofty rapids
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thats what its for

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so it will just break and go to completed

dawn gazelle
# dusky cobalt Hmm, that's a good idea but I'm not 100% sure if that can handle one thing. Le...

How I'd approach it:
On Client > Get Selected Units > Determine Target > Send RPC to server with Array of all units and the target
On Server > Loop through array > Switch on Unit Type, do the required logic for that particular unit type for the target
Eg. Workers > Check if building has worker capacity > If so add the worker to the list, modify whatever variables, if not, maybe move that worker to the building but don't do any other activity with it.

dusky cobalt
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But first it would get all workers and tell them to work before it breaks ? And same with transporters ? Or if it would break on workers it would also stop assigning transporters?

gray ingot
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Hi, why my Async Load Game from Slot gives "false" from node "Success"? The file does exist.

dawn gazelle
gray ingot
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Yeah, same result

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Wow

gray ingot
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But now it does

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Thanks!

gaunt halo
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Does anyone know what in here what stop the object from being teleported? The teleport function is working correctly but it will not teleport this pawn. I have tried deleting certain parts of the blueprint and trying again and it still won't teleport it no matter what. I can however get it to teleport random other objects.

dawn gazelle
gaunt halo
gaunt halo
dawn gazelle
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I'd also recommend against using the level blueprint. If you need to teleport your ball around, you probably want to make an actor that can handle that so you can easily reuse it rather than having to code them all manually each time in every level blueprint.

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What is causing it to not teleport is because your "Sphere" is not the root component of the actor. The sphere simulating physics means that it's no longer "bound" to the actor's location. If you make the sphere the root component of the actor, then it will move with the actor even when simulating physics.

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Alternatively, you can set the relative location of the sphere, but there may need to be some additional math involved.

gaunt halo
odd kiln
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Hi all

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I'm trying to make a "Horse". Should I create a Blueprint "Actor" / "Pawn" / or "Character" class you think guys ?

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This "Horse" will be possessed by my Player of course

inland walrus
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Sorry if this is the wrong channel, any idea how to make these straws fall and freeze rather than bounce about as they are?

dry sleet
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Just fall naturally and be stored in that position?

inland walrus
dry sleet
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Ah, there's a button one can press to store the state of a physics simulated actor in play mode.

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For exactly this kind of thing.

inland walrus
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That's perfect!

dry sleet
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Agonizingly I can't recall the specific key bind! But I learned about it in one of Unreal's own videos.

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I can see if I can find it again.

inland walrus
inland walrus
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Thanks

crisp hawk
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Hey all,
I need to implement a basic flow chart/dialogue tree for a small project, to be able to more easily graph/plan the progression of characters through a chain of events. Passage of time, certain events, etc.

What's the best way to approach this using what's available in the engine?

One of the ideas I've had is to somehow repurpose the AI behavior tree for this, using an AI agent as a management tool for moving things around, enforcing events, and keeping track of things. But I wonder if there are better/more straightforward or better suited tools to go about this.

dry sleet
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I had a hunch it was K or J!

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Nice that you found it!

dry sleet
outer quail
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Hi, anyone know which part to look at for the cause of crash? It work fine during the login level, but once it go from login level into the main scene, it just crashed

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I tried lowering the video settings but doesn't seem to work

dawn gazelle
dawn gazelle
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The thing that pops up when unreal crashes - usually gives you a message that you can then send to Epic.

outer quail
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I already enable "include crash reported" but still no pop up

trim matrix
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Quick general question, if vs doesn't fully understand unreal's API, if I create my own engine, will there be error everywhere like unreal or is it just because the unreal engine is so big?

lofty rapids
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i think the intellisense will be the same either way

trim matrix
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My question was more about why those errors occurs with unreal but when using other APIs, vs works correctly?

lofty rapids
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"Intellisense doesn't play nicely with Unreal Engine's source code because of the macros which are handled by the Unreal Header Tool/Unreal Build Tool."

river kraken
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hey, sorry for crashing in the middle of convo, I have a quick question, is there a node in blueprints that could change the Editable bool inside of a struct? Basically I want only the needed options to be shown depending on Enum that I select before that struct ๐Ÿ˜…

limber parcel
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but make sure u have a reference to the struct, and not a copy

outer quail
river kraken
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Hmm your answer is valid but I think there is missunderstanding.
What I have is basically an array of those structs.
I have also an enum independently of those in which I select either "Ground Level" or "Upper Level", based on this enum I would only display one of said variables from Struct either "Ground_Level_Part" or "Upper_Level_Part"
@limber parcel

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basically QoL change to make level design less confusing with my construction script blueprint

limber parcel
river kraken
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Yeah I tought so, I wanted to keep it blueprint only to deliver it to marketplace like that, so I guess it will need to be a plugin.
Thanks

frosty heron
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Blueprint struct for market place?

river kraken
trim matrix
frosty heron
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It's still broken, I saw people with unknown struct issue 5.4. I would avoid a broken tool altogether.

limber parcel
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we have to boycot the dumb unreal business model lol

river kraken
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Ah, I am mainly a 3D artist so main part of my pack will be the models, I just wanted to add that system on top of it as a bonus and to show it in my portfolio that I can also implement stuff ๐Ÿ˜…

trim matrix
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hey, im trying to make a grind rail object like sonic, but im lost on how to make it. i was hoping to make it a spline so i can edit the length and placement when putting it in a level

limber parcel
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might want to look into lerp too

trim matrix
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i tried this, but idk what im doing lmao

limber parcel
trim matrix
limber parcel
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there should be hundreds of tutorials for making things move along a spline

gloomy ridge
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I have a missile in my game and I want it to make a whoosh sound if it travels near the player but misses

I was thinking about having two collision spheres on either side and if the player ends up in one of those then it plays the audio. but it seems like if I add those collision spheres then my actor is going to fire hit/overlap events, which I don't want (I use hit/overlap to determine whether the missile hit the player!)

is there a smarter way to do this?

stable birch
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Just add a looping sound effect and have attenuation do its thing?

indigo crow
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Is there any way to convert string to scale or transform? There are blocks for string to vector and rotation but why not scale?

indigo crow
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but in my string there is also a vector. So how can i seperate them?

dawn gazelle
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If the string contains both, then it won't properly convert to a vector either.

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You'd have to somehow split out whatever elements out of your string into a format that Unreal would recognize to be able to convert it from a string to a vector.

gloomy ridge
lofty rapids
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you can just store it in a list like x,y,z,rotx,roty,rotz,scalex,scaley,scalez

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and split it up and make the things back

indigo crow
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ok. I will try that

stable birch
gloomy ridge
stable birch
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..The sound will always be playing, utilize a looping sound effect

dawn gazelle
crisp hawk
stable birch
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modify the attenuation. (IE how loud the sound is relative to distance) so that its only audible within a close range.

lunar sleet
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Good ole Doppler does the job for ya

gloomy ridge
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yeah I mean I can generate it procedurally but there's really zero way to have a collider on an actor and see if just that collider is overlapping something?

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I have a nice sound effect I already want to use ๐Ÿ˜ฆ

lunar sleet
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You need to go sit by the airport

stable birch
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look up collision channels

trim matrix
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i made a spline, how do i make it so when my player walks onto it it moves them along the spline?

stable birch
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but I wouldn't approach the effect you seek by the method you currently atre trying to approach

gloomy ridge
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I understand how collision channels work, but I can't get any collision channel info in my overlap event, can I?

lunar sleet
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No, but you can have multiple collision shapes

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If youโ€™re so intent on doing it this way

gloomy ridge
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yeah but in ActorBeginOverlap I only get the other actor, not which shape created the collision, right?

lunar sleet
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ComponentBeginOverlap

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Go away now

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๐Ÿ˜€

stable birch
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You're going to have an infinitely better time with a procedural sound

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unless you want to handle the sound effect of the missle zipping by both horizontally and forward/back~~

gloomy ridge
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oh! I'll check out ComponentBeginOverlap -- that's exactly what I was asking about if it does what it sounds like

right now I don't want to get into metasounds and how to make my own sound effects, I just want something simple with this nice effect that I found. thanks though!

stable birch
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Like you could even do something simple by having the attenuation limit the range of what can be heard and procedurally setting the pitch based on the proximity to the listener

stable birch
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its literally a single node in the sound-graph

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Get a nice hum/woosh at a constant pitch, make it loop, and bam AAA

spring bronze
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does anyone know how i could use niagara particles to do damage to a target?

stable birch
spring bronze
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then how could i make sure that the damage missiles correspond with the niagara particle effect?

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ik about the homing projectile component in unreal, but then i would just have 2 different projectiles

stable birch
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^^^I went through the same lesson

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Use the projectile-movement-component on your projectile actor

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Attach the niagara-vfx on the projectile itself

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you can use 'SystemLocation' in the emitter updates so the niagara particles stay "attached" per-se to the Actor

gloomy ridge
dawn gazelle
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Yep

stable birch
spring bronze
gloomy ridge
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ok, I just need to find or make a constant effect then... I'm guessing it's not as simple as white noise or something right?

stable birch
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Honestly white noise pitch shifted lower would probs work

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Probably a decent "medium-large looping fire" sound would work to

dawn gazelle
wise ravine
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Hey I tried adding a HISM to my blueprint but nothing appears for the static mesh

dawn gazelle
wise ravine
dawn gazelle
wise ravine
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so nothing goes in the static mesh input?

dawn gazelle
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Yeah whatever mesh it is you're wanting to instance.

wise ravine
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oh wait nvm

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Yeah I just figured out how that worked

dawn gazelle
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Accidentally created 100000 Sphere ISMs to make this image. Note the 23 FPS. lol

wise ravine
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oh wow

wise ravine
dusky cobalt
wise ravine
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I want to duplicate these 2 to the other side so i would have a total of 4

dawn gazelle
# wise ravine should I play with these settings? And why is there a seed for this...

LOD Scale = Meshes have a built in LOD system. You can have the HISM scale this up or down.
Cull Distance = Meshes really far away you may want to not show at all.
Random Seed = You have your HISM drive a procedural generation, so if you just wanted it to have a scattered bunch of meshes all over you can do it within the HISM without having to have math external to it to drive it.

wise ravine
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but i dont so i'll set the seed to 0

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and it doesnt let me

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im not understaind this correctly

final berry
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Hello! I was wondering if there is any way to dynamically create and store an array of actors. I dont know in advance how many arrays there are going to be so I cant create them before hand, so looking for a way to create array variables during runtime and filling them with on runtime created actors so that I can access those variables again later. Does anyone have a suggestion on how to attack this?

dawn gazelle
dawn gazelle
dusky cobalt
dawn gazelle
# final berry Hello! I was wondering if there is any way to dynamically create and store an ar...

That sounds like you just want an array of actors variable. If you want some way to hold multiple arrays of actors, then you can use a structure that contains an array of actors, and then use that as a value in a Map variable, so then you can look up which array by some key (like gameplay tag, integer, string, etc.) and get the corresponding structure that contains the array that is associated to that key.

final berry
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Ah yes that second thing is what I need, I;'ll take a look at structs thanks!
I basically need an array of arrays, because there going to be groups of different amounts of actors that are supposed to be grouped together, if that makes sense ๐Ÿ˜›

dusky cobalt
dawn gazelle
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Again, I wouldn't bother. If you care about counts of things, then handle the counting in the main loop where you're going through them all already and if they're above the count do the alternative action you want them to take.

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Then you're only looping through each thing once rather than potentially twice.

dusky cobalt
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Yeah, but then can I use for each with Break like this? (and also same logic for the Workers). Will this break, break only one Switch line, or it will break everything?

dawn gazelle
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You don't have to break.

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Just don't do the action for that particular unit.

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Or do something else with it.

dusky cobalt
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I tested it and it worked like that if in that moment building was 8/10 but I had 5 units, it asigned it to 13/10, then it was 13/10 and it worked, like it couldn't assign.

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So if I don't use break, it only works if in that particular moment I click, like it checks once and not once every new unit is added, which is weird.

dawn gazelle
#

That's likely something wrong with the assignment logic then. 0+1 = 1 Is Value < 5 TRUE. Do it again. 1+1 = 2. Value < 5 TRUE. Do it again, etc.

#

Until... 4+1 = 5 Value <5 FALSE don't do it.

dusky cobalt
#

Hmm, maybe it keeps reading the same Currently ASigned Workers for each of the worker?

#

It should update every iteration if I'm not mistaken, but I think it maybe use the same number for each

lofty rapids
#

where do you update it for it to update every iteration ?

dusky cobalt
#

inside this component

#

there was also 1 more event Asign Worker which was doing it

dawn gazelle
#

You probably shouldn't track it like this either. The array itself can be the authority of how many workers are assigned rather than having a seperate variable.

#

1 less chance to create bugs.

dusky cobalt
#

so instead of checking this int variable I should get array of asigned workers from component, get lenght and check?

dawn gazelle
#

Yep

final berry
dusky cobalt
dawn gazelle
#

oops, forgot on that ARRAY REMOVE to plug in a reference to "Dragon to Remove"

#

Managing actor arrays like this can be kind of cumbersome though. Not sure what your usecase is, but there may be a better way of handling what you're wanting to do.

final berry
#

Aight, thanks! I'll see if this idd will be the way to go. Appreciate the explanation!

gray ingot
#

Hi, how i can rotate pawn facing the player?

stoic ledge
grave relic
#

Hi!
I have a question, I am currently saving my parameters with a technique which is certainly not optimized which is on Youtube, can I know if another simpler or even more optimized technique exists than this one?

gray ingot
rose crest
#

its only for options, if it's working as intended i'd leave it

vestal copper
#

Im sure some of you would find this usefull: https://www.youtube.com/watch?v=xTOrP-Pet5A&ab_channel=BoundlessBite

Looking to get more out of Unreal Engine without spending a fortune? In this video, we'll show you the top 6 free plugins that can help you improve your game development workflow. From lighting and visuals to level design and more, we'll cover the best free plugins you need to know about. Check it out and take your Unreal Engine skills to the ne...

โ–ถ Play video
stoic ledge
gray ingot
#

By the event triggered in the pawn

stoic ledge
#

like an overlap, a widget button, on begin play?

gray ingot
#

No, like i have in ai and if it reaches the player it need to rotate player

#

I just need to rotate player by event

manic gust
#

could anyone give me some guidance on implementing a magnet power up that attracts coins to the player char? ive tried a few things but this noob is stumped

stoic ledge
#

indeed, so then you just need to have each actors transforms and do some math and manipulate the rotation?

gray ingot
#

Yeah, but it does not help, like i knew it before asking, i need to know how to do it

stoic ledge
#

'Find Look At Rotation' node

eager mantle
#

Hey all, how can go about shooting projectiles in all directions all at once from an actor like so?

gray ingot
#

I use start as my pawn location, and target as player location?

stoic ledge
gray ingot
#

Okey, thanks!

harsh needle
#

Anyone familiar w/ the "Unreal Engine City Building Game - Placing buildings in Game (At Runtime)" from The Game Dev channel? https://www.youtube.com/watch?v=ZrM_CfOy1sU&list=PLFYGCCDpMHmHJwhIRY6qNumAts--W8bTy&index=12

In this video I show you how to place objects in the world at run time using the mouse cursor and a ray trace into the game world. Sorry this one ran a little long, there was a lot to explain and get through!

00:00 - Building Test Asset
02:00 - Setting Line Trace and Collision
05:00 - Ploppable component
11:00 - Character Controller Updates
21:...

โ–ถ Play video
lofty rapids
#

i actually did that tuturial up to 11

#

whats the issue ?

harsh needle
lofty rapids
#

so the "building" is not showing up where the cursor position is ?

#

and you set up the custom channel right ?

#

what does your code where you do the line trace look like ?

harsh needle
lapis oracle
#

how do i get those in an input event

lofty rapids
#

does it actually spawn in ? just not follow the cursor ?

harsh needle
lofty rapids
#

i added a bunch to it, so thats a lot to look around and figure out by images

#

and i took some out

harsh needle
lofty rapids
#

when you click it doesn't spawn one ?

harsh needle
lofty rapids
#

is placementmodeenabled true ?

empty marten
#

Hey peeps,
Made a BP Actor with a spline in it and some variables which all works fine. I put that BP Spline into another BP as a child actor but I can't see the exposed variables. What tick box am I missing to make them show in the details panel when I put the 2nd BP into the scene so I can change those variables?

harsh needle
dusky cobalt
empty marten
lofty rapids
dusky cobalt
stone obsidian
#

Hey guys would anyone know why when I add the child actor to my cube (second photo) it then returns is not valid on my call interact? (first photo) The third photo is what the child actor is trying to do in the event graph. When valid in the first photo the actor is destroyed and is added to my inventory but when invalid it does not do that. been trying to figure this out all morning if anyone has ideas or needs more screen shots of things to help lmk

lofty rapids
#

you want it true so you are in that mode

lofty rapids
#

thats in the snap to grid part

#

i don't know what i changed and when like i said it's been a long time but i would start with that box

dusky cobalt
#

Are you following tutorial like you should have building on the cursor when you click play or are you already implementing it into your system where you have button that spawns building?

dusky cobalt
# empty marten

Sorry I cannot help much because I never tried doing it like that. I think if you want to access what ever is inside this blue print spline that you added, you have to drag it and then try to access variables that are there, but this is not a ''child'' that you added. You added component (which happens to be other blueprint actor) to the blueprint. There is no inheritance like Parent > Child. You added a component to the blueprint and I think you should be able to access what ever is inside it if you drag it on the event graph.

harsh needle
dusky cobalt
lofty rapids
stone obsidian
#

Ok so it seems the child actor its self isnt the issue, the issue is the collision box on the child actor. I have two line traces set up one for the interaction of the object which is an interaction trace, and one for the highlight of the object which is a visibility trace. when the colloision box is deleted on the child actor the object is then able to be picked up but the highlight disappears.

dusky cobalt
#

I found it.

harsh needle
dusky cobalt
#

You are not updating location of the building because it's not connected here

#

in the break hit you can click arrow and get more data

#

get locationa and plug it into Set Actor Location

lofty rapids
#

do what mentioned, plug in the location to the new location of the actor

#

your definately missing that part, probably why it's stuck at 0,0,0

dusky cobalt
harsh needle
#

@dusky cobalt and @lofty rapids, Thank you guys it's working now.

dusky cobalt
#

You will have to rework how he finds location of the closest cell, because at 100+ it's way too heavy. Maybe engage can help you. I choose different system for that.

lofty rapids
#

i did it with some maths definately a lot better than a loop

dusky cobalt
#

I wonder if you could use something like On Cursor Over tile get it's location and set it as the snap location?

lofty rapids
#

the guy chose a loop and called it the easy way

#

and said there was another way, "the hard way"

dusky cobalt
#

lol, at like 40+ it cells it starts to become unplayable

harsh needle
#

@dusky cobalt and @lofty rapids, it's with the cursor, but now it is not placing it.

dusky cobalt
#

You need to have some event first like Click E, and then Spawn Building and set location to the closests location / snap location or even just current cursor location (if you dont need snapping).

harsh needle
#

ok.

lofty rapids
#

check your variable if they are true / false and if the execution is going where you expect it

harsh needle
lofty rapids
#

is spawn building running ?

#

and is the is placement valid true ?

indigo crow
#

@lofty rapids I tried what you said but there is no way for my game to make it into a map or array. I have to use a string

lofty rapids
indigo crow
#

I have a string with a transform value and i have to convert the string to a transform or scale

lofty rapids
#

and how did you store that transform value in the string ?

indigo crow
#

X=-860.000 Y=-810.000 Z=0.000P=0.000000 Y=0.000000 R=-0.000000X=1.000 Y=1.000 Z=1.000 here is an example value

#

converting the vector and rotation part goes fine but the scale doesn't work

lofty rapids
#

oyou have two x and y and z

#

but ig that doesn't matter it matters how you are parsing it

dusky cobalt
# harsh needle

Try disconecting it and setting to true. If it's this then check how you are checking when is Placement Valid to true.

lofty rapids
indigo crow
#

ok

lofty rapids
#

if you can change the structure i would set the end ones to something like SZ

#

and you could use a loop to get the values

#

but i was suggesting just putting then in order x,y,z,rx,ry,rz,sx,sy,sz

#

so you would only have to split it once

indigo crow
#

The first one is the string its self. (I know my code i messy). The second one converts it to a transform

indigo crow
lofty rapids
#

i c your using the built in conversions

#

is that how you stored them in the string ?

#

with the built in conversion ?

indigo crow
#

yea

dawn gazelle
#

Why is the input data in that format to begin with? Something to clean it up into something more manageable like JSON or even using piped separation per variable for each line would be helpful.

indigo crow
#

but there is no block to bring it back to the scale. Since scale is the same as vector

dawn gazelle
#

That's because scale is a vector... Rotations are different and while they store floats, they have additional stuff under the hood that separate them from Vectors.

indigo crow
dusky cobalt
#

@dawn gazelle, just finished swapping it and everything works! I don't know why it didn't work when I first tested it, but now I'm using array lenght to check and it's perfect. Thank you so much for help today. I know it's not possible to see anything but it's working smoothly ๐Ÿ˜„

dawn gazelle
#

So save to the file in a better format.
eg: X=-860.000 Y=-810.000 Z=0.000|P=0.000000 Y=0.000000 R=-0.000000|X=1.000 Y=1.000 Z=1.000

#

now you can easily split them up by the pipe.

indigo crow
lofty rapids
#

create your own is what i also suggested

#

that makes the transform

#

a function

#

takes the string, and outputs a transform

dawn gazelle
#

You can parse these three things into an array of strings by the pipe. You know the first entry is the location, the second is the rotation and the third is the scale.

indigo crow
#

so what you are both saying is that i should save it diffrently and then when to get the data back, i split them with for example this| and then i allready know what value is what? But will that work with the scale?

dawn gazelle
#

Yea

indigo crow
#

So when i have for example the scale value. I split it into 3 value's and then convert that to float so i can use that?

dawn gazelle
#

No, you can keep it as a vector. The scale is a vector.

indigo crow
#

Why doesn't it work with what i have now then?

dawn gazelle
#

It can use the string to vector and plug it into the appropriate thing you want to use it.

#

Because you have a string that it can't properly parse.

indigo crow
#

oh. But can i convert my transform to the string and then use that?

lofty rapids
#

i would just get all of a string

#

and make transform

indigo crow
#

what is that parse into array block?

lofty rapids
#

just keep getting the values in a string like x|y|z|x|y|z|x|y|z

lofty rapids
#

you want to cache it first but i was just showing it quick

indigo crow
#

So when i have this X|Y|Z|RX|RY|RZ|SX|SY|SZ and use this block i can get every value between | these?

dawn gazelle
lofty rapids
#

if you parse into array it will be an array with one, two and three as the items

indigo crow
#

ok. I will try and tell later if it works

indigo crow
#

Thank you so much @lofty rapids @dawn gazelle! It works now. Here is the script now

dusky cobalt
#

How does your logic for placement looks like? Like you click something? where is that?

lofty rapids
# harsh needle

check if is placement valid is false with a print string after the false of that branch

winged zephyr
#

Does world partition affect how beginplay is called or is that always on level start?

dusky cobalt
#

Is there any plugin or something that everyone uses when doing UI ? I heard something about pushing widgets back and forth or something like that? I'm asking because I have some hover logic that when I hover, I clear child, add new widget, but when I hover back, I want the widget that was before to show up again (in some situations). I can of course make it with variable save etc. etc. but maybe there is something already built in?

harsh needle
dusky cobalt
harsh needle
lofty rapids
#

because maybe it's not a valid spot

#

based on something could be wrong in that logic that determines that

lofty rapids
#

put the boolean back into the conditiong

#

but just off the false print straing hello or something

#

and when it runs if you see the print string on screen then the valid placement is false

harsh needle
dusky cobalt
# harsh needle logic?

Do you have logic that when you press button you spawn building at cursor location or something like that?

lofty rapids
#

connect this line

dusky cobalt
harsh needle
dusky cobalt
#

Make event with a key from keyboard and on this event Spawn Actor and plug location either from Cursor Location (you can store it in variable) or plug Get Closest Grid

lofty rapids
lofty rapids
hoary summit
#

need some way to check if there is solid ground under the enemy while paying a montage

lofty rapids
#

and change if your colliding ?

#

if it's red that means it's invalid so it won't drop

dusky cobalt
#

I mean if he doesn't have logic to spawn it it's not gonna spawn

harsh needle
#

@lofty rapids and @dusky cobalt, i am taking a brake from for a bit. be back later.

gaunt halo
dull sequoia
#

How do I line trace only for landscape collision?

gloomy stag
#

Anyone know how to stop and resume sounds when pauseing and unpausing games?

muted otter
#

I didn't use BP a lot and I have a silly question. I'm trying to implement in my C++ BlueprintNativeEvent function a Timeline but doesn't work. How can I do that?

frosty heron
#

@muted otter that's not an event but a function

#

Timeline may not live in function

muted otter
#

mmmm... in C++ I can create the _Implementation and add the timeline there, here how can I do it?

frosty heron
#

Right click add timeline

muted otter
#

but in the Interact doesn't show, that's why I don't get about bps

frosty heron
#

As mentioned above, you cannot put timeline in a function

#

Also BNE is an event? This looks like a function you make in bp instead of the BNE from cpp

dawn gazelle
muted otter
muted otter
#

then I have it here

dawn gazelle
#

It's because you've marked it with a return value, so then it's going through as a function rather than an event, and as ColdSummer already mentioned, you can't put a timeline in a blueprint function.

muted otter
#

oh ๐Ÿ˜”

#

I wanted to return a true if succeed, didn't know that would mean that timelines didn't work

#

thanks :)

frosty heron
#

The diff between event and function is that event can't return a value

solid needle
#

there was a blueprint node for bool input that would constantly tick when true and not tick when false, it was a white node but i forgot the name, anyone know?

frosty heron
#

Are you just trying to stop an object from ticking?

solid needle
#

oh i found it, while loop is the name

frosty heron
#

Da hell

maiden wadi
#

Loop is not quite the same thing as a tick.

frosty heron
#

Loop doesn't tick it all happend in one frame

solid needle
#

my bad, was looking for it but i got it now

frosty heron
#

As long you know it doesn't happend across ticks

#

Meaning if you have a vwey heavy loop, your game will get blocked until that loop is finished

teal vapor
#

I have a noobie ๐Ÿ†•๐Ÿ question I hope someone can help with. I have pickups in my game that are persistent actors I placed in the level, and when the game is saved and loaded, those same actors are spawned along with the actors that are saved, so I get duplicates now. Is there a way to load in the saved data and ignore the persistent actors in the level without deleting the persistent actors from the level?

broken lynx
#

Hey when I set the crouch half height, no matter what value I set it to, the height doesnt seem to actually change when playing. Does anyone know why?

#

Ive tested it by setting it to 1 cm height but there is no difference between that and the default 40cm

frosty heron
#

@broken lynx what doesn't change? I take it you understood that the height being changed is the capsule component?

broken lynx
#

Im testing it by having a tunnel that you cant enter when standing upright, yet if Im crouched, you should be able to enter it. However, since I cant enter the tunnel no matter what value I put in there, I could logically believe that the capsule hitbox isnt being scaled right?

frosty heron
#

you will see how big the capsule component is

broken lynx
#

Ok, give me a few min

broken lynx
frosty heron
broken lynx
#

Oh yeah I see it working now

#

Its a bit hard to tell in 1st person though

#

Ill just drag the camera outside the player for now

frosty heron
#

you can eject from the character by pressing the up arrow button

#

the button is just next or around the play button

broken lynx
#

oh neat

#

Ill use that next time

wet relic
#

when using 'add local rotation' nodes, is it possible to prevent or counteract the effects of yaw on roll?

broken lynx
#

But it does seem that the collision is a tad bit taller

frosty heron
frosty heron
broken lynx
frosty heron
#

that's one tiny hole to crawl into, make it a little higher maybe?

wet relic
frosty heron
#

just add the one you want

broken lynx
frosty heron
wet relic
#

even if it shouldn't be

broken lynx
#

Thats odd then

frosty heron
#

i can look at the code quickly maybe

broken lynx
#

Are you talking to me or the other guy

frosty heron
#

@broken lynx you

#

i found out the issue

wet relic
frosty heron
#
// Change collision size to crouching dimensions
    const float ComponentScale = CharacterOwner->GetCapsuleComponent()->GetShapeScale();
    const float OldUnscaledHalfHeight = CharacterOwner->GetCapsuleComponent()->GetUnscaledCapsuleHalfHeight();
    const float OldUnscaledRadius = CharacterOwner->GetCapsuleComponent()->GetUnscaledCapsuleRadius();
    // Height is not allowed to be smaller than radius.
    const float ClampedCrouchedHalfHeight = FMath::Max3(0.f, OldUnscaledRadius, CrouchedHalfHeight);
    CharacterOwner->GetCapsuleComponent()->SetCapsuleSize(OldUnscaledRadius, ClampedCrouchedHalfHeight);
    float HalfHeightAdjust = (OldUnscaledHalfHeight - ClampedCrouchedHalfHeight);
    float ScaledHalfHeightAdjust = HalfHeightAdjust * ComponentScale;
frosty heron
#

"Height is not allowed to be smaller than radius"

broken lynx
#

oh

#

thats a weird restriction

#

Well thanks for figuring that out though

#

Much appreciated!

thin panther
#

Not really. It has to at minimum be a sphere

#

:P

frosty heron
#

ahh make sense, capsule is just a sphere with height

broken lynx
#

What stops it from being a "crushed" sphere?

#

Ah wait I think I can visualize why

#

I can see why it makes sense now

#

just a little odd since it doesnt even look like a sphere at its shortest

#

Ill try messing around with the radius though

ivory spoke
#

Hey, I build a Prototype and come to the Point i want to have a save Game, Player stuff already working but I want to save world Data (items that have picket Up, objects / actors that have been placed) can someone give me a Tip to search for in this context?

frosty heron
#

so your item data can contain that number

#

For pre-placed item in the world, at begin play
Get Player -> Find Item In Inventory that have the corresponding guid

#

If found , destroy the item in the world

ivory spoke
#

What is about placed structures for example Houses

frosty heron
#

many ways, one way I can think of is to store the data of what ever you placed

#

it can be a struct with a list of the class that you placed along with it's transform

#

When game Loaded -> LoadPlacedActors
-> Spawn

ivory spoke
#

Sounds Like a legit solution.

frosty heron
#

well it works for me

#

not sure how the other wizard does it

ivory spoke
#

Okay, maybe someone offer us some other solutions.

#

Thanks for this

frosty heron
#

I have a room editor in my game, where I can place any objects in the room. Paintings, statues, TV, etc

#

each time an actor is placed, the info is stored in the save game object

#

when the time comes to load I just spawn those actor in the empty room and it looked just like when I last left the game.

ivory spoke
#

Wow the Savegame stuff will be more complex then i thought ๐Ÿ™‚

frosty heron
#

Not really, think about what you need to save to re-create the scene again

#

for me it's just the class of the actor and the transform of the mesh

ivory spoke
#

Yeah I will try IT tomorrow

#

Thanks ๐Ÿ™‚

spark steppe
#

as this sounds like a better solution than what i'm doing now (which involves destroying level actors on save load if they got picked up)

#

ah wait, i could imagine how.... setting them to editor only actors shouldn't cook them?!

frosty heron
spark steppe
#

yea that's what i do

#

but you gave me the idea to make a default save game, and convert each actor to editor only so they wont get baked to the map

#

the only problem might be cooking then, as they have to be specifically included as nothing is referencing them anymore ๐Ÿค”

frosty heron
#

the cpp wizards probably have better idea ๐Ÿ˜„

topaz condor
#

can someone review this for me, its for a door opening event. for some reason one the second pic which is my linetrace its not triggering close door

#

sorry the first pic was hard to see

frosty heron
#

obvious mistake on Finished pin

#

On Finished -> Set Door Open to True Then Set Door Open To False

#

like what's the point of that? you will always have the door set to false in the end when finished is triggered

#

There are a lot of things on top of that, I would change

#

perhaps you should disable interacting with the door when the door is currently opening or closing.
That or you want to open/close depending on the current state of the door (meaning, don't have the boolean on finished, but flip it right away)

#

^How can flip a bool value

topaz condor
#

Ya pretty much my goal is to stop players from spamming the door open and closed.

#

So on finished node how can I go about that exactly?

frosty heron
#

You can have another bool bIsAnimating

#

When ever you open or close, set animating is true

#

On finished set animation to false

#

As for your bIsDoorOpen you flip it on finished

#

Like the image I showed you

#

That's basically just doing, if doorisopen is true, set to false

If doorisopen is false set to true

topaz condor
#

Oh ok got it thank you

frosty heron
#

don't forget to add condition for the interaction. If bisanimating is true, don't interact with the door

gaunt halo
#

I have set up an event tick to get the location of the ball, I then want on the release of the mouse for it to get that location, so that if the ball hits the out of bounds trigger it can teleport back to the location it was. How am I able to get the mouse release to connect up to the get location?

frosty heron
#

print screen please

gaunt halo
waxen fog
#

How can I make a method that instantiates a player for each connected local gamepad at runtime
Currently I have this which spawns in the characters fine, but the player controllers dont seem to be linked to the gamepads even though I pass in the Platform User ID.

It only works if i actually disconnect and reconnect the controller, but I dont want to have to do this everytime

frosty heron
# gaunt halo

On Mouse released, Set Saved position to the ball current position

#

When out of bound Set Actor location to Saved position

waxen fog
#

What is the node to check if 2 strings are equal?

frosty heron
#

equal? But why are you comparing 2 strings?

#

it has it's uses, but I would use it as a very last resort when there are no other mean

gaunt halo
frosty heron
gaunt halo
frosty heron
#

the last picture does nothing

#

you are setting a variable to self

#

it's equivalent to

50 is set to 50

gaunt halo
# frosty heron

that makes way more sens, altough i just did that and it still teleports the ball off the map

frosty heron
#

I don't know what you did

#

send the pictures again

gaunt halo
frosty heron
#

print string the value

#

make sure it is saved and that left mouse button released is called

outer quail
#

Hi, why does the crash reporter not working? I already enabled it. The game crash and no crash pop up

gaunt halo
frosty heron
#

get rid of the delay and show print screen of the result of current position

#

make sure the variable doesn't get set anywhere else too

gaunt halo
frosty heron
gaunt halo
frosty heron
#

dont use level blueprint

#

abbandon that for good

#

unless you know what you are doing, it has some little use

gaunt halo
frosty heron
#

that is level blueprint

gaunt halo
#

So I can everything in the level blueprint elsewhere and they can still work the same way?

frosty heron
#

Sure can, you just need to know how to pass reference around.
One way is to place an actor blueprint that act as the manager in the level.

#

For your trigger box, you want to create a custom blueprint.

#

Problem with your setup right now is, level blueprint communication goes one way in blueprint. So you can't communicate from the ball to the level blueprint.

gaunt halo
frosty heron
#

Make a custom blueprint for the Trigger box call it, out of bound Trigger or w/e make sense

#

On Overlap -> Get overlapped Actor -> Cast to your ball -> Get Ball (saved location) -> Set Ball location to Ball's saved location

gaunt halo
frosty heron
gaunt halo
frosty heron
#

Gave all the answer at the top

#

You can get reference to the ball via overlapped actor in your trigger box

#

In plain English, if something is overlapping the volume and that something is my ball, get that ball saved location and set the ball location to the saved location

#

If you are struggling with references you might want to watch Matthew blueprint communication tutorial

queen dagger
#

hey im struggling to get my single player working

#

when trying to launch the game in single player i get this error

#

when i go to function

#

it should be pulling a pawn from the controller but im wondering why its not

frosty heron
#

Your controller simply don't have a controlled pawn at the time you are calling it

queen dagger
#

ok let me see here i mean it works in multiplayer

#

i thought if anything it would work in solo and break in multi

frosty heron
#

Doesn't change what the error says

gaunt halo
eager mantle
gaunt halo
# frosty heron Gave all the answer at the top

Thank you so much, i watched that video and understood it straight away haha. It now works, i just have to make it set the velocity to 0 when it teleports so it doesn't keep going forward

frosty heron
frosty heron
true obsidian
#

if i overide a BlueprintNativeEvent and implement it in BP, is there a way i can still call the cpp verison? i want both to run

true obsidian
#

how do i do that? i couldnt find anything even when i uncheck context

frosty heron
#

it's basically Super::

true obsidian
#

oh perfect tysm

livid flare
#

Hi anyone can help me understand the difference between starting a new C++ project vs adding a C++ to a BP project?

next hollow
#

One starts as C++

#

Legit the only difference basically

frosty heron
#

all your logic for input etc that comes with the template will be in c++

#

if you chose C++ project

livid flare
#

Thank you (both), I am asking to start a GAS project, I see someone start with a BP pj and then they create new C++ class, I don't get why they choose that route

next hollow
#

There choice.
Maybe they use the BP stuff of GAS, rather then C++, because they don't know C++, but can throw together tutorial videos to setup the basics for GAS

frosty heron
#

GAS need some C++ anyway, there's no way to just go pure bp with it.

livid flare
#

Hmm that's what I thought, so If I start with a C++ can I make things easier later exposing what I need as BP? Sorry for the silly question ๐Ÿ™‚

surreal peak
#

Yes

#

Idk if starting with a c++ project, vs adding a class to a BP project and turning it into c++ is any different. Def not in the long run but maybe they try to skip the default classes that get added via c++, especially if you use a template project.

next hollow
#

This is sort of both BP, and C++
But, Given what someone just asked about with BlueprintNativeEvent.

I see it in some random videos, or just from modding games that support modding.

Is there either a known or just a personal choice.
But, I see some games have fully blocked C++ code, then an exposed BP function.
But, why not just use the 1 C++ function with BlueprintNativeEvent

(You have like Use_Item, then a BP_Use_Item will get called.
But, why not just a Use_Item, with BlueprintNativeEvent?)

livid flare
#

Thanks I'm looking for something "simple" I guess, I'm not going to do any shooters using GAS, I'm looking for a "generic" template to do some multiplayer games, perhaps better start with a BP project?

#

@next hollow Thanks I'll give a read about the BlueprintNativeEvent

surreal peak
#

You'll need c++ for gas. Just go with an empty c++ one

surreal peak
#

Only calling an implementableevent at the end guarantees that your c++ code stays untouched

gaunt halo
surreal peak
#

If the blueprint designer/scripter/coder doesn't call the parent on that native event in BP, it won't call your c++ code. So in a lot of cases a native event is not a good choice. There might be cases where people could have used it and just didn't due to preference

#

Or maybe cause they wanted a clear cut, who knows

topaz condor
#

guys im going nuts lol, the first image is my door logic and the second is my character BP, for some reason my door takes forever to finish the timeline

livid flare
#

Hmm so better go for a C++ one, why starting with blank @surreal peak ? If I already know I have to use a TP Character, still better starting with a blank project?

frosty heron
next hollow
topaz condor
#

i have a float track thats 0,0 to 1,1

next hollow
#

(it has a seperate length value, its length is not defined by the data you put in it)

topaz condor
#

jesus.......

#

youre a genius thank u

surreal peak
livid flare
#

thank you too @next hollow !

gaunt halo
topaz condor
#

also this isnt a blueprint question but was wondering if anyone here had any experience on this. im using unreal dynamic sky in my game and i have a material i made to highlight my items when i interact with them. i added the material to the postprocess volume array material. The material is suppose to highlight the border of the item in white but the whole object just turns black. was wondering if anyone had this issue?

frosty heron
#

your speed should be how many unit it move per second

#

actually scrap that, not normalize

#

Get the Length of the velocity, that is your speed

real siren
#

Anyone got any idea how I should go about setting up a rope/cable that ties two character BPs together with physics?

gaunt halo
# frosty heron Get the Length of the velocity, that is your speed

I have got it to show a value, but the weird thing is it will show the max clamp power of 0.6 regardless of how long you hold it down and power up for. So if you click it the ball barely goes anywhere but it still shows 0.6, hold it down for a while it will fire the ball off but still show 0.6

vast sleet
#

Hi, how during game in editor come out from controller to see what happening to your character? Forgot how to do that

dawn gazelle
wise ravine
#

Hey how many different nodes are there in Blueprint?

dawn gazelle
#

At least 3.

wise ravine
#

In total, like all of them

dawn gazelle
#

Go through the source code and start counting.
There's gotta be hundreds if not thousands.

wise ravine
wind sentinel
#

Hello I have a question about culling.
I have a ship in my game that the player can sail around. However, the player can also walk on and below the deck. My question is whether I can make the assets below deck visible and invisible through culling, depending on whether the player is above deck or below deck. The ship is a blueprint actor, so I need a culling method that works within blueprints.

Every help is appreciated! ๐Ÿ™‚

frosty heron
dawn gazelle
# wise ravine where do I find the source code?

The point I'm trying to make is that it's kind of pointless to worry about the number of nodes that exist. It doesn't tell you anything useful, nor do you learn anything from it that helps you with programming or learning Unreal any better.

I can guarantee you that even if you do download the source code and try to start counting, you'll give up within the first couple of minutes as you realize how absolutely daunting of a task it is. You could theoretically create a program that could parse it, but then you're sort of wasting your time to gain no useful knowledge, and there's no point in keeping a checklist trying to "learn them all" as you may as well learn them as you come across the problems that they are there to help resolve, otherwise you're wasting time learning stuff you'll probably forget as they may not be used all that often and you have no context as to how they may be useful.

Instructions for downloading the source code can be found here:
https://dev.epicgames.com/documentation/en-us/unreal-engine/downloading-unreal-engine-source-code

wise ravine
dawn gazelle
#

"used most often" depends on the person using them.

#

"usable" is all of them.

frosty heron
#

Why does one even need to know? How will that serve you? You just get the node that you need, that's it.

dawn gazelle
#

Ok here we go... "BlueprintPure" usually something attached to a UFUNCTION() declaration to indicate a node that doesn't have an execution path and is executed every pull.... There are about 4600 of them.

#

BlueprintCallable, same but this time there's an execution path... About 15000 of them.

#

So yeah... Upwards of 19K standard "blueprint" coding nodes, not including events, delegates, etc.

wise ravine
#

wow

#

okay

frosty heron
#

read it maybe

#

the first one already say what it does

#

for interp, google it.

wise ravine
#

yeah i was looking for a more in depth personalized explanation ;-;

dawn gazelle
# wise ravine what do these 2 nodes do?

If you really want to know what nodes do, then you should download the engine source and get an IDE installed. You can then double click on nodes and it'll open them up in your IDE and give you the details of the functions.

wise ravine
#

thank you

dawn gazelle
#

Here's what "Find Look At Rotation" does for example.... Fun times.

dire scaffold
#

Hey guys, I have a problem that drives me crazy. I've done Gorka's tutorial on Top Down movement and attacks and I wanted to make both movement and attack to be looping actions, meaning if you held the buttons, you'd repeat actions on the fly. I've managed to successfully make it for the movement part, but when I tried to do the same for the attacking, it started doing weird things. Camera is jittering, player character turns into the opposite direction of break hit result. Maybe I am dumb but I legit can't find a fix for this.

#

I've tried to edit both spring arm and camera to ignore rotation but it seems like attack function forces spring arm to rotate anyways and it then snaps back to its base rotation

frosty heron
#

Invert your rotation

#

Gorka's tutorial tho ๐Ÿคข

wise ravine
#

Is there any reason this shouldn't work? Bc it doesn't

frosty heron
#

looks cursed as f

#

calling a function within it self

#

Interp is something you do over time, just place this function on tick

wise ravine
#

and why am I getting a white line here๐Ÿค”

dawn gazelle
#

Graphical glitch? I"ve never seen that before myself.

wise ravine
# frosty heron

doesn't work with tick, i dont think it's an execution error

wise ravine
frosty heron
#

it's something that happend over time

dawn gazelle
#

And that should happen every frame if you want it smooth

frosty heron
#

if you get this idea from youtube, make sure to ban the channel

#

dude doesn't know what he is doing

wise ravine
#

alright well the object still doesn't rotate

dawn gazelle
#

Otherwise, the logic there looks sound. When the player overlaps with the box, you want this actor to find the look at rotation to that player, and then rotate towards that rotation over time.

wise ravine
#

yea

dawn gazelle
#

Is the breakpoint hitting?

wise ravine
#

yea

frosty heron
#

do you get any error message?

wise ravine
#

nope

frosty heron
#

no accesses none?

wise ravine
wise ravine
frosty heron
#

you never seen an error msg I guess

wise ravine
#

guess I haven't

frosty heron
#

is the static mesh the camera?

wise ravine
dawn gazelle
#

OH

#

You're using the Actors Rotation in the function there.... You want to use the Camera's rotation.

wise ravine
#

ohh

#

really?

#

how does that work

dawn gazelle
wise ravine
dawn gazelle
#

I like it already.

wise ravine
#

yea

meager acorn
#

Hi, does anybody know why find session fails? I tried open ip:port and it worked, but find session doesn't

frosty heron
meager acorn
#

thanks, going there

frosty heron
#

that aside, I would just use steam

wise ravine
#

I think the issue is that the center of rotation is at A, and it needs to be at B, and A needs to be fixed

dawn gazelle
# wise ravine

Ok, so now you probably want to augment the location. Right now its using the arbitrary point of the static mesh. You probably want it to use the the point of the actual camera lens.

wise ravine
#

yea exactly

dawn gazelle
#

๐Ÿ™‚

wise ravine
#

gotta go back in blender and reset the pivot point then

frosty heron
#

a socket might do the trick

wise ravine
#

socket?

dawn gazelle
#

Yea, you could even put a child scene component on the camera and use that, just move it into place.

dire scaffold
# frosty heron Invert your rotation

Yeah but still, camera glitches all around despite having its rotation ability removed for both spring arm and camera. It's like the event forces the camera to be behind the character for a split second

fluid wraith
#

Hi guys
So, it seems to me, that if you use hard references to an object, it loads the whole thing into memory, including all dependencies, parents, etc
Does that also include all the textures, practically negating texture streaming?
Is there a reason then why most nodes do hard references out of the box, rather than soft references?

frosty heron
dire scaffold
#

I will try to do this off top down template lol

#

Maybe there it will work

wise ravine
dawn gazelle
# fluid wraith Hi guys So, it seems to me, that if you use hard references to an object, it loa...

Yes.
You need a hard reference to properly utilize it otherwise it's just a path to the asset and rather than having every function attempt to async load whatever object it may be getting fed in, you're the one that needs to manage when that asset gets loaded so you can properly pass it to the functions that need to utilize it.

The way around this is to have everything you want to use as soft asset references (as variables) and have a base class of that object that is the one you pass around that has none of these variables defined, preventing anything else that references this object from loading anything but the class itself. Then you have the actual actor you will spawn that defines all those variables, but can still properly be accessed and referenced by everything else through its base class.

wise ravine
#

physics constraint isn't working :/

fluid wraith
frosty heron
#

that's outside the scope of tutorials

dawn gazelle
# fluid wraith Hm I kinda wish more tutorials mentioned or used soft references then, to be hon...

Well, for example, most tutorials won't go over it as it's secondary to what you're attempting to do within the tutorial and they're not there to try and teach you about using memory management, they're trying to show you how to make a feature and it's just easier to show you using the standard hard refs. Memory is definitely an issue, and yea, it usually becomes much more important the larger your project is,

fluid wraith
frosty heron
#

you are not the only one, my old game is ruined with hard refs everywhere and a data table with hard ref

dawn gazelle
#

I was in the same boat, took me a while before I understood why one would use soft refs.

frosty heron
#

After 12 minutes of doing stuff, I can no longer right click in my blueprint to pull nodes due to out of memory.

fluid wraith
#

Oh it's really funny how common it is then lol

frosty heron
#

consider your self lucky that you discover it this early ๐Ÿ˜„

fluid wraith
#

Oh, only 4 years in, early enough

dawn gazelle
#

Add a scene component to the actor, child it to the camera, move it to the position you want (like the front of the camera)

distant skiff
#

is there any way to further change the settings of the editor billboard for actor blueprints? I want to change its texture and make it always draw on top

dark drum
outer quail
#

Hi, my packaged game won't go into MainScene(level), it just crashed every time. I have already include the level in the settings

dark drum
outer quail
#

only this button

dark drum
dark drum
woven turret
#

Using UE 4.26, is there a good way to force the Construction Script of an Actor to update while in the editor using Blueprints?

  • I've got an Enum for a time of day system where I can toggle between Night and Day via another Actor in the level

  • This preview setting sets the lighting conditions to what they would be when the time of day automatically changes while in-game so I can edit the level and see each lighting setting appropriately

  • I have code in the construction script of light BP Actors around the level that also turns on or off a PointLight, Niagara VFX, etc automatically in-game when the time of day changes, however in the editor I also need this to happen.

  • The problem here is that the light Actors don't update and run their construction script to do this until I select each individual light Actor, so I'd like to know if there's some sort of Blueprint Node I can run that will update the Construction Script while in the editor, thanks!

Edit: I just thought of a better way to do this that works great ๐Ÿ‘‡

  • I've now created a function within my time of day Actor that I can call in editor as as button, which loops through each light Actor in the level and runs the appropriate function to turn them on or off in the editor ๐Ÿ˜„ Can't believe I didn't think of this before
tough osprey
#

I thought the Impact Normal of Out Hit on a Line Trace For Objects would be the normal of the surface that was hit. But it's just the inverse of the direction vector of the trace... Is that right??

tough osprey
dawn gazelle
# wise ravine then what?

Then you should be able to use the scene component location as the location in the look at function. The rotation you would still want to use the camera's rotation.

outer quail
ivory spoke
#

Hey, Last night I ask for strategies of save and load assets in the world ( items, trees, Stones, buildings etc.) @frosty heron offer a way with fguid to Check objects to Spawn / remove on loading. Maybe someone hast another solution / strategy?

dark drum
dawn gazelle
# wise ravine something is still off

The camera mesh appears slightly rotated downward here despite the rotation values appearing to be 0. For this to work right, you'd probably need your camera mesh to be perfectly straight with the axes.
In your 3D modelling software, ensure your that the camera is positioned in such a way that 0,0,0 would be your desired pivot point.
The last thing I'm not sure about, it looks like the camera may not be facing the X axis to begin with? Usually that's what is considered "forward" and could be throwing off the calculations.

rapid knoll
#

Is this Discord channel ok with people asking for help? I'm new to Blueprint and need some help

wise ravine
#

now i gotta clamp the rotation๐Ÿค”

ivory spoke
# dark drum If the actors are being spawned dynamically, GUID's are pretty much the way to g...

I will have both ways, the Player can place actors, destroy / harvest actors. Also I want to pre populate the world with actors (trees / Stones that can be harvested) also place items for Players that want to Explorer the world. There will be more Levels (a Player owned Level, and multiple Maps and Dungeons (thats the Vision, actualy I build a Prototype with all concepts and mechanics in small scale)

rapid knoll
# wise ravine Yup

Awesome. I'm trying to change the ColorLookUpTable (In PostProcessingVolume under Color Gradin, Misc) in my scene in real time using the number keys. So 1 for LUT1, 2 for LUT2, etc. (6 in total). I've come a far way with ChatGPT, which helped me before, but now it's not working and I don't really understand why...

#

Let me send some screenshots..

#

I can also hop on a call

#

If anyone has time

#

These are the input keys going to the Switch LUT function (which is a function I made that doesn't seem to work)

#

This is an Array, I have no idea what it is but ChatGPT told me to make it. It includes the various LUTs I need

#

This is the Switch LUT function

#

I suspect the problem is that that Post Process component has nothing to do with the PostProcessVolume in my scene, but I don't really know where to go from there

#

I'm completely new to this stuff

wise ravine
#

Hmm I wouldn't use chatGPT to help you with code

rapid knoll
#

hehe..

maiden wadi
#

For starts that MakeArray needs to be copied into the function you're getting an array element and used instead of that array that is probably empty.

wise ravine
# rapid knoll hehe..

even tho I have, and it can be helpful. It also tends to make some stuff up sometimes

rapid knoll
#

Yes I've noticed, even with my non existing knowledge of programming

rapid knoll
maiden wadi
#

It doesn't make stuff up. It copies things other people have said. And people say stupid shit.

rapid knoll
#

And then just delete it from the even graph?

#

This good?

maiden wadi
#

Delete the set node. And plug the MakeArray directly into the Get.

rapid knoll
#

ok

#

So how does it know that the Post Process component, or whatever it is (variable? I don't know), is connected to the PostProcessVolume in my scene?

#

@maiden wadi Oh my god it works ๐Ÿ˜‚๐Ÿ˜‚

#

It actually freaking works ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿฅน

#

Thank you

#

How??

#

This did the trick

#

I don't understand how you knew but thank you so much, I have an important deadline Tuesday and this is a nice break for me, I'm so happy

#

Why did that work?

#

More importantly, why did ChatGPT tell me to do it the wrong way

#

And why was that way wrong

lofty rapids
#

because chatgpt is a shitty programmer

rapid knoll
#

I notice

#

But to be honest I'm amazed he can even sort of do it

#

He helped me with a much simpler problem, and after some probing he actually told me the correct way of doing it

#

or it I should say

#

And even here, it was just wrong about 2 things

#

Which is mind boggling to me, I don't udnerstand how an LLM can program, since they have a lot of difficulties with math and logic

#

But that's offtopic so I'll stop

placid bloom
#

I mean it just regurgitates whatever unreal info it has in its outdated training data

rapid knoll
#

Maybe, I'm new to BluePrint so that probably explains why I'm so impressed

#

and new to programming at all

rapid knoll
kind estuary
#

Everytime i open my project i have to refresh these 2 nodes. How can i fix this problem before it affects my sanity?

maiden wadi
kind estuary
#

I tried everything

#

remaking the nodes

#

refreshing refreshing

maiden wadi
#

Can you go to your struct and do a View References?

#

On the struct asset itself in the content browser I mean.

#

I'm assuming you have a circular dependency.

kind estuary
outer quail
#

Hi, so I set additional launch parameters then I run standalone game and this popup. But when the game crash it close the popup, and I did not managed to read the error, where can I access the log?

maiden wadi
#

Is there anything both on the left and right side that is the same class?

kind estuary
#

there's a ton of classes okay ill check it

maiden wadi
#

Usually this happens when the struct is needed by a thing, but the struct also references that thing somehow. So you end up in a case where something loads the struct first, and the other thing cannot and thus the struct is invalid at first load causing the BP to error out until opened and compiled now that all three are loaded.

kind estuary
#

but there are like 20 classes on the left

#

so could it be that they have something inside them?

#

because this follows a hierarchy

maiden wadi
#

What all is inside of that struct?

kind estuary
#

so could be something up in the hierarchy

maiden wadi
#

It's properties

kind estuary
#

the problem is refreshing the damn nodes everytime i open the project

#

can be annoying

#

i also noticed this one:

maiden wadi
#

Yeah. Cause it's valid once everything is loaded.

#

But what is inside of the struct itself?

kind estuary
#

never seen this

kind estuary
#

and 4 other structs of different types inside it

#

i can try to find out by elimination

maiden wadi
#

I would start with anything that is a reference or a class.

kind estuary
#

make back up and then start chopping the struct

#

until it stops complaining

maiden wadi
#

Pointers and class properties are likely the issue if I'm right and it's a circular dependency issue.

wise ravine
#

Hey how do I get lights like that?

faint pasture
timber crystal
#

Hellllooo!!!

Waht im trying here is to say "Hey if you get 2 times a hit and your shild life is on 2 you need to have after the hits a value of 0 in the shild life float"

but waht happend is that it gos to 0 after 3 hits but why?

shild life is on 2
enemy damage is on 1

It needs to be:
2-2 = 0

so you can see that he is still in his block mode even if he haves no shilds anymore...
(Red pic is get DMG)

kind estuary
#

i think ill refresh it everytime i open the project

dawn gazelle
timber crystal
lofty rapids
#

shield*

timber crystal
#

same problem with ">"
OK i try another check

ohhhh engage HALLLOOO ๐Ÿ˜„
thanks ^^

lofty rapids
#

it doesn't print string 0 ?

timber crystal
#

no only after 3 hits

lofty rapids
#

so when it gets < 0 it should print the string

timber crystal
#

so i dont know how to build with that a good check node because i need to check after it prints the 0

timber crystal
dawn gazelle
# timber crystal no only after 3 hits

That's because you're not checking immediately after damage is done if there are still shields or not. The third hit is what is finally triggering the event to check if you have any shields.

lofty rapids
#

and it looks like it's taking health properly so it is running

outer quail
#

What is this error?

timber crystal
dawn gazelle
#

Yea

timber crystal
dawn gazelle
# outer quail What is this error?

Assertions are validations that make sure something is true otherwise it forces a crash. Looks like you may be trying to execute something outside of the game thread that isn't meant to be run outside of it.... It's mentioning some UI stuff there, perhaps you put something on the PreConstruct event in a widget which can run at editor time?

outer quail
#

thank you

slow bolt
#

Hi all. I finally got around to studying Niagara... Previously, I created the asteroid belt through creating instances. When assigning rotation to each instance, the FPS dropped to almost zero (4000 instances). Now Iโ€™ve created approximately the same thing using Niagara. Also 4000 particles (I think, I'm not sure, maybe 8000). FPS is a little better. In the video, the inner ring, this version with instances (rotation disabled), is called โ€œAsteroidsโ€, and the outer ring is โ€œBP_Asteroids1โ€ - this is niagara. Please tell me, is it possible to somehow optimize the scene? I'm going to combine - most of the asteroids will be made instances without rotation, and a few created by Niagara with rotation.

real siren
#

is there a way to easily switch between CMC and physics based movement on my third person character BP?

#

without needing to create a whole new BP class deriving from Pawn instead

ruby egret
#

Anyone know how to fix their game instance not working in their packaged game? I looked it up and a forum post said that it could be that it could be an old game instance class being called in the defaultengine.ini but the name and file path are correct. My project settings are hooked up to the right game instance and it works fine in the editor. I've been trying to fix it for the past 6 hours and I'm completely stumped.

#

Just some screenshots of it to show I'm not going crazy

outer terrace
#

so i know widgets cant use timeline so i was trying to figure out a way of doing a ghost trail for my HP bars. I figured this was low cost for tick... but my tick function isnt even triggering

#

its clearly on screen and all the other events including receiving delegate broadcasts are working from GAS so idk why this tick isnt firing

#

tick frequency is set to auto. and its clearly in bounds