#blueprint

1 messages · Page 187 of 1

ruby apex
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What does it even mean...

twilit granite
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Does Common UI or Unreal itself have an implementation of RadioButton or something similar?

astral pine
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Is there a way to get a text representation of an event graph? Or some sort of pseudo code?

tame pecan
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that's the worst thing with BPs, not diffable

astral pine
near wolf
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Hi, Can someone help? My character is being spawned far away from the map and I'm trying to understand why. How can I use a PlayerStart to select the spawn location?

astral pine
astral pine
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Or is that not a thing?

tame pecan
astral pine
tame pecan
astral pine
tame pecan
astral pine
tame pecan
# astral pine Correct

You can only do it with stuff from the content browser, unless you write a tool for it

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And don't use the level BP.

astral pine
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Ya, I'll eventually use it on a BP func library

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Just was curious

tame pecan
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It'll just show the vars of said BP

astral pine
bright dove
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Hi does anyone know how to make the camera stop following hmd device in Collab viewer VR template. In the normal VR template I have an option to disable lock to hmd but I can’t find something similar here

devout oxide
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Asking here as well.
Is it possible to debug blueprints in an Unreal build?
I know you can attach to process from the IDE to debug the code when running a build, but not sure about BPs

full venture
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is there a way to make this async load stuff work without c++? completed callbacks get last DartPart param that event was called with, breaking the intended behavior obviously

eager python
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Anyone able to explain why I get multiple loops of output to my console log when I compile a non-looping blueprint with only one actor placed in the level? I've Googled it and only been able to find conflicting or uncertain information. Most reasonable answer I can find indicates that UE thinks there are multiple instances of my Actor, but it doesn't go into more detail than that.

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And even then, that answer wouldn't explain why some instances are listed multiple times per compile.

south raven
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Hello I'm trying to do something strange, when user grabs a component and removes it from the collision in the image I'm uploading I want to do something/function/rest of the Blueprint. Now I know I have to use OnComponentEndOverlap but I've used this method with different Blueprints. For example I had a keycard system which when player grabs and brings BP_Keycard to BP_Door's box collision(which is the scanner) it opens the door by using Other Actor, but I couldn't figure how can I use it with the mesh that I've already have in the same blueprint.

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this is my BP_Door's event graph

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or is it possible to use with mesh at all?

frosty heron
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the order is unreliable here, it is what ever get loaded first, pretty much

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You can probably do this with a component. Create a new component and do the async load stuff there and bind delegate on completed

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otherwise use CPP and make use of Handles

full venture
tropic peak
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building a simple game clock/calendar/daynight cycle. I have this bit to update the minutes variable, and when I'm inspecting the values in the bp they are changing but when I check the actor in the game level and its variable details it's not updating at all.

frosty heron
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The code will let you load the last one that you set. Because if it's currently loading something, we just cancel the process and start loading the latest soft ref. This is done by getting the handle which isn't exposed to bp afaik

frosty heron
tropic peak
frosty heron
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Aside from that the code doesn't make sense to me

frosty heron
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Type tick in detail panel and look around.

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Then print strings delta second to see the value

tropic peak
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oh yeah. start with tick enabled is checked

frosty heron
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Print string the delta seconds then

tropic peak
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I'm printing and it's fine

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but it doesn't reflect in the variable value in the editor when the game is running

frosty heron
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And don't rely on watch, they r pretty buggy. I never use it my self

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Just look at the print string and move on

tropic peak
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well at some point I will want to adjust it manually to test the daynight cycle stuff

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but I guess I can do that in a different way

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also, what was the node that could combine multiple inputs into one string output?

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i'd like to get ss:mm:hh printed out together (for now)

frosty heron
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Delta seconds is the time it take between last frame and current frame.

So you can get time by doing

Time = time + delta second.

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Minute is just time / 60

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I would just use the in built date/time variable for this.

tropic peak
frosty heron
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Get seconds/minutes/hour or something you will have to look at it

tropic peak
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I think it's just a matter of storing the data, it works with separate ss:mm:hh variables too, but I guess DateTime is cleaner

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however for some reason can't add the values to it yet

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Am I updating the values of CurrentTime the wrong way or something?

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if seconds >= 60 -> add 1 minute to currentTimeMinutes

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oh well I'll just stick to the separate variables for the time being. this is a little too confusing.

dusky cobalt
quaint ravine
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Do Input Actions work inside CineCameraActor event graphs? The BP is compiling but when I go into gameplay the controls don't seem to work.

tropic peak
cerulean mango
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Hey, I would like to make a "fear" bar system, what I mean by that is a gauge that increases depending on the number of enemies and the distance, if for example an enemy close to the character is filled the bar at 50% I would like 3 enemies rather far away to fill the bar at 50% too. My first idea was to do a get all actor of class of my enemies and then compare the 2 distances, the problem is that it would have to be done in the event tick and in terms of performance it would be catastrophic

tropic peak
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onoverlap

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make a sphere around your character and spheres around your enemies. when enemy sphere overlaps the player sphere it adds +1

lofty rapids
frosty heron
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Get ref to your enemies, loop and check on tick. You shouldn't get any "catasthropic" performance issue.

Your assumption must have been based on youtube myths.

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Checking the distance ? Tick

Fill up bar? Tick

lofty rapids
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i mean get all actors of class on tick can be tough if you got a bunch in the level

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seperating them with a collision box that surrounds player sounds better

cerulean mango
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I don't have much enemies in my level, something like 10 or 15 but the map is huge, with a lot of asset

frosty heron
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Just get a ref to your enemies. Store them in array or w.e. you shouldn't get any performance issues. If you do profile it

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Then don't matter

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You are only getting actor of the enemy class

lofty rapids
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what if you have 200 enemys, and you calculate all the distances

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sounds inefficient

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ig it doesn't matter but would probably see performance boost if you have a lot of enemies with some sort of proximity

frosty heron
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200 enemies you do be looking at other things to optimise

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Animations, material, etc

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Just profile and check your fps

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Im looping thru 30 enemies, I didn't lose 2 fps

cerulean mango
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@engage my map is kinda big, is that not a problem cause the overlapping sphere will overlap a lot of actor

frosty heron
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Doesn't matter how big your map is tho

cerulean mango
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it was more to say that the spheres will be huge and that there will be a lot of actor overlap

frosty heron
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Meh

cerulean mango
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But thanks you guys for your quick reply i'll try both solution anyway !

frosty heron
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How big is your overlap, a dome?

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And even then prob no performance concern

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Just try it first, if no performance issue. Don't micro optimise

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Ppl get sacred with even line trace on tick

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Which is relatively cheap

tropic peak
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you could also shoot line traces from enemies towards your character and check their length I guess

tropic peak
lofty rapids
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i do a lot on tick and it's pretty smooth

cerulean mango
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I was kinda scared cause i have arround 70fps on viewport ,it's the first time i'm working with a bigmap( the same size has the openworldmap template)

tropic peak
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having something like this to have a button to set the time to "h:18" should work out of the box or do I need to put that function somewhere in the event graph of a blueprint?

lofty rapids
cerulean mango
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Yup i'm working on it ! 🙂

lofty rapids
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if your sphere is huge and just about the size of the level then idk if that would be more efficient

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the point was to try and get the loop to be smaller

glass reef
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Could someone please help me with this? I have a bodywork that is like a child actor, everything works correctly except that it seems to have a “tick” at some moments, I don’t know what could be causing it, if anyone knows about the subject I would greatly appreciate the help

lofty rapids
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oh i c it's glitching

glass reef
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There is like a momentary delay at times in the bodywork, if you look at the video you can see that there is like a strange movement in this

lofty rapids
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it looks like i have seen the spring arm collision glitching ?

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but it's just a guess

glass reef
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I don't know what it could have to do with it but here it is.

lofty rapids
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is do collision test checked ?

lofty rapids
tropic peak
glass reef
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ah, no no, it's a problem with the physics of the bodywork, I've already tried most of the configurations that I know but nothing works, tick group, constraints, configurations with the collision, substeps, I really don't understand what it could be

lofty rapids
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did you try to uncheck do collision test ?

glass reef
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of the spring arm? yes, I just did it, it doesn't work either 😦

lofty rapids
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hmm

glass reef
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I could package the project so you can see what it could be, I have no problem with that

lofty rapids
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well the video is enough, i know very little about physics

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the only thing i could of thought was that spring arm colliding

glass reef
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I remember that I had the same problem with version 4.27, my solution was to put the bones of the bodywork in the base mesh, that is, that of the vehicle, but it doesn't seem to me to be the correct way

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I'm sorry if I'm not understanding anything, I'm translating this to comment haha

glass reef
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ok thanks

trim matrix
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Hello, how can I replicate 'MaterialParameterCollection' for multiplayer? I've been trying for 2 days and couldn't find any solution or resources. Can you help me?

maiden wadi
trim matrix
maiden wadi
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Did you set it on the server?

trim matrix
faint pasture
trim matrix
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right?

faint pasture
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But it's not that hard to move systems to C++

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it's the glue code that's annoying to deal with in C++

final berry
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Hello! What is the best way to do a nullcheck in blueprints for an actor variable? 🤔

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This one?

lofty rapids
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IsValid is pretty good, theres also the not pure one

waxen fog
thorn fiber
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Anyone ever encounter a component not saving on a blueprint? Aka there when you add it but after saving, closing editor it is gone.

lunar sleet
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Could be some form of bp corruption. Is the bp a character ?

thorn fiber
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yeah, from the 5.4 FPS template C++ version

lunar sleet
thorn fiber
lunar sleet
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Either way, try remaking the char bp. And if using cpp, make sure hot reload and re-instancing are disabled in settings

thorn fiber
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Yeah if I make another pawn it does seem to save it there

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and if I add the component via C++ via the Characters C++ class it shows it there and the regular BP added way shows up then as well

lunar sleet
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Prly just bp corruption from a hot reload then

maiden wadi
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Sounds like load order issues of some kind, somehow. EG component not available when BP is loaded, so not added?

meager acorn
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ok, so im very confused. I'm trying to package game with exclude editor content. I don't use anything from editor but i got this problem:

UATHelper: Packaging (Windows): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
UATHelper: Packaging (Windows): Source package: /Game/ThirdPerson/Blueprints/Assets/Terrainmat
UATHelper: Packaging (Windows): Target package: /Engine/EditorResources/S_VectorFieldVol
UATHelper: Packaging (Windows): Referenced object: /Engine/EditorResources/S_VectorFieldVol

but in that material isn!t anything like that

remote meteor
meager acorn
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I already did but still same

devout vector
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DOes anyone know how i can make this work? im working with VR and im trying ti make it so that if you;re overlapping with the poster AND grabbing on the controller, it deletes the actor

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im very new to unreal so im kinda noob

hollow arch
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I want to show the amount of money I have to each of my widgets. I have a integer variable (money) that's binded to text. How can I commicate this to my other widgets by using other binded text on the other widgets.

Ive tried to research widget/blueprint communication but every video just shows a player character casting ui method and I dont have that. My game doesnt have a character. (its 2d with a bunch of images and buttons)

I am new to unreal engine, so hopefully I am thinking in the right direction, and hopefully my explanation made sense.

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Left - money system that gives you auto money for purchasing a multiplier and it subtracts the amount purchased from the total.
Right - integer var (bacoins is the money) binded to text

lunar sleet
maiden wadi
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Even in a fully UI game, UI is still the same as like a particle, or decal. It's visual and should not hold gameplay critical state.

eager thicket
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Need help! I like to organize my UE static meshes into folders that I then collapse. However, if I select a static mesh in the world, it automatically uncollapses that folder in the outliner.

How do I turn this off? It's so annoying and it makes keeping the outliner clean and easy to manage impossible

dreamy mountain
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hey, trying to launch a blueprint character using the launch character node but it doesnt launch anything but the player. any help?

lofty rapids
lofty rapids
hollow arch
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alr ill try that

tropic peak
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I'm missing something. My time system starts from 00:00:00 whenever I launch the game and increments the seconds/minutes/hours properly. I wanted to have a "button" to increase the time by 1h each time I press it for the purposes of testing my daynight system. The button does in fact increment the hours by 1, but after I restart the project the variable values in inspector don't reset and start from 0.. what am i doing wrong?

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the same issue - the variable doesn't update in the inspector for minutes/hours/seconds like it does "behind the scenes". am I missing some variable setting/parameter or something?

rose crest
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Hi. Any idea why groom binding doesn't work?

flat raft
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How does BP deal with Circular Dependency ? For example Gamemode <- PlayerController <- Gamemode. I took a look at Lyra and Cropout, and they don't seem to mind this kinda dependency.

abstract terrace
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IIRC, the engine didn't support that many versions ago. It was later added and is primarily handled by the underlying loader. Do you really want the gory details?

flat raft
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LOL, no.... i'll let the engine handle it

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just making sure I won't have complie errors when I go to publish my project

somber elbow
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Hey guys! I want to replace my score digits with fancy images with digits. But i cant find any information about it. All i can find are youtube videos about setting up custom fonts. But i need this. How should i google it? Maybe it has specific keywords? I do understand i should tell untreal somehow that 1 = image with digit 1 somehow. But i dont know how. Do you have any ideas ore experience in such things?

broken wadi
thin panther
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you don't replace a font with individual images, you only see custom font stuff because that's how you do it

somber elbow
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@thin panther the thing is that if you use font it jist white black text. You can color it but what if i want digits like these?

somber elbow
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i know it sounds silly, i ve just never worked with fonts before in unreal

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so how can i onvert these separate images into a new font?

thin panther
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There'll be plenty of guides for font creation online

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It's not something I have experience with personally, never needed it

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I just know you can

broken wadi
# somber elbow

You can use them as a sprite sheet, but if you want a real font to handle variable text then you need to use an actual font file type.

somber elbow
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but overall its possible to convert this images into fancy font with digits and it will be like UNCLE SAM above?

thin panther
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It should be afaik

somber elbow
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so i should google pipline of turning my pngs into font?

broken wadi
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Converting images (with watermarks) into a font seems kinda sus. Why not just buy the font?

somber elbow
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i just spent the whole day asking ai how to do that and it suggested me to create dynamic material and bind it with digits

thin panther
somber elbow
broken wadi
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ahhh

somber elbow
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i have my own images

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ok, i got the direction to move

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thank you guys!

dreamy mountain
eager python
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...and my Blueprint is corrupt again

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Is this a common thing that happens?

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Twice in 3 days

broken wadi
dreamy mountain
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yep

rose crest
broken wadi
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They should not be simulating physics...(I think)

dreamy mountain
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they are

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because i want them to move when the player shoots them

frosty heron
fleet trail
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hello I add a boat at my project and it can swim at ocean but I wanna move it with left click button. I tried many things but I couldnt can anyone help me about that ?

fleet hemlock
fleet trail
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actually I want click and point + holding left click both

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they will be there, but the choice will be in the hands of the user.

fleet hemlock
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so you want the boat to either be able to path to a location that you set by clicking, or you can control the boat yourself by using the mouse to steer it and left click to move it forward?

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am i understanding this correctly?

fleet trail
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yes yes both of them

ivory spoke
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hey, I want to spawn rnd amount of items (actors) after a stone is destroyed

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the items should dropped like a "fontane"

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so a bit pushed in diffent directions

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maybe someone has a tip how to do such stuff?

fleet hemlock
# fleet trail yes yes both of them

okay, so the pathing would be some sort of ai, so i'd recommend you look in #gameplay-ai or look for youtube tutorials on that. as for the second option, the most basic thing i can think of would be rotating the boat alongside a camera that your mouse controls and then adding impulses to the boat actor. There are also most likely good tutorials on that on youtube as well, but that's the first thing I thought of.

astral wyvern
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Is there a way to set multiple values in an array without having to chain them like this?

fleet hemlock
fleet trail
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probaply my blueprint mistaken

ivory spoke
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I have all of this, only the velocity stuff is missing

mild jacinth
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question about this "LineOfSightTo". How can I modify the radius?

frosty heron
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Though if you have something like socket one, socket two socket three .... socket six, it sounds like a design problem.

ivory spoke
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@fleet hemlock haha, my actually test was funny now the mesh of the actor are flying around but the widget (loot text) hanging around on its origin

fleet hemlock
# ivory spoke I have all of this, only the velocity stuff is missing

there's a way you can make a velocity vector from floats, and then you can hook up random floats in range blocks to the three pins so you can have "random motion". Or you could have one motion (that looks like a fountain) and then have the velocity be rotated around the yaw axis. So you'd get the fountain motion but have the items go in different directions.

You might have to enable gravity on the actors for this effect to work tho, idk.

flat raft
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@astral wyvern

tawny nebula
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how would i add a boost jump for when my character shoots his weapon in the air?

ivory spoke
astral wyvern
ivory spoke
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this is my itemspawn function

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I have a random for loop

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where 2-5 items are spawned

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but they stick together

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xD

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i can loot the items 5 times but they stick together

fleet hemlock
# ivory spoke but they stick together

sounds like your items can collide with each other, try looking into your collision settings for the items and maybe even add a specific category just for items, where they can collide with all the normal stuff but can't collide with each other (use ignore, unless you're planning on doing specific things when the items collide, overlap doesn't really do much for you that ignore can't)

ivory spoke
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ah

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ignore doesnt work with force

fleet hemlock
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oh

mild jacinth
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how can i set parent socket for the camera actor inside character blueprint

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when there is no skeletal mesh in the first place for the mesh so ithas no sockets either to recognize

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like if I have a parent character class, and child class needs the camera to be attached to the head socket. for some reason I cannot modify the child parent socket

ivory spoke
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in my head this stuff was so easy 🙂

ivory spoke
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its not perfect but at the moment the best way

crude helm
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is it possible to add sub levels to a main level dynamically?
I mean, you start with only the main level, and at runtime it spawn a new sublevel as part of the main level

most stuff shows sublevels and level streaming from the editor as static, I would like to make it more randomized.
Currently I'm spawning a blueprint, and the blueprint itself is the level, which I guess has the same effect

dusky cobalt
# crude helm is it possible to add sub levels to a main level dynamically? I mean, you start ...

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crude helm
dusky cobalt
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you want it to be procedurally generated?

crude helm
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yes, that is what I mean when I said I'm using blueprints as the level for now.
I make my main level, which is just empty with sky, then I have a blueprint that generate the ground, and use some pcg to add other blueprints around, like hose and other stuff.
which will be the entrance for the next level, but for that I need to dynamically add the levels as sublevel to the main level.
At the editor time, the main level is blank, has nothing in it.
everything leaves at runtime

broken wadi
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"blueprints as the level for now" that isn't a level, that's just a blueprint.

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It's a blueprint that generates a bunch of stuff to make up what you'd call a level sure, but it isn't technically a level as far as ue is concerned.

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But if you were to make empty levels with those blueprints inside of them then you can follow that tutorial and just instead of hard coding the level name you can replace it with a variable, but you'd still have a finite set of levels.

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You'd still have to save the levels as something like "level1", "level2", "level3" ... etc or whatver naming convention makes the most sense.

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@crude helm

fiery oriole
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does anyone have experience with making crafting recipes only appear in the crafting ui when the player unlocks them? i tried adding a IsUnlocked bool to the struct for the recipes but i must be implementing it in the wrong spot because it turns all the recipes on when unlocking one

crude helm
strong lodge
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So I'm having a weird problem, for some reason when I remove the repetitive eqs query and add the one time one, it works, but like this it fails. Does anyone have any ideas? (also also do ping me if you have a response please)

broken wadi
strong lodge
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gotcha thx

autumn pulsar
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What's the proper way to set up a timer in UE4? I'm trying to have an elevator wait at a station for a period of time before returning back to the previous station.

https://i.imgur.com/gLA2GTs.png

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Not sure if this is correct

broken wadi
spark steppe
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I was about to try your plugin, will this work in packaged builds, too? I've noticed that the module is only loaded in "UncookedOnly" according to the uplugin file!?

broken wadi
inland crystal
spark steppe
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ok, i thought it would maybe at least need the static bool methods (i'm not familiar with K2 stuff)

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also thanks for sharing

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tho, currently running into a crash with it 😄

inland crystal
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Really? Well that sucks, well, probably not something that'd interest the rest of the channel, if you could DM me the crash details I'd definitely look into it.

broken wadi
# autumn pulsar What's the proper way to set up a timer in UE4? I'm trying to have an elevator w...

Or actually for something like an elevator that continuously runs with pauses on either end I would use a timeline for that with a float value which lerps the Z position of the elevator. You could make it loop back into itself once it completes the route. The curve value would start at 0 and remain there for 10s then after 30s it goes to 1 then stays at 1 for 10s before returning to 0 after another 30s.

autumn pulsar
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Trying to engineer an ease in and ease out system

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basically making something that can be an elevator or moving platform

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or both

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interp to is nice, but it kind of rockets from the start

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only an ease in system

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oh, there's a whole goddamn node that does that lol

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though, doesn't seem to accept time

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so not sure how that works

ivory spoke
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Hey, I build a Top Down Prototype and search for a smooth solution for objects and trees to fade / or / highlight the player character

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I work with a marketplace camera and that have a blend mode

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thats the actual result

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do someone know a strategy to take a look? maybe with some videos for explaination / tutorials

frosty heron
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You can dive into their material and look

autumn pulsar
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Tick is Miliseconds since the last frame right?

ivory spoke
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Assets are actualy only placeholders

autumn pulsar
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Is there a way to read the values of a function?

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BP just reports "not in scope"

dreamy mountain
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Hey, is there any way for me to check if multiple keys are held down? I'm just fucking about with unreal, there's no proper use case here yet, but basically, there's input actions for E, R and F; how would I make it so that I can hold down all 3 and do a unique event basically

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So I can still have 3 individual events for E, R and F, but if all 3 are held down, a unique 4th event fires instead

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The only proper use case I could see is for a special cheats menu for testing, or for some sort of like password thing maybes? Idk

autumn pulsar
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figured out the ease node, I was just being dumb

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this seems to work well

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now I need to figure out how to do a starting offset

mild ibex
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is there a way to trigger multiple animations in BP using one timeline node? for instance 5 different meshes that move at different points using the same timeline?

raw pilot
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Why does the button of my WBP only switch materials of 1 BP Light Actor even when there's multiple in the scene and i've made sure it gets all Actors of class with an for each loop??

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im confused do i need to use the Get Components by Class which isn't available in Widget Blueprints? in the array instead for it to work because this should already right?

frosty heron
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Can be simpler with select node I reckon

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Don't need to make array

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And don't need to declare variable either

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Yeah select node will deffinitly eliminate 30% of the code here

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I see that you fixed it too. At least the random point is not set only at begin play anymore but before spawning

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Pretty bright for someone that only done blueprint for 3 days

dawn gazelle
raw pilot
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yeah i just realized the array elements weren't getting saved anywhere 😭

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i fixed it tho

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kinda

abstract crater
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Is it not possible for a BP variable type to be of an Interface type?

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i.e. here:

lunar sleet
abstract crater
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I guess to guarantee that the instance variable is referring to something of that interface. That's how I would code in C++ I guess.

Is the convention just to assume it's hooked up correctly and call the interface method anyway in the Blueprint? I know it's a no-op if it doesn't implement that interface.

lunar sleet
frosty heron
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Interface never been a variable even in cpp

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It's pretty much just a class

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And you implement it to your class via multiple inheritance

ripe sun
#

hi, I want B to call a function/event that is in A, this event will take a while and return an result to B. How should I implement this
functions don't support delays, you can't pass values in timers
macros have local variables but they make the graph very messy
you can't have outputs for events
maybe use global variables instead? will that also be messy? especially if you have 10+ graphs with their own variables

balmy onyx
#

how do i set a limit for how many enemies can exist at the same time ?

frosty heron
#

Get all actor of class and get the length to get the number of enemy.

Compare that with an int variable and use the condition to decide Wether to spawn the enemy or not

frail sleet
#

hello, does anyone know where i can find this content sample? i get 404ed on the link, or a similar course covering blueprints that is from epic, besides stack o bot,content examples,blueprint communication?
https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/working-with-data-in-blueprint-part-one

Unreal Engine

Check out the description for more information about this course project from Unreal Online Learning.

abstract crater
# frosty heron Wdym by that?

Like in C++ you can have a function signature where the param is of MyInterface or a member variable of type MyInterface.

abstract crater
#

But I like invariants

abstract crater
frosty heron
astral wyvern
#

Anyone encountered this bug?

frosty heron
#

To implement interface for a class

Class AMyActor : public AActor, public IMyInterface
{
}

abstract crater
# frosty heron I have no idea what this is
class IShape {
public:
    virtual ~IShape() = default;
    
    virtual double area() const = 0;
    virtual double perimeter() const = 0;
};

class ShapeContainer {
public:
    ShapeContainer(std::unique_ptr<IShape> shape) : shape_(std::move(shape)) {}

private:
    std::unique_ptr<IShape> shape_;
};

Like you can specify the member variable implements an interface

frosty heron
#

Maybe I'm not sure , only know tiny #cpp . Better ask the guys there.

abstract crater
#

Oh sure. If you can't do it in BP not a big deal

frosty heron
#

I have nothing declared in bp personally

abstract crater
#

Oh really? My use case is that I have a Lever that connects to a OpenableInterface. I made a variable in the BP so that in the editor I can connect each lever to like a Door or a Chest.

How would you implement that without declaring variables?

frosty heron
#

You are trying to connect an input param to another input param

#

The f

frosty heron
#

Then you can point to your lever

#

When you want to use the lever, in your bp door just get the actor -> interact/use

astral wyvern
#

And for some reason it’s selecting the pin from another node

frosty heron
#

All I see in the video is you are trying to connect an input param of a pure function node to another input param of another function node.

astral wyvern
#

I’m clicking on the normalize A pin that you see in the beginning, but the cable that shows up is one from another normalize node

frosty heron
#

I see

#

Compile your blueprint and try again I guess

#

If presist, meh just plug manually

astral wyvern
#

I already did

#

I can remake the nodes and it fixes it, but it’s a bug regardless

tropic peak
#

This is my "time manager"

#

now, whenever I want to add hours/minutes manually it doesn't act like I'd expect it to

#

For example, I want to have some logic to "prepare a new day"

#

like setting the hour to 12:00:00 when a new day starts

#

so I'm triggering it in Event BeginPlay

#

and it does literally nothing

#

what am I not seeing here?

balmy onyx
woeful girder
#

So I am working on a metroidvania game and trying to implement an equipment system starting with a sword. What would be the easiest and most optimal way to implement a system like this? The equipment would add stats to the character and the way I have it set it up (for now) is to create a parent BP for the equipment and then add the stats to it

tropic peak
# tropic peak what am I not seeing here?

something tells me it's the "Get game time in seconds" is the issue here, because even if I add something to "hours" variable it's overwritten with the next pass of UpdateTime. How can I resolve this?

lunar sleet
tropic peak
#

yeah. because of Get Game time in seconds node

lunar sleet
#

Yes

tropic peak
#

I need to calculate the passing time in a different way

lunar sleet
#

Yes, get game time returns how long the game has been running for

tropic peak
#

I'll calculate it with delta seconds

lunar sleet
#

You can ADD that to an int if you want to start at 12:00 I guess, but that won’t roll over when it reaches 24h

lunar sleet
tropic peak
#

well I really need to have the doors open whenever I need to modify the time

tropic peak
frosty heron
balmy onyx
lunar sleet
frosty heron
#

For debug, draw debug sphere for something with radius, for visual, you do have to look at special effects materials

tropic peak
lunar sleet
#

I mean time dilation is a thing but yeah, for prototyping just do it manually.

tropic peak
#

I can't if I use the node I mentioned earlier 😉

lunar sleet
#

I’m saying Don’t.

frosty heron
#

You can

vestal copper
#

hi, does someone have any idea on how to make the AI climb the wall? the "move to" doesnt work....

frosty heron
#

You can get the second, time, min, hour , day from the variable

limber parcel
#

i dont think AI can "climb walls" by default

lunar sleet
#

Use something simple for the time being, like a Timeline that changes the hours using an int track, so you can tie it to your day time cycle

vestal copper
#

Im sorry for that, I just needed to know

tropic peak
tropic peak
frosty heron
#

But the variable is just a structs

tropic peak
#

basically I want to be able to interact with my time system manually and change the values of Hours/minutes when I need to

frosty heron
#

Then do so, btw why do you have individual variable for second day etc

lunar sleet
frosty heron
#

I advice to get fammiliar with structs before tackling your date system

lunar sleet
#

Regardless using that function will not do what he wants, not at this level

frosty heron
#

Yeah he shouldn't get game time either

#

Game time is fixed

tropic peak
#

yeah I figured it after a while

frosty heron
#

Make your own time variable

#

I already tell you before tho

#

🦕

#

Time = time + delta

#

Do that every tick

tropic peak
#

I have difficulties with attention/focus, if I missed something I'm sorry

lunar sleet
frosty heron
#

You can have a setter too for the time

frosty heron
#

Delta is the time it takes from previous frame to current frame

lunar sleet
# frosty heron Don't think so

🤷‍♂️ I haven’t dabbled with delta in a bit, timelines are frame independent if done right so I tend to use those

faint pasture
#

If you want your game time variable to be in real time seconds then that'll work. It'll be equivalent to just getting game time in seconds.

faint pasture
#

You'll have to make that movement mode

vestal copper
#

any idea how I could make my own version of soemthing like that?

faint pasture
frosty heron
#

So setting the time to game time all the time not gonna work as that is fixed

faint pasture
#

Yeah you'd need an offset for that

lunar sleet
vestal copper
faint pasture
#

What is your movement system.

vestal copper
faint pasture
tropic peak
#

oh balls I wish I hadn't deleted the system I made yesterday, the entire thing I got working now will need to be scrapped.

vestal copper
faint pasture
#

You'll have to really dig into movement components or the character movement component.

#

I think Ai Move To basically commands the movement component and it does the pathfinding. I'd start there.

#

Although, you can probably do some hacky shit like making the climbable areas technically walkable

#

So climbing is just walking with different animations. Not sure if it's doable but maybe.

vestal copper
lunar sleet
faint pasture
#

They aren't considered navigatable because of your maximum slope. You can maybe do some hacky stuff to get around that but at the end of the day, adding climbing is pretty tough.

vestal copper
lunar sleet
#

Could maybe use a climbing animation, stop the movement, animate, nav link proxy

vestal copper
#

I have shitty vague idea, what if I attack a socket to the root and once I am near the player I run an event and inside that even you move the socket to the player (by timeline or something) and while you do that animation would play

faint pasture
#

Yeah it's tricky. If I was to try to tackle climbing, I would first just start with the actual movement. Make it to where a player controlled character can climb. Then I would worry about introducing pathfinding

limber parcel
#

guys

#

is it just me or is the new wiki/documentation total garbage?

frosty heron
#

The generated doc is always garbage

lunar sleet
#

It’s meh. Not much more garbage than before but now it looks like a forum which is weird

vestal copper
limber parcel
#

it doesnt even find nav link for 5.3 or 5.4 lol

vestal copper
limber parcel
vestal copper
#

yea i know this, but its not what I want tbh

#

it would fit for mantle and stuff like that

frosty heron
#

What your asking is too specific, you won't really get a real help on such matters.

The only thing you can do is figuring out the movement code and navigation by reading the source code and then implementing your own algorithm / math

vestal copper
limber parcel
#

maybe it will be best to get it working for the player first, and then derive an AI version from that

vestal copper
#

but I see a ton of vids and example of people making movement like this but all in UE4

frosty heron
#

Relying on tutorials will only get you soo far.

#

Once you have to do things on your own, you won't have the skill set to problem solve

vestal copper
limber parcel
#

yeah, dont be like the KSP2 devs lol

vestal copper
#

I dont know what I dont know

frosty heron
#

It takes a lot of reading, research them implementing on your own.

#

Read read read

#

EqS, navigation, path finding, how movement is done

lunar sleet
frosty heron
#

What do you want to do anyway? Wall running? Wall climbing?

vestal copper
vestal copper
limber parcel
lunar sleet
#

Gimmicky af

limber parcel
#

nice for engineering, but not for gaming

lunar sleet
#

But hey, join the hordes ig

frosty heron
#

Does your character use character movement component?

vestal copper
limber parcel
vestal copper
limber parcel
#

people who like complex games cant play VR because its so dull

lunar sleet
#

Most people don’t want to shell out a grand or so to play a handful of “decent” games

vestal copper
limber parcel
#

sure, there are some things that work nicely for vr, but in general, its inferior to normal gaming

vestal copper
lunar sleet
#

Yes, gimmicks tend to have unique features but still gimmicks

#

Fidget spinner of gaming basically

vestal copper
#

damn thats a lot

#

only if there was something which could hold those claims

lunar sleet
#

You’re right, idk what I’m talking about, like I said join the hordes

limber parcel
vestal copper
frosty heron
#

VR hype is sort of gone imo, but some things are just better there.

frosty heron
#

I have like 4 to 5 sets of vr headset, dusting in the shelf

vestal copper
frosty heron
lunar sleet
frosty heron
#

The moment I took the headset off I get really sick

dark drum
#

I can remember working with the original oculus dev kit (v1) when it was first released when I was at Uni. Its very easy to trigger motion sickness for most people if your not careful.

frosty heron
limber parcel
vestal copper
lunar sleet
#

I hear if you get any fps drops it’ll make you nauseous instantly

frosty heron
#

Headsets get better and better so naturally I buy a new one 🥳

lunar sleet
lunar sleet
dark drum
limber parcel
#

i still hear my brother running into his furniture from time to time 😛

vestal copper
lunar sleet
#

Cool story

frosty heron
#

Who knows

lunar sleet
#

Just like the Zuck you don’t understand the simple concept of freedom

tropic peak
#

right how do you guys feel about coming back to the subject of calculating time in bps'

#

;D

lunar sleet
#

Most people don’t care for the complete sensory deprivation and lugging a headset on your head

#

There may well be things that replace KBM and controllers in the future but VR headset is doubtful. Unless it becomes microscopic

frosty heron
lunar sleet
#

Maybe Neuralink games lol

limber parcel
lunar sleet
vestal copper
#

I would love to

tropic peak
lunar sleet
frosty heron
#

Ask the question then

tropic peak
#

trying to formulate it in my head first

frosty heron
#

Write it on paper

tropic peak
#

I'd like to keep the from seconds/break timespan nodes in just for clarity, but

vestal copper
#

do you want to get how much time/second has passed?

dark drum
# tropic peak

Is there a reason you're not just using a timespan to store the time? It makes it easier to add and remove time from it.

frosty heron
#

Why do you round it to int

#

??

tropic peak
#

no reason, seconds, hours and minutes will never be a float

frosty heron
#

Seconds is a float

#

It needs to be a float or it will not work, for the representation you can round it or w.e

tropic peak
vestal copper
#

do you want to store the second?

lapis haven
#

Does anyone have any idea why I can't see the parameters from my shader in my material instance? Honestly, I don't know anything about programming and Unreal Engine is new to me. I'm learning environment creation from a course and didn't realize that any programming would be necessary. I'm trying to convert blueprints from UE4 to UE5, and everything was going well until I encountered Absolute World Position. I had to use a component mask R G because I had issues with vector 2 and 3 that the previous author in UE4 didn't have. Everything compiles without errors, but I can't see my scalar parameters in the material instance that I wanted to modify in my shader. Could anyone help me? 🥺

vestal copper
#

if you want to do that you can use something like this. it will add 1 after every second has passed.

tropic peak
#

I want to store seconds, minutes, hours, days. I'm creating a daynight system and it will also include a callendar system. I also want to be able to manually affect the time (add x hours/days via a function).

#

and I made it too complicated in my mind

limber parcel
vestal copper
tropic peak
#

ints and floats seemed like the way to go

limber parcel
tropic peak
#

thought you were talking about the variable type

limber parcel
#

yes

vestal copper
#

its so confusing what youre doing

limber parcel
#

just make your own timespan variable, then u dont need all the ints

tropic peak
#

right, I'll give it a go

#

thanks

dark drum
faint pasture
limber parcel
#

adriel coming with the big guns

faint pasture
#

Add a timespan struct for the start time if you want to start at a certain calendar date.

tropic peak
faint pasture
#

Tick

GameTimeSinceGameStart += Ratio x delta time

GameTime = GameTimeSinceGameStart + GameTimeAtGameStart

Break out GameTime, trigger dispatchers if the Day has changed etc

#

That way you don't start at January 1st 1970 every single time you fire up the game.

tropic peak
#

I want to be able to set the date & time when the game starts, as well as each start of the ingame day

faint pasture
#

Set GameTimeAtGameStart when the game starts

#

Have event dispatchers that fire when crossing over midnight etc. Done.

tropic peak
#

right I need a minute to process

tropic peak
tropic peak
dark drum
dark drum
# tropic peak

You want to make sure you're using the right add node. There's two add nodes and they look the same. When you hoover over the bottom pin it should show it's a timespan instead of date time.

quaint fable
#

I'm encountering a couple things, so I'll just start with the main bug I'm having trouble figuring out.

I'm creating a 2D platformer. The player can fire a projectile, however it only fires in one direction, to the right. I've tried all the suggestions in different forums, but I believe the way my code is built, the typical get actor rotation, forward vector, etc, wont work?

Here's screenshots:

"Seed" is the projectile

tropic peak
limber parcel
quaint fable
#

The other issue is that when I jump, it only plays the "Jump right" animation, regardless of the direction the player is facing. I'm certain this was working properly before I added the projectile mechanics. I'm using paperZD animation Instances.

quaint fable
limber parcel
#

maybe you can invert the speed or something

quaint fable
#

sorry, I meant the character blueprint

limber parcel
#

actually the projectile movement component should have a direction setting

quaint fable
#

could it be possible using a "tag"?

limber parcel
#

thats the direction

quaint fable
#

or "on component activated"?

limber parcel
#

just change the X to -1 and it will go the other way

quaint fable
#

I was thinking that, but when I do that it just makes it so the projectile only fires to the left

limber parcel
#

well, yeah, the idea is to dynamically set that variable based on where you want to shoot

limber parcel
#

no, you would use set velocity after spawning the projectile

#

bruh i think i actually messed that up in my project lol

quaint fable
limber parcel
quaint fable
limber parcel
#

i think u need to get the projectile movement from that and then set velocity there

#

gotta go now though

quaint fable
balmy kelp
#

hi, does anyone know what node i can use to condition a specific component?? exaple only open door when interaction is with specific door component and not the door frame

#

i know i can make separate blueprint for door and give the interaction to that but there must be a way to do it with only one blueprint

#

to have better perspective on it, im making fuse box but whenever i interact with any part of the fuse box the door opens. but im planing to put bottons inside and i dont want the door to close every time somone miss click on the box boddy

balmy onyx
#

how do i disable the dialogue widget from getting created when pressing the talk button before the shop widget is closed?

wild crater
#

We are having some physical animation issues where the characters are flopping around for some users with bad performance. However, by artificially tanking our framerate we couldn't replicate the issue. Does anyone know more about this? What are the things to look into/account for here?

dark drum
faint pasture
#

"hey actor, I want to interact. I am me (pass over pawn ref of self), and I hit this component (pass over primitive component ref)"

#

Then the actor can know what component the caller is interacting with and proceed

balmy onyx
shy sable
#

So I have a problem as you can see I’m the video I have put a collision to set destruct on the ball once it hits the collision but it doesn’t delete itself also I want to respawn it at a set point can anyone help me?

dark drum
waxen sorrel
#

Is there a way to force a call to the constructor or so ?

dark drum
waxen sorrel
#

My issue here is I want a thing for the marketplace, without using C++, and got some splinemeshes here, but once I call for example a exposed function to the details panel (a button) the construction isn't called, so the splines etc don't refresh

dark drum
waxen sorrel
#

yeah the only way is to add a bool or so, right ?

dark drum
shy sable
#

So I have a problem as you can see I’m the video I have put a collision to set destruct on the ball once it hits the collision but it doesn’t delete itself also I want to respawn it at a set point can anyone help me?

limber parcel
quaint fable
limber parcel
#

best to just watch some tutorials and learn how all this stuff is used

charred berry
#

it needs to be there to say, 'this' character,Bp is messy tho hard to read

#

so like a

#

side step or something 🙂

tropic peak
#

what is the better practice:

  • keep mechanics related to rotating the directional light inside of my TimeManager blueprint
  • create a separate blueprint that will have a directional light that will be rotated based on a variable value taken from TimeManager?
dark drum
tropic peak
#

Yeah I need to read about event dispatchers a little..

tropic peak
#

I now have a directional light inside of a blueprint but when I start the game the light is not visible. I did troubleshoot the visibility, rotation etc. It shows in the editor, but not in the game..

faint pasture
#

which contains the sky, sun light, fog, post process volume, all sorts of stuff

#

that can contain the time logic or just hook into it.

#

Also you'll want to look into Material Parameter Collections

#

you can publish the time to an MPC and any material can just opt in to it

tropic peak
#

It's bizarre because even if I adjust the parameters manually in the inspector when the game is running it's not affecting anything.

faint pasture
tropic peak
#

but when I inspect the values they do change inside the blueprint, and that's not reflected in the inspector

faint pasture
#

show a screenshot

tropic peak
#

I'm thinking how I could show it to you better

faint pasture
#

If you have a logic chain like:

Tick -> update time -> set directional light rotation based on time

Setting the directional light rotation manually will be overridden next tick

tropic peak
#

unless I should be rotating the parent not the directional light

faint pasture
#

what are you trying to do?

tropic peak
#

I'm trying to tie the directional light to current hour to immitate a daynight cycle

faint pasture
tropic peak
#

nope

faint pasture
#

what does it do?

tropic peak
#

hold up

faint pasture
#

btw I think yaw is the only euler angle you can smoothly keep incrementing to make a thing spin

tropic peak
#

as you can see it's very bright in the editor and game window looks dark

#

I have no idea where this discrepancy comes from

#

ok there has to be something wrong with the rotation script. when I unplugged it and tried rotating the sun it does rotate the light properly.. I need to go get the kids, and when I come back I'll try to figure this out.

lost hemlock
#

help?

#

I cant connect anything to the target on that Set Text, its not letting me do that btw

wild crater
#

If you have a blueprint with components and you move components in editor, how does this work in relation to the construction script? Is it called after the translations or before? I get the impression that it is before?

lofty rapids
# lost hemlock

well you got two problems, you try to cast the player character to a game mode, and you need a target in that set text, are you trying to set the text of a widget ? i think it's a different node but you need the reference to the item

#

it's saying self isn't a valid target

#

you need to pass it the actual component

lofty rapids
thin panther
#

It looks like they want to set text on a widget element, so it's just the wrong node

#

that "target is X" is telling you what the node is for.

#

If it isn't what you want, you've got the wrong node

lofty rapids
#

i usually use a different node for set text ...

wild sage
#

How to use D-Pad to switch between UI elements?

#

D-Pad from console joysticks like Dual Sense etc

lofty rapids
#

I don't think there is anything built in normally, but i have heard common ui has it

#

but you'll have to build it on your own ig if your using normal ui

bright dove
#

Hi does anyone know how to make the camera stop following hmd device in Collab viewer VR template. In the normal VR template I have an option to disable lock to hmd but I can’t find something similar here

maiden wadi
gloomy pilot
#

Hi guys the delay node I was using with sucess in widgets to delay certain processes before blue print continues. I moved this logic to an object but objects do not support delay node. on objects what can I use to delay the event from conitueing?

faint pasture
native wigeon
#

you could set a timer?

gloomy pilot
faint pasture
#

the SOURCE of that delay should be somewhere in the game-controlling code

#

The UI should just show state, not be the source of state

gloomy pilot
#

understood, but I moved this logic now to an object, and the delay node is not available to create on there. is there better way to delay something for instance doing a post with http connection to db and setting a delay

dark drum
gloomy pilot
dark drum
# wild sage How to use D-Pad to switch between UI elements?

Adding to what Authaer said, UI navigation it handled by giving something focus. UE already has keys setup to handle this automatically. You just have to make sure the relevant widgets are focusable.

If you want to change the default UI keys, you'll either have to jump into C++ or get a plugin that allows you to do it. (They are hard-coded unfortunately)

lofty rapids
#

probably set timer by event, move it on the timer, clear and invalidate on completed

#

or tick with a bool

dark drum
gloomy pilot
#

I can clear timers on player controller and get reference of the variable to clear it. or will figure something out

lofty rapids
#

i usually use booleans to switch things on and off on tick

dark drum
lofty rapids
#

timers ftw

hard estuary
#

Do someone know how i can make a chair slide with physics unreal

lofty rapids
#

well a couple things, but for one your timer is 0.0

#

another thing is thats not how you clear a timer

#

promote to variable the return value which is the timer handle

#

then when you want to shut it off pass the handle to the clear node

#

it will shut it off

somber elbow
#

Hey guys! Im trying to allign my images inside the horizontal box and i want them to be right side alligned, but they are all left side alligned. And i cant do anything with it. All the images have right allinging switched on.

lofty rapids
#

the return value from the set timer

quartz spoke
#

I've created an Actor Component, and added an interface to the component. Is there a way to automatically give that interface to actors that have the component? Rather than manually having to add the interface to the actors?

faint pasture
#

that's not timeline territory

#

that's tick territory

#

timeline implies a constant time for the thing to happen

#

you want the thing to happen until you let go

#

The general form should be a bit like this:

Tick -> fork position += bool * ForkSpeed * DeltaSeconds //You can just get axis values, not sure if you can just get action values but if you can then do it like this. If not, just set ForkSpeed based on input

#

tick

#

no timers for this

#

you want it to be smooth right?

lofty rapids
#

ig if your timer is close to tick, might as well use tick

faint pasture
lofty rapids
#

i do a ton on tick and its fine

#

i'm actually surprised

faint pasture
#

That was sarcasm, if only people knew how much work gets done on tick in the engine already

lofty rapids
#

tick is pretty much the core tech in most engines, at some point theres a tick going on that you use

quartz spoke
#

took me too long to realize tick is fine :\

#

avoided it like the plague for like 2 years

lofty rapids
#

as long as you try your best to make it efficient, and it isn't actually effecting the fps that much

#

pretty much good to go, might as well try it before you just believe what is said

quartz spoke
#

true, i just assume that people who speak on things are knowledgable :P

faint pasture
lofty rapids
#

i mean theres legitimate reasons why doing too much on tick can be bad

#

or even not that much code but it's inefficient and doing a bunch

#

people probably just don't understand the reasons and say it's bad

flat coral
#

Can anyone confirm that this is enough to turn a SceneCaptureCampera OFF off?
I've gonna have a lot of these but only one needs to be active at a time, so in theory the perf is no worse than having just one active all the time... assuming I can turn them "off" enough that they aren't using resources

clever gust
#

Do you think it's possible to export light maps from UE5 in formats like PNG or TGA? For example, through Blueprint or C++?

I tried creating a Blueprint that captures information about light maps using a render target and material, but I'm a complete beginner at this and couldn't get it to work. Has anyone encountered a similar task? My goal is to export baked light maps as textures.

Here are my attempts using Blueprint:

#

As a result, I just get a transparent texture. I understand that I'm very far from the right direction, but maybe someone has already managed to do something similar and knows how to export light maps in a proper format?

#

I created a test scene with one material on static objects. The material has a default gray texture, and I baked the light.

winter pebble
#

Is there any way to manually set the "isfalling" variable, or manually tell the blueprint that your character has landed on something?

lunar sleet
#

You want it to land, make it land by blocking its collision

winter pebble
#

Yeah. The problem I'm having is I want the character to mount the vehicle via jumping, but if the character can collide with the vehicle then it impedes the vehicles movement (cause it's a physics actor and I'm using physics to move the vehicle)

lunar sleet
#

I wonder if the CMC stops operating when you unpossess the char

#

Tho tbh using physics to move the vehicle might not be ideal

eager python
#

Anyone know why I get four blocks of output per compile, and only one of them has the correct variables in it? Closest answer Google finds me is something about running a client and a server, but my brain tells me that only implies TWO blocks and therefore isn't the whole story.

Weird to me that 3/4 of the output blocks are throwing the same values (4 is the default MinArea, but RandArea 7 is supposed to be a seeded random integer so it's extra weird that it'd be the same in three random instances).

winter pebble
winter pebble
ivory spoke
#

Is IT possible to make Gras generated by Landscape cuttable?

#

And that IT can be regenerated after x time? Or after an Event?

charred berry
#

well I know, as in 5.4 snow is going to generate vertically as in additive, don't see why grass wouldn't also.

#

so you'd just tap into that system, and remove Xx

quartz spoke
#

I've created an Actor Component, and added an interface to the component. Is there a way to automatically give that interface to actors that have the component? Rather than manually having to add the interface to the actors?

quaint ravine
#

In my level I spawn a car pawn which, in turn, spawns an array of cine cameras attached to the car. I would like one of those cameras to automatically be Previewed and pinned, just like when you click on it in the Outliner. Can anyone guide me on making this happen?

faint pasture
#

why did you add an interface to it?

#

what does this component represent?

quartz spoke
#

It's an "interaction" component, the actors I give the component to are meant to be interacted with in some way (picked up, activated, etc.) and I want the actors to implement their own logic for what happens when they're interacted with

mental trellis
#

Why do you need a component at all in this case?

#

Why not just add the interface to the actor?

fiery swallow
lunar sleet
#

Imagine that, Epic made that for you already

quartz spoke
#

yea i said im giving it an interface, i already have the interface, i want the component to give/grant the interface to the actor

#

I dont know how else to say that'

lunar sleet
#

Ah, taking the venereal disease approach

#

You want your component to infect the actor with an interface

#

But at that point I’d prly just have the component call a dispatcher event, which is implemented on each actor however you want

quartz spoke
#

so is the thing i want to do not possible?

fiery swallow
#

I'm confused, you can't add a BPI to an object at runtime

lunar sleet
fiery swallow
#

are you making your own kind of interface?

quartz spoke
#

ok

lunar sleet
#

But it doesn’t have to be possible really

wild moth
#

I think what you need to do is rethink the solution to your functionality

#

because the way you're looking at it atm isn't correct

lunar sleet
#

You can have BPI_InteractionInterface on all actors the can be interacted with and have whatever logic within them already

#

Your component can just send the message then

wild moth
#

Why need a component at this point to handle interaction? if each actor has the interface with the proper functions

lunar sleet
#

Idk, there was talk about components and BPIs

wild moth
#

I'm asking him x)

lunar sleet
#

I think he wants something that can be dynamically attached

quartz spoke
#

its just how i made it idk

#

idrc if it's correct or the best method

wise ravine
#

anyone know anything about audio components?

fiery swallow
wise ravine
fiery swallow
#

make the outter attenuation radius bigger

#

there's 2 attenuation radius's

#

you have inner radius, and falloff distance

#

falloff distance is where you draw the line

mossy nymph
#

Hey, I'm using the "Launch Character" node to make the player jump for a wall jump. I've run into an issue where fluctuating FPS will cause the z-axis of the "Launch Character" node to be inconsistent. I'm pretty sure this is because that node is run every CharacterMovementComponent tick. is there any alternative or way to fix this?

wise ravine
#

i just wanted the player to be able to go in and out of the range with the audio still playing

#

but it's fine, not a big detail anyway

fiery swallow
#

Itd make things much louder the closer you get but you counter that by changing the inner radius, it's usually just finding the right balance

#

Unless you are some attenuation master and are willing to play with the 100 other settings

ivory spoke
ivory spoke
leaden dune
#

Does anyone know how I would go about creating something like this?
It'll be an app to create cards using different formulas to calculate how much the card would
Is this even something I should even be doing in unreal?

wise ravine
#

it makes sense

#

I just thought about it a different way

#

thanks tho 🙏

dusky cobalt
#

What could I spawn that is the most light thing in the world in thousands of numbers? I want to spawn something like grid over the top of my map, and when the unit collides with one of the tile, it set's that tile to be invisible. Basically fog of war system. I tried with render target and on a big map fps drop is from 45 to 5 which makes it unplayable. I think this is similiar approach to the one in league of legends, but they are using something like triangles? Like they spawn triangles and set visibility of them as well. Maybe I shouldn't really care about the spawning because it will get handled by loading the game, and once it's loaded then that's it? Can someone point me?

fiery swallow
#

The approach I'd use is to load a certain amount of actors per second

#

it avoids issues where the game freezes for x amount of time due to loading everything on the same frame

dusky cobalt
fiery swallow
#

someone at some point will probably tell you that you should be using niagara instead

dusky cobalt
#

hmm, can I spawn 100 000 of niagara ''tiles'' ?

fiery swallow
#

I don't know anything about niagara, except it's often used in place of spawning 100,000 actors

#

I don't know the limits of how many actors unreal engine can have idle before it poops itself but I'd imagine the number is pretty high assuming you use as little as possible

dusky cobalt
#

yea i saw somewhere videos about spawning big armies with niagara, hmm that could be usefull

fiery swallow
#

assuming you use Hierarchical instancing for the static meshes with like no collision at all, I think you might have a chance

dusky cobalt
#

and are you familiar with triggering niagara on overlap or something like that?

#

the only collision would be on a collision sphere on unit, it would trigger event overlap which would hide actor

fiery swallow
#

I do know, fortnite has over 100k actors in the level, but a lot of that is likely unloaded on players when they aren't near/looking at it.

#

You could apply the same concept to your game

fiery swallow
dusky cobalt
spark steppe
#

spawning them at once sounds like a bad idea to begin with

#

doing that in BP sounds even worse

dusky cobalt
#

lol 😄

dusky cobalt
#

so how would you deal the spawn time between like each 100 actors?

fiery swallow
#

your real problem is thinking you can get away with 100,000 sphere collisions all running overlap checks

#

I'll show you the node

dusky cobalt
fiery swallow
#

so yeah

dusky cobalt
#

maybe instead sphere collision I could do sphere trace or even line trace

fiery swallow
dusky cobalt
#

but it would be units shoting line trace and if they hit tile, it would turn invisible

fiery swallow
#

This is a macro I created to allow me to for loop x amount of times, after that number has been reached it will delay x amount of seconds, and then continue

#

you can apply this same logic to a foreachloop if you want

#

but considering you are spawning things, you'd want a for loop, not a foreach loop

#

so you can literally just copy paste this code into a macro and it should work for you

#

setting the delay to 0.0 would essentially be per frame

dusky cobalt
#

im gonna start testing this tomorrow. if anyone also has any tips on spawning tons of actors/tiles with material to be changed on runtime ill be happy to hear, i tried doing this fog of war with render target but seems like it works on small maps only, or my other option is to divide fog of war ''managers'' into smaller chunks

fiery swallow
# dusky cobalt but it would be units shoting line trace and if they hit tile, it would turn inv...

if you really wanted to try, I'd start by creating a grid of actors across the entire map, and designating the spawned actors to each grid actor. the grid actors would act like managers to be incharge of the smaller actors or whatever... Whenever the player was standing close to a grid, that grid would then start checking the distance of the player and the nearby actors it owns, if the player was within a good range of the actor, the grid would turn on/off that actor

#

idk if that's hard to understand

frosty heron
#

@fiery swallow would line trace in cpp be cheaper than if it were to be called on bp?

#

People mention about bp overhead but I am not sure what the cost actually is

fiery swallow
gloomy swift
#

Rotators: I'm trying to get D such that A+D=B. Is D=delta(A,B)? And is it correct for combine(A,D)=A+D?

frosty heron
fiery swallow
#

the overhead is so small it's incredible, but when you get into 100,000 lines, I'd bet c++ would make the difference

fiery swallow
# frosty heron Nope but I doubt I would understand with my very limited understanding of cpp ri...

Credit to: @dense mica
https://intaxwashere.github.io/blueprint-performance/#blueprints-is-essentially-something-like-a-machine-that-calls-c-code

Even if you can't understand half of it, I'd highly highly recommend you give it a shot and read it.

frosty heron
faint pasture
#

Why have anything spawned or hit tested at all

true valve
#

What does No Debugging data means? When I add a breakpoint and try to see the value

autumn pulsar
#

https://i.imgur.com/Uwer48e.png So when I use this logic, the top branch doesn't seem to set "Is Stopped" properly, but the bottom branch works correctly. Any ideas what might be causing this?

#

When I print the value to console, the Is Stopped flips every tick I evaluate it

#

now I found my issue lol

autumn pulsar
#

Is there a way to set all materials on an object to be the same material?

#

set material only lets me set per index

edgy axle
#

oh wait

#

this isn't c++ nvm

dark drum
sharp steppe
#

Are there picture graphs that show the differences in these types of table?

bright dove
#

Hi does anyone know how to make the camera stop following hmd device in Collab viewer VR template. In the normal VR template I have an option to disable lock to hmd but I can’t find something similar here

dusky cobalt
# faint pasture Why not just use math

Hmm, I’m not saying not to math, was wondering what could I use actually and if there is alternative to actors. How would you go with math about it?

fiery swallow
dusky cobalt
#

Like get actor location and from that location set things in radius around him hidden? But what would be the matrix for the fog in this case?

fiery swallow
#

Maybe I should have flipped it

#

By active I meant the player had vision in that area

#

I'm not sure if that is what you were asking

dusky cobalt
# fiery swallow I'm not sure if that is what you were asking

Yeah, I'm sorry it was follow up to the math approach. I get your idea totally. I'm gonna test first performance test with just a ''tile'' like on the whole map fog, then I will try to divide it into sections (so like grid of managers) and then maybe I will understand how to do it with math 😄

spark steppe
# sharp steppe
#

it may miss some and may have some additional, but the majority should be on there

dense garnet
#

Hi.
Please see screenshot.

I can't find it - "vector * float" - anybody know that is called in UE5.3?

I've been searching for it for over 30 minutes. haahha

spark steppe
#

you can use a vector * vector node, rightclick the 2nd input and there should be an option to change the type

#

if you want the old behavior you have to disable auto cast nodes in the editor or project settings, i can't recall where it was exactly

bright dove
#

Hi does anyone know how to make the camera stop following hmd device in Collab viewer VR template. In the normal VR template I have an option to disable lock to hmd but I can’t find something similar here

final berry
#

Hello! I currently have this to make sure I only do stuff for keys: 1,2 and 3. Which I then put in a switch on int to do something specific for each of the 1,2 and 3 keys. But I hate it and I'm sure there needs to be a better way. Anyone knows?
I dont want to use the key events 1, 2 and 3 because that would create a lot of double code which is a shame as well

storm shale
final berry
#

Fair, but I feel like this is so heavy to check something on an Any Key event, or is that not true and is it fine to use the Any Key event

topaz condor
#

hey guys, i had a bunch of meshes that made up a house in my game and i combined them into a blueprint actor. problem is when i place it in game all the objects show up in the center, any ideas how to fix this?

spark steppe
#

your current way most likely performs worse

dusky cobalt
topaz condor
spark steppe
#

open the BP, are those all child actor components or static mesh components?

topaz condor
#

all child actor components

#

do i need to set mobility to static?

spark steppe
#

you need to reevaluate the buttons you click xD

#

because that was a bad life choice...

topaz condor
#

LOL

spark steppe
#

do you still have the original arangement in some level?

topaz condor
#

i have it revision controlled

spark steppe
#

good for you, create the blueprint again but this time pick harvest components in the dialogue that shows up when you create a BP from a selection in the level

#

that should make the same thing but with actual static mesh components instead of the child actor bullshit

final berry
dusky cobalt
topaz condor
dusky cobalt
#

it's 3 clicks literally 😄

#

you click merge when you have all static meshes selected that you want to merge

#

and it creates new static mesh

topaz condor
#

oh LOL

#

well then

final berry
languid swallow
#

If enemy can be pushed, stunned, interrupted, hit. This would be best as component on enemy class?
Push should also be in that component - best way to do push? Launch is not so good because I want to control distance and speed, but I also do not want enemy to get stuck in a wall if he hits wall at very long angle but slide alongside wall - any tips on how to best approach that?

topaz condor
dusky cobalt
#

there is also duplicate one that is usefull and bake transform if you want to have 2 variants of one mesh in different scales

topaz condor
#

so the merge just creates a mesh of multiple meshes, not a blueprint correct?

spark steppe
#

it creates a BP with multiple static mesh components

#

instead of multiple child actors

#

merge mesh also exists tho, but i guess for a house you wouldn't want that

#

also keep the reference level around, in my experience it's easier to modify stuff later on (since you may figure that some things don't work as they are right now, etc..)

topaz condor
#

am i doing something wrong, i dont see a blueprint option

topaz condor
#

naw i got it, just went with the harvest components in the convert blueprint

#

thank you guys that fixed it!

thin panther
#

Git is just the software

#

Github is the remote host, and it's pretty shit compared to the competition

#

Azure will give you a 250gb soft repo cap, but unlimited git lfs space

final berry
#

I was gonna say, we transfered to Azure, but I didnt see that option in the revision control of UE

thin panther
#

Yeah that's because it uses Git

final berry
#

`Right

spark steppe
#

you shouldn't use revision control with unreal either

#

you would set it up outside of UE

#

unreals internal GIT stuff is garbage at best

topaz condor
#

can anyone see something off here thats causing my game to significantly drop frames. im running a 4080 with like 15 frames...

compact hornet
#

Alright this is something I'm sure is obvious but I cant get it to work. Basically I'm trying to make a line trace "bounce" of a surface by doing a second line trace from the impact. Of course this makes the bounce weird because its coming straight out of the normal, but how do I get the angle to be mirrored to the incoming trace? I'm fairly sure I need to use the dot product in some way but I'm to stupid to figure it out

merry chasm
#

hi guys,
anyone experience a blurry decal when its "not loaded fully"?
If I go closer, than the blur disappear, but the problem is that when i render its blurry.

wispy kayak
#

Hi how can I destroy the previous spawn actor and replace with new one?

balmy onyx
#

hey i came up with a way to save the players money and tried it for the health aswell but it does not work. any solutions?

tight pollen
#

someone can help me?

#

how can I achieve this with Widgets?

#

I tried with Z-Order, but the last widget is always above the first :/

exotic mesa
#

Is it possible to make the world position offset for an object only visible on the client?

#

So on the “server” it stays the normal size

twilit heath
#

don't think UMG has a mechanism that will allow you to have widget 4 over widget 1 but below widget 3 either

tight pollen
#

that is, it is impossible :/

#

so only c++

edgy axle
#

cause if it's static then you could just use an image instead of 4 widgets

#

or split the widgets in half and then set one half to be lower than the other

trim matrix
#

Which approach use to melee attacks? Anim notify doing a some type of trace or setup collision query?

surreal bridge
#

I keep having issues with my function library.

One function just returns a static map of enums and Data Assets.
While the other takes an enum and returns the value from the map.

However, from time to time the second function always returns null and the only way to fix it is to clear the static map and remake it.

When I remake it I am using the same keys and values for it and it ends up looking identical to what it was previously except it is working again with no other changes required.

I don't know what is causing it but remaking the same map constantly isn't ideal.

meager acorn
#

I have blueprint where Directional Light rotates to make day/night, it works great but only on server, on client (without Global Ilumination) is night too bright. I tried setting intesivity but no luck in that

edgy axle
meager acorn
#

nvm, i got it. Sky light component was the issue. I forgot it in the scene 💀

edgy axle
#

you've got it the wrong way around

maiden wadi
# tight pollen I tried with Z-Order, but the last widget is always above the first :/

ZOrder is not a gradient. It's a solid number so one would always be above the rest entirely. If these need to be clickable you can hack up a BP masking implementation but it'll be slow. C++ allows custom hit rects. But C++ won't help you at all for the visuals unless you actually change the widget's vertices and custom draw it which can be costly vs just doing something in a shader.

remote rapids
#

hey can i get help?

#

here i have a sphere us a actor

#

i want the sphere to move up
i check V on simuilate physics
and on event graph i add impulse
and its not working

#

i saw a video and that now working to me and i did the same and that work for him

maiden wadi
#

How much impulse? It can take a lot sometimes.

silk estuary
#

Any tips for logging an error in BP?

remote rapids
#

1000

silk estuary
#

I occasionally have situations where I have a "should never happen" branch because i know the component / animBP / etc is going to be assigned to a certain actor, and so the cast should always pass for example. So I'd like to log an error in the failed branch as it means I've probably made a programming error

maiden wadi
silk estuary
#

Ok, thanks!

#

Hmm I was hoping for something with a way of capturing the call site

maiden wadi
# remote rapids

Doesn't do anything even at like 100000? If not I'd say your thing isn't simulating physics for some reason despite the checkbox. Some things can turn that off like attachment code.

maiden wadi
remote rapids
maiden wadi
#

Not entirely familiar with the mass system, but I'd guess it's too high. Needs more force to move. Like the difference of kicking a football vs a boulder.