#blueprint

1 messages · Page 188 of 1

dense mica
#

Its not about parms, its just cherry on top

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Call to native is fast, call to BP func slow

silk estuary
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Yep that's what I've ended up doing. I was hoping there might be an automagic way of capturing the call site / stack trace in BP, but not a big deal

frosty heron
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There are multiple ways of doing this

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One is to just follow the server value and rotation

The other is client get initial value from the server and just run its own simulation. This is way cheaper

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Assuming the day and night system are predictive. Eg, increase timer every x second

meager acorn
frosty heron
#

Ask your self how you want to tackle this first

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If you want the client to just always get the value from the server then you can just use a replicated variable

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For the rotation and everything else you need to sync the states

narrow igloo
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Hello guys i am making a simple script that in a for each loop download x images but every time the node work in the following way
Start Download 1
Start Download 2
Start Download 3
End Download 1
End Download 2
End Download 3

instead
Start Download 1
End Download 1
Start Download 2
End Download 2
Start Download 3
End Download 3

Can u help me please?

dark drum
frosty heron
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Download should be a latent task with a callback on completed

narrow igloo
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Yeah Download is latent how can i wait for the and or i should use Callback

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?

wise ravine
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Hey does anyone know how I would get a reference to a metasound variable in another actor bp?

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I tried something like this, it hasn't worked

mental trellis
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Is this problem specific to metasound?

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Or are you just asking how to get a variable in another actor?

wise ravine
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I would consider it specific

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I've already asked in #audio a while ago without a response so I thought I might aswell ask here to see if anyone knew 😄

mental trellis
#

Well, where are you trying to reference the other actor in that screenshot? Is the other actor causing the overlap end event?

wise ravine
#

I have the meta sound implemented into an audio component in the actor I'm trying to reference it in

wise ravine
#

Re-arranged some nodes, same issue. The actor doesn't recognize the variable

final berry
#

I'm confused. This used to work fine and then suddenly it doesn't. This is located in the level blueprint. Its not printing anythinng when pressing T

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Found it, Apparently having an Any Key event somewhere else with consume input disables all others?

hoary junco
#

what would be a good way of making a version of the top down movement system but constraining it to a grid? I know this is an overarching goal and require some breaking down but I'm not sure where to start on it. If you've ever played something like Runescape you'll know what I mean, how the world is split up into a sorta invisible grid and when you click somewhere in the world your character moves to whatever grid square you clicked in, how would I go about doing that?

languid hemlock
dusky cobalt
# hoary junco what would be a good way of making a version of the top down movement system but...

Kinda easy. You could start with this tutorial. This guy creates grid, and then also a simple move to command to the tile location. https://www.youtube.com/watch?v=Q4AOmT9aOEM&t=1150s&ab_channel=ReidsChannel

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▶ Play video
hoary junco
dusky cobalt
#

He said this one is very optimized, but with every approach you will find some bottlenecks.. I don't have as much experience to tell you which will work the best because I'm still trying these myself but this one is very, very light. The visuals cause no lag in his approach I think

hoary junco
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well he said himself if the grid gets to the size of 50kx50k it is going to lag on load

#

maybe not during gameplay but the grid will increase loading time

dusky cobalt
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yeah but only on load

hoary junco
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still there's a good chance the world I'm making is going to have millions of grid tiles because it's an open world game in low poly so I don't need the entire world's grid loaded in at once

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unless I do chunk loading or something...

dusky cobalt
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So you can always put like smaller grids and activate them only when player gets closer

hoary junco
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yeah, chunk loading

dusky cobalt
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yeah

hoary junco
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welp.. time to find a tutorial on how to do chunk loading XD

dusky cobalt
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there are things built in like level streaming and level loading / unloading

hoary junco
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yeah but idk how to use them

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which is why I'll need to look up some explanations on it

hoary junco
dusky cobalt
# hoary junco thanks for the help though you've given me a solid starting point to work from

Here's how to dynamically load and unload sublevels at runtime in your Unreal Engine 5 projects!

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

Check Out My Game Studio: https://www.copagaming.co.uk/

#UE5 #UnrealEngine5 #UE5Tutorial
__________________________________________________________________...

▶ Play video
#

very good tutorial

hoary junco
#

I've heard complaints about matt aspland but, it's a good place to start at least

dusky cobalt
#

really? so far all his tutorials I watched were really good, i dont know

hoary junco
#

something I have noticed is he doesn't tend to explain why he's using the nodes he's using and just kinda uses them which I can see being an issue, and some of his tutorials have been very poorly optimised which I've discovered on my own, like his tutorials on doors and whatnot I've had to completely refactor before

#

it's the common tutorial problem of telling you how to use a system but not why it's used that way thus denying a lot of the versatility that UE is known for

dusky cobalt
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yea he might not go into details too much, like he expect you to know something already, i get that

hoary junco
#

also do you have a tutorial on world partition? Because sublevels don't really work for what I'm going for which is an open world game

dusky cobalt
#

I don't but maybe someone else?

wise ravine
hoary junco
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is gorka games any good? I found a tutorial from him on world partition

lofty rapids
hoary junco
lofty rapids
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something like gridx = (MouseLocation.X/BoxWidth)+HalfBoxWidth and same for y

next kite
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Could I get a bit of help? this moves the camera upwards dynamically per frame (for now), but it also stutters quite a bit, when I take a jump, despite it going smoothly up in numbers. Could I get some help in fixing this? (happy to make a vid to show what i mean)

tardy pond
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is there an alternative to macro or function libraries where you can add delays in it?

lofty rapids
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events ?

hoary junco
# dusky cobalt Kinda easy. You could start with this tutorial. This guy creates grid, and then ...

I have a question about this, is there a way of preventing movement between tiles easily without having to put a wall there? like say I want to move from tile A1 to A3 but I want A2 to be an unwalkable tile because of terrain, how would I mark A2 off as an unwalkable tile? or another question perhaps is say there's a thin fence between A1 and A2 but one that's high enough where step height would go over it normally but I don't want to allow that, is there a way I could designate that without needing invisible walls everywhere?

next kite
tardy pond
# lofty rapids events ?

but then the macro is only usable for 1 event graph
I want to use it like the macros in the macro library
you create 1 macro and then you can use it everywhere

tardy pond
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isnt there an alternative to macro or function libraries?

next kite
#

i guess a timer?

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but it'd still stutter no?

unkempt vine
#

I'm trying to make the enemy there take damage/kill my character, I'm using horror engine, but it doesn't take damage

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Get damage is the correct function to take damage, but it is in bp_ai how do I make the target be HorroEngine (my character)

wind sentinel
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Hello, I need some help with a camera problem. I have multiple cameras in my chara bp, the third person camera and 2 other cameras which are for some other mechanics. When I package the game unfortunately the wrong camera is activated at the beginning of the game. So instead of my third person camera the camera view of the second screenshot (like the preview in the lower right corner, first person view) is the active camera. How can I change my third person camera to be the standard camera when my game is packed? Some ideas? Any help is appreciated 🙏

mild jacinth
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is it possible to make it so that custom event has specific pawn reference instead of pawn actor reference?

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i noticed it automatically adds pawn reference

maiden wadi
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Cast it.

hoary junco
maiden wadi
maiden wadi
# wind sentinel Hello, I need some help with a camera problem. I have multiple cameras in my cha...

You deactivate all cameras you don't want to be used at the time. The default code will simply iterate all camera components on the view target(usually the possessed pawn but can be something else if you set it to that.), and it'll find the first active camera component and use it. Which one is first can vary based on a lot of factors, and so you should simply deactivate the unused ones until you want one.

wind sentinel
jolly hedge
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Hi guys. I have an event in my widget BP. I want to be able to call this Event from another pawn BP. How can i referance a BP widget?

maiden wadi
maiden wadi
wind sentinel
mild jacinth
#

is there a function for knowing when the enemy ai pawnsensing component is unable to see the pawn(similar to On Pawn See but the opposite of it, basically if not in view range)

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i would assume you can get ai blueprint camera and then somehow see if the player is in view range?

lofty rapids
#

this was a workaround i found for that problem

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it checks if it's still percieved

maiden wadi
mild jacinth
#

get known perceived actors, so you could technically use NOT boolean to check that its not being perceived i guess?

lofty rapids
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you may have to use ai perception like mentioned it's the newer way

mild jacinth
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okay, ill take a look at that.

hoary junco
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is there a way to change the margins of a navmesh? like make it so it hugs tighter to edges and whatnot?

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found it, agent radius in the recast settings

deft tusk
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Hey guys is there a way to bind text being displayed depending on the input being used like if its keyboard mouse it will display keyboard mouse bindings and if switched to gamepad it will show the ones for gamepads?

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preferably in bp

maiden wadi
deft tusk
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ok so how would you get it to automatically switch the displayed text then or would you need to bind to function

maiden wadi
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What is the text in question? A keybind, or?

deft tusk
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like I want the controls menu to display text for the corresponding input

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for instance keyboard keys when no gamepad detected and vice verse

maiden wadi
#

You can do a binding in the widget and set it up how you like.

deft tusk
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ok thank you i will play with this

thin panther
dusky cobalt
#

Anyone had this error before? It's a dispatcher with a Primary Data Assets as array.

quaint ravine
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I cannot figure out why this is not working, when a basically similar setup to change iris and aperture is working just fine. This is inside a CineCameraActor BP.

maiden wadi
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I would wager this was put there due to bug reports of people not knowing that the delegates use const ref arrays.

dusky cobalt
mild jacinth
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kind of a stupid question but when it comes to foreachloop i understand that it goes through every array object. is it done in an order?

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like, 1,2, 3, 4, 5, 6, etc?

lofty rapids
#

arrays are zero index

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so 0.1.2.3.4

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it's length usually determines how long it is

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it will loop in order they appear in the array

lunar musk
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Problem with skm position and lagging

mild jacinth
#

@lofty rapids question i saw such nodes online (attached image). do you know how the Last sensed stimuli works, as in, how can I get a specific actor to check if lost sense or not?
I also checked your implementation buuut.. I havent tried that yet. still checking my options since im using custom ai blueprint system

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it wouldnt work if i have foreachloop for this

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thatswhy im asking

valid sluice
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I need help with a specific event ive been stuck on. Its for a dodgeball type of game. The player throws a ball at the opposing player. If the ball is in range of catching it, the player can press e on the ball and catch it.

  • When catching the ball, it has to eliminate the opposing thrower, and pass the proper information for who caught it, and who was the thrower, for a killfeed.
  • There is no health system to this, at least not with floats or anything. if you get once, you die.
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the player also presses e on the ball when picking it off the floor, so it has to differentiate whether it registers it as a 'catch' if thrown from a player, and if it was just picked up. If that makes sense

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Also my apologies if Its too small, was trying to capture the entire event in one picture. If you need closeups ill split it. Ive just been stuck on this for HOURS, perhaps an entire day and just cant find anything for it.

normal pecan
#

Hi everyone
I'm trying to use the "Async Physics Tick" event in UE 5.4.2, but for some reason the event is not firing.
I enabled "Tick Physics Async" in the project settings, but it still does not work.
am I missing something?

kind estuary
#

how do i get player controller from a UObject?

lunar sleet
silent stag
#

I am using this code for aim down sight with a timeline, but when I move or the weapon sways with animation, the camera's view does not remain the same as the initial ADS angle, causing some drift. How can I prevent this?

teal vapor
#

Sorry to bother, but I'm completely lost on how to load struct data from my saved game blueprint back to my map. I've been trying to watch and read as much as I can, but everything I've found on the interwebs feels very incomplete to me. Basically, I have a box (we can call it a chest) with hit points and a Boolean to flag if it's been opened or not. Any help or direction to a course or video would be great! I'm getting frustrated 😭

lunar sleet
lunar sleet
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Do they all share the same variables? Is there a parent class?

teal vapor
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I have a actor class reference, so that it can ingest whatever I flag with a tag

lunar sleet
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You need to know what you’re spawning if you want to set its variables

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So, is there a parent class that shares all of these variables ?

teal vapor
#

however when I do that, I can't connect the return value on my spawn actor node to my get/set struct

lunar sleet
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teal vapor
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yes there is

lunar sleet
#

Ok

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So spawn the parent class, drag from return value, set each variable

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Or rather

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Spawn whatever class, cast to parent

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Then drag from the cast and pull whatever var you need to update

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If they all share the same vars only the one cast is needed

teal vapor
#

ok, that's hopefully what is then

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my brain has been super mushy with all the tutorials I've been doing. Thanks @lunar sleet. Hopefully I can report back some good news

kind estuary
#

change my view:
life is too short to make your little nodes all nitty and tidy

spark steppe
#

you'll change your view yourself one day

karmic rampart
#

I could learn Unreal's C++, and copy the generated ids into a TArray from my pure C++ Map class, and get Blueprints to read it in perhaps. Not sure what's best. I'd like to learn the Blueprints way first since I'm learning it.

frosty heron
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Spawning a lot of actors or reading lots of data is bp weakness imo

karmic rampart
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Okay, thanks. Yeah it's probably better. I got a book on using C++ in Unreal 5, so I'll try that too.

frosty heron
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String is also relatively expensive afaik

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You don't want to use that for proc gen stuff.

karmic rampart
#

Ok. In my pure C++ code I think I used an enum.

frosty heron
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The experts would know

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Enum is just a named int

karmic rampart
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Yeah, thus faster.

frosty heron
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Good for states but for proc gen, don't see how it's useful

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Int32, or FName maybe. Ask the expert

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Function wave collapse is pretty popular these days to generate proc stuff

waxen quarry
#

Anyone experience an issue with Combobox not selecting index 0 if you recently cleared the options? If will select any index greater than 0 at first. After that it will select index 0 no problem.

spark steppe
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it may assume that index 0 is still selected!?

gaunt halo
#

Hey guys, i have this setup to fill my power bar in my mini golf game, which works well, but the problem i have is the custom even at the top will keep looping over and over. So when the button is released and the value is set to 0, it just fills back up again. How can i call for that action to stop when the button is released?

frosty heron
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don't do this

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you want to use enhanced input instead the legacy input.
With enhanced input, you can use the Triggered pin to run your hold logic.

gaunt halo
gaunt halo
# frosty heron don't do this

Hmm i have tried enhanced input, i have it set to hold and have the left mouse button set to that action but it doesn't trigger

frosty heron
gaunt halo
#

I have as far as i am aware

frosty heron
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you are only defining it

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to make it work for your character/ or what ever that blueprint is in, you need to bind the IMC

gaunt halo
frosty heron
#

So what do you want to do now?

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You want when you hold, the variable increments to 1 or 100 over the course of 2 seconds?

frosty heron
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On triggered increment your variable.

Hold time = hold time + ( 0.5 x delta time )

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Your hold time will be 1 by the time you hold it for 2 seconds

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On release, set the hold time back to 0

real verge
#

Hey guys! I looked certain documentation part and tried to create a kind of katana finisher through a tutorial. I am able to implement most of the part of it but the issue is, on the NPC end, the NPC isn't playing the victim montage.

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I created a blue print interface with functions, SetVictim, Play Victim Montage and go ragdoll

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This is for playing the victim montage :

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I added a break point at this place:

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and in the walkthrough, it reached here

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but in turn it doesnt call that Play Victim montage

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but if I change the call for play victim montage to third person character and make self target and attacker victim, then it calls the function successfully and the animation is performed on the player character rather then on the NPC

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Kindly let me know if there is any solution for this.

hollow arch
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Im still confused on how to cast my bacoins (variable thats binded to text) to game instance so i can use that variable again in another widget and bind it to other text.

lunar sleet
tough kiln
#

Make sure damage deal is >0

frosty heron
frosty heron
tough kiln
frosty heron
#

I don't know what efficient is in any context that we are talking about. As of how to use interface, there are plenty of tutorials already on the internet.

tough kiln
frosty heron
#

contribution for what?

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I only said that the wise people around here said don't use Unreal Damage system

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imho it's a bad advice, especially branding it as best practice

lunar sleet
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It’s prly fine at this level tho

frosty heron
#

OP already have his own interface, how does apply damage even come to the picture tho

lunar sleet
#

Oops I may have mixed up the 2 OPs

tough kiln
frosty heron
#

I have to say something when you call it as best practice because that is factually wrong but if that's useless contribution to you, then well I said my piece.

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also he is already working on his own interface, why would one detour his debug issue to an in-built interface?

worthy frost
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Nearly every project makes a custom damage system or uses gameplay abilities

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The built in one is too rigid.

real verge
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I am sorry, but it looks like I messed up this into an argument. The thing was even I thought that unreal default damage system is not that much efficient, I have used it in my earlier projects too. Furthermore, in my interface I haven't set anything for damage and stuff it mostly like I just wanted those animation to trigger based on attack interface. The third person character collides with a box collision kept in front of npc, which sets the npc as victim. Now on pressing the trigger key, the third person character perform finisher montage and the npc perform victim montage simultaneously.

young meteor
#

Hey folks
Is there a way for me to copy a Spline from one actor to another?
I'm looking to get the same Spline shape so I can use it for a visual path/mesh Actor, as well as use it for controlling Enemy movement.

gaunt halo
frosty heron
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Delta time is the time it takes from last frame to current frame in milliseconds

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the stuff I showed should give you 0.5 value within 1 second

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so you will get 1 in 2 seconds

balmy onyx
#

hey i set up this save system. also i added a way to permanently upgrade my max health. but when i upgrade the max health and load a save where max health is not upgraded yet it won’t degrade itself. anyone knows what to do?

frosty heron
# real verge

Debug, check if Victim is a valid instance also make sure that it does implement the interface

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where exactly did you set Victim variable?

real verge
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on begin overlap

real verge
lunar sleet
frosty heron
# real verge in the npc blueprint

Could be a race condition, it seems that you have interface all over the place 0o, even setting a victim is an interface? this looks like a nightmare to debug.

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felt like interface is being misused here but I am not a qualified judge

lunar sleet
young meteor
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Just end up with another one

lunar sleet
real verge
# frosty heron Could be a race condition, it seems that you have interface all over the place 0...

yeah actually I am also following tutorial for the same. The thing is I am also not familiar with the way the interface are being called. Till the point I debug , I was able to find that the victim is being set correctly and the third person character plays the animation correclty. But the interface attacks have a function Play Anim Montage, so the calling of that function is not taking place, and even I am not able to figure this out, working on this from yesterday.

#

interface consist of
Set Victim
Play Victim Montage
Go ragdoll

frosty heron
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Well in any case before you call the interface on the victim

real verge
frosty heron
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Check if it's valid by doing a print string

lunar sleet
real verge
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oh okay

young meteor
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I'll do some Googling 🙂

lunar sleet
young meteor
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They are not in my case

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Not by me at least.

real verge
frosty heron
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show how you print

real verge
frosty heron
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wait what

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this will always be error

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input object is not connected

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if all of this from tutorial, you should be ready to unlearn it imo

real verge
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yeah its valid, my bad

frosty heron
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what's valid?

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just do this

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Print string here

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then screen shoot the result

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you want to print the Victim value

real verge
real verge
frosty heron
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go to the bp of this guy and make sure that it implements the interface

frosty heron
# real verge

then this should work as far as the interface goes

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try to print string in PlayVictimMontage implementation of the the circled NPC

real verge
frosty heron
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print string here then show the result

real verge
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nothings being printed

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even I checked it by using breakpoint

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it isn't reaching there

frosty heron
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go to your NPC class and check if you are overriding the Blueprint interface

real verge
real verge
frosty heron
#

also yea, this looks like a cursed tutorial

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delete all of this, if you want to use the parent's one

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or at least right click the event and select call to parent, then connect it

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atm you are overriding the events and have your own implementation that doesn't do anything.

real verge
# frosty heron also yea, this looks like a cursed tutorial

In this tutorial, I am going to show you how to implement Katana finisher moves in unreal. Implementing finishers moves with complex animations always looks very dramatic. But in order to properly execute these complex moves, both attacker and victim needs to play respective animations in synchronization. Otherwise, it won't look good. So, here ...

▶ Play video
frosty heron
#

never liked youtubers, especially unreal sensei and codelikeme

real verge
frosty heron
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eww

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Matthew Wadstein is good

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anyway reason why your print string doesn't get called is because you override the event in NPC

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which doesn;'t do anything as the screen shot you show

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print string here see if it calls

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also after that, right click the event and select call to parent

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@real verge

real verge
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okay

real verge
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nope it doesn't call

frosty heron
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try the EventPlayVictim montage

real verge
frosty heron
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delete all of this if you don't intend to override them

frosty heron
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then test

real verge
frosty heron
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but it prints yeah?

real verge
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yes it prints the victim as npc

frosty heron
real verge
real verge
real verge
frosty heron
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have you deleted this?

real verge
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inside npc only these two are there

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nothing else

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breakpoint goes till here

real verge
frosty heron
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if the actor implement the interface it should call the event

real verge
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this for the third person character

astral pine
#

I have a blueprint that's called BP_HttpClient with HttpRequest and HttpComplete events.

I'm able to instance the blueprint, perform a request and bind the HttpComplete to a callback function.

In another blueprint how can I instance the BP_HttpClient properly? When I use an object instance I only see the HttpRequest but I'm not able to properly bind the HttpComplete.

near rapids
#

anyone knows what these Camera Asset/Mode is?

real verge
frosty heron
trim matrix
#

Anyone know how I get rid of that box ?

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it comes up when I'm hover over stuff and gets in way tbf

real verge
frosty heron
real verge
frosty heron
#

Im not trying to be a clown but I only do that when i get paid and for this kind of stuff, it's probably a good debugging experience for you.
My suggestion would be to just get a print string to work thru interface, once you see the code print then you can move on to your montage logic

real verge
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oh okay I will try to surely figure this out. Thanks!

frosty heron
real verge
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yeah sure!

trim matrix
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Anyone know how I might do this ?

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I have the animation asset and I'm trying to in the animgraph dynamically set the anim

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the idea is the character has array of animation assets that are in a map and the weapon has an ID and the two match the specific animation is sent through

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at the moment my issue is the animation sequence seems to not be able to get the animation sequence from the animation asset that i'm passing in

native heart
#

So I'm having a weird bug with the editor and can't seem to find solution for this online. When I create an actor blueprint with a skeletal mesh or static mesh component, the components don't seem to keep the reference to the mesh asset in the level. It acts slightly differently for skeletal mesh and static mesh; for skeletal mesh if I add the actor to the level and set the mesh asset in the skeletal mesh component, the mesh gets loaded in the level and in the detail panel I can see the correct materials being added but the reference of the skeletal mesh asset is not there; for static meshes is similar but I see the reference of the asset. In both cases if I try to use the mesh asset reference it's just not there and it keeps the reference of whathever I set as default in the blueprint. I have tried with different projects, different engine versions, both from the epic launcher and with compiled from source versions, reinstalled the engine, the launcher, visual studio and windows but the issue is still there. I'm starting to think it's a compatibility issue with my hardware at this point

dark drum
timber crystal
#

I greet you

What I'm trying to do here is that the shield in the background is destroyed when hit and the wild boar also dies

I use multi trace
And as you can see, it only doesn't work when it comes to hitting both at the same time, which is my goal

dark drum
timber crystal
dark drum
timber crystal
#

ok i try it out now thanks

timber crystal
native heart
#

it seems to only be an issue with actors i create using a mesh component, if i drop in the scene a skeletal mesh actor it keeps the reference correctly, since i'm able to get the reference to the skeletal mesh asset and print its name in this case

dark drum
dark drum
timber crystal
dark drum
native heart
timber crystal
dark drum
timber crystal
#

and that is how it looks like behind the trace

dark drum
timber crystal
dark drum
timber crystal
waxen sorrel
#

is there some structure for a pair of int ? say like Vector2D but for int ?

frosty heron
#

use a struct

waxen sorrel
#

dammit

waxen sorrel
#

was looking for range, limit, bound, margin and didn't found that one for some reason

#

you saved me!

barren tangle
#

Hello, I am into a BTT (for behavior tree).
Does it make sens to do something like that?

#

I expect to always Finish Execute = False
Unless The Actor trigger an event.
In that case i will go on the custom Even. and follow the path there

obtuse oriole
#

I have a material instance for all of my lamps, how do I change the material instance parameter with blueprint? I still unsure how do I loop through all primitives in a level and assign a single dynamic material instance and use it that way

obtuse oriole
#

you do realize that

barren tangle
rotund barn
#

i dont understand how stuff can keep going through this branch after its set to false. basically i have an exploding bullet, it works 80% of the time but randomly i get an area where everything instantly dies (so it keeps doing the destroy actor, even tho i set it to false on the same logic where it keeps firing infinitely). i also tried setting it to false in alot of different places, always doing the same.

obtuse oriole
#

no I meant I have a material instance in my content drawer assign to all the static mesh lamps in my level

#

those static mesh are scene components, doesn't belong to any actors

barren tangle
#

In a place like the LeevelBlueprint, The gameMode....

obtuse oriole
#

the question is how do I even get array of all the static meshes within the level?

barren tangle
obtuse oriole
#

oh well then, so much for that

barren tangle
#

let me ask to chatGPT 😄

barren tangle
lofty rapids
barren tangle
obtuse oriole
#

I mean they do turn into StaticMeshActor

barren tangle
#

maybe there you can see if it create an actor? if yes you can use it, other wise. i don't know

#

yes if you get all staticMeshActor you will not know if it's a Lamp or something else

#

try to get all static mesh. and for all of them try to print their name??

#

you can can find one called Lamp

obtuse oriole
#

well I can loop through the material and see if any of them match with the lamp material

barren tangle
#

maybe you can take that one to retrieve the material instance?

obtuse oriole
#

let me try something rq

quaint ravine
#

Hey, folks. Trying to figure out why this node sequence isn't working to allow changing focus distance on a CineCameraActor while similar sequences to allow aperture and focal length changes are working as expected. What am I missing?

obtuse oriole
lofty rapids
quaint ravine
lofty rapids
quaint ravine
lofty rapids
#

why are you doing two sets one after the other, i think it will cancel

quaint ravine
#

Set Current Aperture and Set Current Focal Length are performing as expected in their respective nodes.

quaint ravine
lofty rapids
#

there the same nodes tho

quaint ravine
#

One input is supposed to increase the distance and one is supposed to reduce it, so I have a Set node for each input action.

#

Do you think I should just have one Set node and connect both Input Actions to it?

#

(as in, combine the Exec pins from the Input Actions and just have one Set node which receives them both?)

#

I will say, even if I compile the BP with one Set node deactivated, it still doesn't work.

barren tangle
obtuse oriole
#

Level blueprint begin

lofty rapids
quaint ravine
#

And the paths are separate. But let me play around with this based on your suspicions.

lofty rapids
lofty rapids
quaint ravine
lofty rapids
quaint ravine
#

Meanwhile, this works exactly as expected.

#

So I'm confused why basically the same logic doesn't seem to be working for focus control.

#

For the focus one I've tried it with both Cast To and Get Component nodes.

opal pulsar
#

i noticed you can use a World type variable to Open Level but you cant create one in blueprints. I found a way around it by just using Promote to Variable on the open level node's input, is this legal and should i trust this or will this break?

maiden wadi
# obtuse oriole it only run once

I don't think he wasn't asking about CPU performance of running that function. Using HISMs allows your renderthread to do much less work with less draw calls by batch rendering things which you can't do with separate StaticMeshComponents.

obtuse oriole
#

well the main reason I used it because all the lamps are supposed to sync color and everything so I thought it is easier to just have a single dynamic instance material that controls all of them

#

and memory sake too because I am going to spam that lamp a lot so each of them having individual dynamic material is going to kill memory a lot

thin panther
#

Not directly

#

But it's there

opal pulsar
#

i see

#

would it work for a saving system?

#

im trying to save what level the player is in, and load it back in

#

but i dont really know much about soft object references lol

opal pulsar
#

nevermind, i got a solution

dark drum
rotund barn
dark drum
rotund barn
# dark drum The fact you have to cast multiple times points to a flaw in the logic. Casting ...

oh okay, i think i asked here before if casting to the same thing multiple times affects performance and i was told it doesnt, and that it would affect it only if i casted to many different blueprints. and also i had a spawn actor (red text saying "kill") after the destroy actor, and it was getting spawned, or wait, did that work because it was on the same tick, and because i have delay 1 tick there, its not setting the variable?

warped chasm
#

Any idea what's the issue here?

waxen sorrel
#

Someone knows why when I add points to a spline from other blueprint, once I move the actor with the spline, all the points are gone, how prevent that ? (somehow can edit and move individual points, until I move the actor away)

lunar sleet
#

Whatever SavingStation is, it’s not set properly

hoary junco
#

if I'm doing a scroll zoom feature for a top down game what's the best way to do that, like is it best to extend the spring arm or to change the field of view?

maiden wadi
warped chasm
lunar sleet
#

You need to get a reference to that actual instance

mild jacinth
#

is it possible to create function bindings for custom events

#

e.g when it gets executed, run x thing

#

from lets say a actor component

#

if you have pawn reference

lunar sleet
maiden wadi
#

Event dispatchers. GetComponentByClass->BindEventDipatcherNameHere

lofty rapids
#

of the spring arm

hoary junco
#

this engine can be unintuitive at times

crisp hawk
lofty rapids
#

you can finterp on tick make it nice and smooth zooming

#

or just get current arm length, add or subtract, set it

#

1.0 is a little slow but its nice to do it that way it makes the zoom much smoother

subtle shoal
#

Is there something special that must be done to ensure the scope of an editor utility blueprint? Randomly, I am unable to operate on assets in the same root folder as my blueprint. Sometimes this is fixed by restarting, but no luck right now. RenameWeapons is supposed to operate on all weapon data assets in YetAnotherWeaponRename.

This blueprint has already worked before, where the only difference was the name of the root folder.

Blueprint

mental sequoia
#

Is there a way to bind an event in “BP 2” to an event in “BP 1” without “BP 2” having to make a direct reference to “BP 1”, such that “BP 2” doesn’t have “BP 1” in it’s size map?

maiden wadi
mild jacinth
#

when it comes to the AI and shooting against playercharacteer with ranged weapons, how can you randomize the hit locations?

#

is getting skeleton bones and then somehow choosing random bones the way?

shut quarry
#

In blueprint, given an actor how do I ensure the door always rotates so that the door is "pushed" open. To achieve this i can't just hardcode relative rotation to like 240. I gotta somehow use actor location and use that to somehow figure out to rotate 270 or -270

ivory spoke
#

I run into a Problem. I've implemented SUDS Dialogue System and removed all "Manual" Gamepad Inputs. Replaced it With different Input Mappings and the Enhanced Input System. I removed all Mappings and added the Dialog Mappings at the start Dialog. But after I press the Button the dialogue closes and the Mappings are gone. If I choose a other Button all works fine. So I think I have a relic function or so within my code. Is there a Way to detect the Function that is fired with the gamepad button?

#

I hope someone understand my Problem xD

lofty rapids
shut quarry
#

and solve for theta

shut quarry
#

and if it within (0,180) turn one way, else, turn the otherway

shut quarry
lofty rapids
#

the dot product will be certain numbers depending on how they are aligned

#

print string the value when you press the key

#

and see what it says

shut quarry
#

okay

lofty rapids
shut quarry
#

its either 620k or 670k depending on if im in front of behind the door

shut quarry
#

not doing all that rn

wet relic
#

Is there any clever way to make an object picked up with physics handle stay floating where it is conditionally when the physics handle lets go of it? disabling gravity isn't enough i want it to be 'sticky' (e.g. if pushed out of thatp osition i want it to return to it)

faint pasture
lofty rapids
wet relic
faint pasture
#

Why? If it's not meant to move any more....

wet relic
#

i need collisions to work and i need it to not be immovable

faint pasture
#

What are you actually after, what's the mechanic?

quaint ravine
#

How do I convert a Single Float output of a node to Double Float for the input of a node expecting a Double Float input?

wet relic
#

i need to be able to pick up an object, let's call it A when it's in a certain level of proximity to another object, lets call it B I want A to be soft-locked in place facing B from a 'starting position'. A is still moveable, but only towards/away from B, there's supposed to be a little wiggle room on rotating it/wiggling it but not a lot which is why i need it to want to return to that starting position when it's not being interacted with.

quaint ravine
wet relic
#

there's physics and collisions involved, u can think of it like a really elaborate key fitting in a keyhole mechanic i suppose, where the player needs to physically manipulate the key inside the keyhole, and i need the key to not drop to the floor when the player lets go of it (hence hover in place, with physics enabled)

frosty heron
#

First time I hear that

quaint ravine
#

I believe "Integer 64" is the same as "double-precision float", no?

#

With "Integer 32" being single-precision float?

frosty heron
#

Float can have decimals, int dont

#

Int32 and int64 diff is the size afaik

wet relic
#

integer64 is just same as int32 kinda, it can just go to higher numbers than int32

frosty heron
#

If you need to represent a small number you can use int32

wet relic
#

highest number for int32 was not all that high if i recall correctly

frosty heron
quaint ravine
frosty heron
#

If you are working in blueprint only, just use float if you want decimals

mild jacinth
astral wyvern
#

Is there no way to visualize the points in the blueprint editor here?

shut quarry
#

it seems symmetric tbh

#

if u look 90 degrees to the right of the door its pratcially 1

#

and then it just decreases symmetrically on both sides to -1

#

Here's an image of what I have. I used only the yaw b cuz thats the only metric we really need:

lofty rapids
#

i believe dot product is 1 to -1

#

one is they are aligned same way, the other is they are opposite

faint pasture
#

you can still use dot product with non-normalized vector

#

the dot product of velocity and a direction is "how fast are you going in that direction?"

mild jacinth
#

is there a way to make a variable inside a blueprint acessable, but yet not visible from the details panel.

#

instance editable makes it public but also exposes to the details panel as i understand?

shut quarry
#

it doesn't account for your actors location

#

only teh rotation

faint pasture
shut quarry
#

*it is aligned the same regardless of my location

faint pasture
#

show the door mesh component inside the actor editor

shut quarry
#

i mean still the symmettry and the pretty much identical results I am getting suggest no room for any pattern I can use

#

alr

#

i am using the white part

faint pasture
shut quarry
faint pasture
#

check dot between Doors right vector and pawns forward vector

#

green is right vector

#

red is forward

#

z is up

#

dont bring rotations and yaws into it

shut quarry
#

there is no right vector only a get forwardvector

faint pasture
#

sure there is

#

get right vector

shut quarry
#

i lied

#

it glitched for a sec ther

#

ur him

#

it works pos = turn one way neg = turn the other

#

ppreciate ur help

sand yacht
#

does the size of a box trace or sphere trace impact performance?

#

for example if i did a box trace with a scale of 10 vs one with a scale of 100.000, would there be a diff. in performance?

frosty heron
#

Profile

shut quarry
#

im not gonna pretend to be an expert but i would assume it would be (100^2/10^2) times slower. But i hv not seen much issue with sphere traces inmy programs i jsut choose whatever size i want

sand yacht
faint pasture
#

a larger collider will have more tests but the scaling is nonlinear

sand yacht
#

okay thank you both for the info!

shut quarry
#

np gl in your project!

sand yacht
ivory spoke
subtle shoal
#

How do I debug an editor utility blueprint? None of the play modes are relevant, from what I can see. Setting a break point and running the BP manually just runs it and ignores the break point.

lyric haven
#

Is that UE5 Widget variable issue ongoing?
has anyone solved how to make a public variable within a widget?

I've been making a quest system and attempting to get the text widget to update when progress is applied. But the Set Text wont fire because I cant make the variables public and I know they arent parented to anything else.

frosty heron
sterile zealot
#

I've got a quick question! I'm currently creating a dynamic wall blueprint that creates and appends (via mesh boolean union) dynamic box meshes along a spline, with a variable segment length. The problem is that when I apply a material to the wall, it tiles each segment. The screenshots show the wall with segment length of 500 and 100 respectively. How can I make it so the material UV encompasses the entire mesh (entire length of the wall), not the individual segments?

frosty heron
#

What you are highlighting is a widget component

#

You can set the text on pre construct, I've done that. It's got nothing to do with the component being a public or not

eager python
#

Does UE hate nested For Loops? I'd like to think I'm not an idiot, but when I nest three For (0-3) Loops I crash

frosty heron
lyric haven
eager python
frosty heron
lyric haven
frosty heron
#

@lyric haven this is a variable you create your self?

#

Or is it a text widget component you drop to the widget designer tab

eager python
lyric haven
#

Its a text widget I toggled as a variable and attempt to set in the BP

frosty heron
frosty heron
#

Why not just get the text component right away?

eager python
frosty heron
lyric haven
#

In the details panel in designer page, I set the text to a variable so I can modify it using Data Table details and current objective details.
So I pull that variable in, but I cant set the text to add progress. It gets the objective details properly but not the progress. It fires its error when I attempt to set the text on progress added

frosty heron
#

Atm the error is saying accesses non, which means you are trying to access something that doesn't exist.

This shouldn't happend if you just reference the text widget component.

What I think happend is that you create variable of a widget component type and never set it to anything hence the error.

#

Can you just drop a text widget to your widget.

Tick variable and then grab it from the variable panel, drop it and set text

#

It should work just like that. I've done that many times.

lyric haven
#

I'll give it a try!

ionic quiver
#

I'm trying to setup dynamic walls that go up / down based on the distance to the player. I've set it up with an actor component so I've used VInterp To and Event Tick. I know that is way too expensive and I don't like it.

I would like to keep it moving smoothly and be versatile that it could be added to both static meshes and blueprints in the future depending on my use case hence I put it on an actor component.

The current plan was to move it over to a Timer instead of tick so it won't need to be every frame but it'd need to be a pretty low frequency to still look smooth. I was wondering if anyone had an idea on how to achieve this effect that's even more performant. Thanks!

subtle shoal
#

Does anyone know what would cause Get Asset to not return an object reference with seemingly valid input?

Blueprint

sterile zealot
subtle shoal
#

This is one of those "unreal surprises", isn't it? There seems to be a hidden argument associated with Get Asset. I checked that the assets are loaded before the Get Asset. Unsurprisingly, they are.

Maybe Get Asset is supposed to operate at runtime?

Blueprint

gilded jewel
#

hey all, anyone know how to be able to trigger a linetrace hit with an invisible object , can you use a hitbox ?

lunar sleet
#

Just add a collision box or such and block that channel

zealous plank
#

I'm trying to do melee tracking where on target acquired, the character homes toward the target within certain parameters. Is it absurd to use projectile component for this? How might you do it?

worn dove
#

I want to create a class reference to an interface type variable in blueprint. I can create an object reference to an interface, but not a class variable that is restricted to blueprints that implements a specific interface. Is this not possible?

subtle shoal
winged star
#

Hello all.. This was definitely NOT the way I wanted to start.. but my brain has been reduced to mush and I am out of solutions to resolve my issues...

I started attacking step by step tutorials to sharpen my knowledge at game creation, and while frustrating at times.. I am managing to understand most of it.. YET...

I keep coming across a GLARING issue while in editor (5.2, 5.3)... I cannot seem to get a functioning button, keystroke, etc. to work...

Instructions directed me to create a "Input Mapping Context"... After assign two separate keyboard inputs to two separate Input Actions... I go and setup a Print String for proper testing and.. I get nothing.

PHOTOS PROVIDED>>>

I have..

  1. Created separate Keystroke Events and tethered to Print String to perform a visual confirmation.. NOPE
  2. I have switched to a gamepad configuration to verify maybe it was some problematic with my keyboard... NOTHING.
  3. I have confirmed that Block Input is NOT switched on... LOOSING PATIENCE.
  4. Rebooted and restarted to clarify is was not just some hitch that hadn't taken place yet... NADA.

Coming to anyone who might have a better insight... I am sitting on a Mac Studio... and if I can't be able to pay test simple test game.. this only jacknives the next few weeks of work and assignments I need to mess with... Any help is needed..

...and I'M PLEADING, I TELL YA!!

frosty heron
#

@winged star you didn't set any mapping context on begin play

#

You are adding none to be precise

#

You want to select the mapping context you created on add mapping context node.

lunar sleet
#

lost me on Mac Studio 😛

winged star
#

@Erik aka "Duzty" you didn't set any

opal pulsar
#

hello, does anybody know how i could implement a texture resolution setting?
i've been looking around on the internet but i couldn't find much, all i found was people changing the max pool size or just changing the texture resolution from the edit details panel
im trying to do something at runtime to all textures, like maybe set a global cap to the texture res. is it possible in any way? if so, how?

lyric haven
#

@frosty heron
Thanks for your help solving that bug!
It was an ID not being passed into the correct variable and then the wrong widget switcher index type which changed between UI states.
But the ID was the big one because I was having it compare a Quest ID it couldnt find for the objective.
Thank you again!

sterile zealot
frosty heron
#

U can look this up on internet

soft orbit
#

Anyone know where the AddLooseGameplayTags node applies tags?

When checking if my character got the applied tags using the Gameplay Tag Asset Interface, it's returning false on server, although I have added the tags to the player on the server using the "AddLooseGameplayTags" node. Trying to replicate tags properly using this node, so triggering it on the server to add the tags in a more secure manner.

gentle urchin
#

Sounds like just the thing that could simply live on tick ,with a simple enable/disable once out of range

silent stag
#

The ADS works properly, but when I fire before waiting for the timeline end, the gun doesn't align perfectly with the ADS angle. According to the animation, it shifts slightly up or to the right.When I enable shooting only after the timeline ends, the game loses its fluidity, so I don't want to do it that way. How can I prevent this?

ionic quiver
# gentle urchin How do you know its way to expensive? Did it hurt your performance?

The framerate gets hurts by it a bit. It goes back in depth as I'm able to see more rooms farther on so potentially you see over a hundred of them, all moving up and down. The way it works is when the walls are down they all move up and down dynamically in view. The ones out of view I believe should automatically get culled by the frustrum.

#

Really I need a good way to disable ones out of sight, hidden below or behind walls for example.

finite hearth
#

What is a clean way to do this?

I have an array of data, this data is an enum (weapon, armor, shield, etc)

I want to create a function that will search that array at a given index and remove all elements in that array including and prior to the specified index if the elm has a matching value as the specific index

So when called with an index "2"

this:
(0) weapon
(1) armor
(2) armor

(3) shield
(4) shield
(5) weapon
(6) armor

becomes this:
(0) weapon
(1) shield
(2) shield
(3) weapon
(4) armor

But I am pretty sure if I change an array while it is under evaluation, it will screw up the indexes. Am I correct?

ionic quiver
#

So it doesn't run into the issue of removing indexes yet to check.

finite hearth
#

Smart, thank you.

foggy moon
#

I'm making a test project and I have 4 vectors.

These 4 vectors/positions are being placed below the players feet with a blueprint object. It uses a grid to snap the vector into a specific alignment. This means when they are aligned by snapping them with this method they will be the same value. I've tested this and it works so far. Here's the problem: When 4 of them have been placed it checks if it is a rectangle or a square. Does Unreal Engine have a better way to do this?

Right now it checks in Blueprinting if the x and y values are aligned a certain way depending on the vector placed in a clockwise way. Also if all the z values are the same as well.

Is there a better way to do this? I have made it work before but it was only done by one very specific clockwise pattern of placement.

I have a test tomorrow and got to go to sleep. I will answer more in the evening tomorrow.

I appreciate any way you can help me

gentle urchin
#

you'd probably wanna normalize/sort them first , then do the regular logic

#

you dont care about ordering, because you're re-ordering them with logic anyways (atleast internally)

topaz condor
#

hey guys im making an interaction with a laptop screen to zoom in when i interact but im having an issue resetting the view when i leave. did i setup my reset camera on my thirdperson incorrectly?

manic mauve
#

UE 5.3, anyone ever seen this error before? Animation BP wont validate, says "None" property for Gameplay Tags, which I verified exist and are used other places, and if I select on them I dont get an "invalid tag" error, they are compiling and imported properly.

I looked all over the ABP and cant find any errors, only this in the Message Log, and it doesnt give a link to see where the bad nodes are. I cant find the nodes, cant seem to search, the GPTs seem valid. This code was working before, but after a small change it just started failing. I have a duplicated ABP before this small change, it still compiles fine and almost all the same code, so something is up with this validation...

#

I also re-compiled this project in case some weird problem there, but same thing.

opal pulsar
dawn gazelle
topaz condor
#

yea i realized the reset camera wasnt set at the end of laptop off, i set that part

#

no on the reset for my bp 3rdperson do i cast to bp_laptop?

#

now*

torn zodiac
#

Hi , Im looking for custom vr hand grab documentation or tutorial.
With snap grab I’m able to achieve my results but i want to achieve a perfect hand grab with custom hand grabbing.
Is there any way to manipulate mesh or bones according to our grab object and make it so real for users?

torpid ember
#

Does anyone know why after saving and then reloading a project the sequence player nodes that are connected to the output pose would disappear from my animation BP? I'm using ue 5.4 if that helps.

frosty heron
silent cape
#

i've been trying to work with this material function setup i found on a forum to give that PSX jittering effect and am sure i set everything right - yet get errors when trying to save. i am sure i copied all the code exactly for the custom nodes yet it spits out lines calling for something that doesnt exist

#

while it should look like this

#

i would greatly appreciate any kind of help or pointers towards my way

radiant pebble
#

Hey there, does anyone know why the post process captured by my SceneCapture2D looks goofy af ? different color, different effect...

frosty heron
heady fern
#

hey so im working on a detect vision ability using ppm but in order the effect to work i need to put the blendable location to before tonemapping but i cant find it i dunno if they removed it for whatever reason but if its still can smone tell me where to find it if not just give me an alternative option to fix this issue. cheers

dark drum
#

@frosty heron Oh by the way. I was able to create an item renderer where I don't have to create a new item render target in the editor. 🙂 It turns out there's a 'Create Render Target 2D' node. You can then get it from the scene capture component when needed and either set a brush using 'Resource Object' on the image or use a dynamic material instance and pass it to it.

frosty heron
radiant pebble
bright dove
maiden wadi
maiden heath
#

Hi guys, a question, I'm using "Editing Tools" to add points to my avatar's skeleton but when I add the Skeletal Mesh it tears. How can I solve it?

native canopy
#

how to interrupt a montage if the node is play montage

cobalt gyro
#

I'm adding a** Packed Level Actor **to a Child Actor within an Actor
(the Actor holds script functionality and the PLA in in the Child Actor component is just art)
ex: I have a bridge that is just art (PLA) but I want scripts for when the player walk over the bridge that trigger things.. enemies or whatever.

problem; everything works in editor... BUT the PLA does not show when building to steam.
it shows when just adding it directly to the level.. but not when attached via a Child Actor.. It is not spitting out any warnings. I have made sure that everything is set to static as that otherwise can be a problem if there is mismatch between the Child Actor and the parent.

Is this a known issue that PLA can't live inside Child Actors or am I missing something?

#

It is a very simple setup. but even with an empty BP with only the child actor is doesn't work.
well. as I mentioned.. it DOES work in PiE and it does not give warnings when cooking.. but it does just not show up on a steam build..

dusky cobalt
#

If I have overlap event on actor that I want to basically be activated once, and then it's not gonna be used ever again, would it be wise to delete that sphere collision for performance after that event ?

cobalt gyro
frosty heron
remote meteor
#

else you can manually add them in project settings

dusky cobalt
cobalt gyro
dusky cobalt
maiden wadi
maiden wadi
winged zephyr
#

How do I compensate for Z rotation?
I get a hit vector and multiply it in such a way that I make something rotate backwards a little, but things that are rotated don't do this correctly. Something rotated 90 degrees goes to the left instead of backwards.

dusky cobalt
#

I have another question about performance. I tried to do a lot of things with components, and they holding logic for ''small'' things. If the component gets added or not it's decided in the Data Asset of the Unit for example you can checkout Can Attack, Can X, Can Z, if this is set to true here, then this component get's added.

What I noticed now by looking on Reference Viewer, I will have all components in references even if they are not added, so if I have 10 options for the unit that can be added to it, and I add one, then it's still holding all these 9 references and because of that it's ''heavier'', while it could be more simple?
Or it doesn't matter because if it's just existing in one place anyway even if I have 20 units on the map they just use 1 data container?

Like for simple example: I have AC_Monster, that get's added only if the checkbox is set to be IsMonster. Is that terrible approach generally? Should I look into this deeper and get to know? This is just 1 example, but imagine there is 20 components similiar to it that's get's added or not. Is there any other practice that can help me avoid it and just thinking ''live'' maybe something like other object that holds all the logic for adding components, and we call there by interface and then it's gets added to the unit, so like UnitComponentManager or something like that. It would make the BP_Unit lighter, but it still would have to be somewhere in the game. Is there easy anserw for that?

maiden wadi
# dusky cobalt I have another question about performance. I tried to do a lot of things with co...

This is not an easy question to answer because it requires a lot of knowledge of project structure overall. But in general this is a case for asset control. It does not matter if many things are referenced by things as long as they don't link to assets. It's usually referred to as Linker Loading and is also the reason that newer developers fall into the traps of avoiding casting in favor of interfaces which doesn't actually fix their real issues or make them understand their errors.

EG when you have a hard ref to something somewhere either as a property or as a function argument or return, the thing that property is a type of has to be loaded before the class reffing it. If both classes are very small code only classes then this is fine because this is how most games work anyhow is that all code classes are loaded up and always resident.

Where as when you softref it, you don't immediately load the thing referenced and can load it later if needed.

A great case for this might be your average story game. Red Dead Redemption, Mass Effect, etc. Every character is technically playable. Because they're all the same base. But each character has a different skin. Some story character is no different than the main character, except that they have a specific skin applied that visualizes them in a specific way. The same is for the main character where you can change your looks. These are all skins. The character class and everything it programmatically uses is always loaded at all times, even in the main menu probably. Doesn't matter if everything in the game references it really. But the skins used are referenced only via soft ref and only loaded when necessary. Which is how games can have 40gb worth of assets and content and only use 8gb at a time.

The TLDR is that the sizemap matters more than the reference viewer. If you're taking up a ton of space with code only classes, chances are they're referencing assets they shouldn't be.

dusky cobalt
haughty snow
#

is thre any way to 'make' a customEvent behave synchronously? or should i just replace it with a function

#

i'm noticing im getting into a territory of too many 'delay' nodes and i want to stop the tech debt now lol

cobalt gyro
maiden wadi
haughty snow
#

ah ok i figured but worth a check anyway

#

ty

#

became one of those things that eventually my UI transitions were off and i had no idea wtf was happening

#

saw a random forum post that mention customEvents were async and sure enough that was it

maiden wadi
haughty snow
#

makes sense, i have a bunch of nodes and some delays off of it so probably better to just compartmentalize everything into proper functions anyway

pliant marten
#

hey guys still pretty new to unreal but ive been roughing out a concept for a sentry turret that tracks the player between an angle of -60,60 and running into an issue. If i spawn the Turret actor facing the World X all works well and the angles correspond. If i spawn it with a world rotation somehow it seems that the relative rotations are being affected as well and it just breaks the turrets functionality. Ive been messing with this for days and cant figure it out. the first turret in the video is aligned with world X the second is facing X but Negative .it immedatly snaps to 60 or negative 60. first photo is where im clamping the look at rotation , second is where im interping back to the previous angle to align with the timelines last position and checking if current angle is nearly equal to target. 3rd is the timeline that plays the default sweeping left to right. I think its something to do with my look at rotation being in world space and my turrets rotation being relative space but im not sure how to handle that . any help would be appreciated.

maiden wadi
timber crystal
#

Hello friends, very simple and small problem..
Why does my character always start looking to the left instead of to the right as intended?

#

Does it have anything to do with the event tick? I use the rotation there

#

even if i try it with the bp it always starts with looking to the left

spark steppe
#

it's a sign from the gods of BP to tell you to swim against the swarm and make a sidescroller which goes from right to left

#

have you tried to set the control rotation instead of the actor rotation?

pliant marten
spark steppe
#

kinda possible that the control rotation forces it to the other side

maiden wadi
pliant marten
timber crystal
pliant marten
maiden wadi
pliant marten
timber crystal
#

but how to fix that i mean if change the z from the rotator to 180 nothing happends from the start pos but my movement is than sh***

#

ok fixed 😄 but thanks anyway for the tip

pliant marten
ivory spoke
#

hey, I builded my project the first time since weeks. Within UE editor all things working fine. Some stuff doesnt work on Build. Whats the best way to debug such stuff?

lofty rapids
#

because i feel like your just clamping it so it's not relative to any point

faint pasture
grave relic
#

Hi!
Help, help me 😅
I'm really bad at math lmaoo, I'm trying to make my decrement and increment buttons look like this:
If the player arrives at the last value of the "Resolution" parameter for example > Windowed, the next increment will be the first value in the list > Full Screen
If I am on the first value > Full screen and decrement, the next value will be the last in the list > Windowed

dawn gazelle
grave relic
dawn gazelle
woven drift
#

how to store global variables on disk? i need to make an example save file which would work in editor

lofty rapids
#

i use an ini and i built a custom reader/writer

woven drift
#

c++? can this be achieved on blueprints?

#

also does ini support all kinds of variables?

lofty rapids
#

i think there is some built in stuff for ini files as well

#

but i just wrote custom file read/write strings

#

in c++

#

anything you can make into a string you can store

#

with a custom read/write you can basically store anything, its just a matter of formatting the item properly and taking it out the correct way

spark steppe
#

UDeveloperSettings

#

for BP only i would probably suggest a savegame stored in a specific slot

woven drift
#

that seems like good solution, at least somewhat intuitiveold_man_yells_at_unreal

grave relic
woven drift
#

the inventory is a bunch of variables&arrays

foggy moon
spark steppe
dawn gazelle
grave relic
gentle urchin
#

so you can easily compare them

dawn gazelle
#

If the "Last Index is not < Index, that means it must be > or = to Last Index, therefore, you want the index set to 0.

grave relic
dawn gazelle
grave relic
grave relic
dawn gazelle
#

If the "index" is not > 0, then it must be < or == to 0. Therefore, you want the index set to Last Index.

grave relic
dawn gazelle
#

So if your "Last Index" happens to be 5, then Index will be set to 5, so then when you "SetText" further on, you're reading Index 5 of the Array.

#

When you click increment in this state, it sees that "Index" is not < last Index, so then it would set it to 0.
When you click decrement in this state, it sees that "Index" is > 0, so then it would decrement it down to 4.

grave relic
#

BUHHHH

#

Well it works, great!
Thank you very much, I know how to do it now 😁

pliant marten
pliant marten
true crater
#

Hey folks, Could you please review the topic? SOLVED
https://forums.unrealengine.com/t/select-node-with-set-array-element/1915106

quaint ravine
haughty snow
#

Is it possible to set the 'Line Height Percentage' of a TextBox dynamically?

#

I see I can 'get' it but can't figure out how to set it

steady night
#

hey guys im using spjere tracing following my weapon mesh any tips on how i would make it hit the enemey only once

#

since its tracting every 0.01 sec

#

so overlapping gives 100 hits each time

#

the problem is i want it to be able to hit other monsters so i cannot just "cannot deal damage" and reset when done

#

this si what i have now on the actor taking damage

#

but its ungly and not failprone

somber latch
#

Hey, I got (hopefully) a pretty simple question. I just finished following a little tutorial and the ending said "for some additional practice, try to add in to the created function a light color change into the switch". I attempted to go with a simple route of creating a local variable called "color" and making it a single linear color type and then setting the color in the same way I set the Intensity and String Selection...but when I tried to make each SET color different (depending on which switch option is selected) all three of the SET color boxes would change at the same time and it wouldn't let me make the SET color choices separate....so I instead used a random color from a linear color array I created....could anyone explain why I couldn't change the set color option to different colors?

#

If I change the Color on this SET, the other two will change to the same color.

dawn gazelle
# steady night

What you have is basically what you need to do - prevent it from proceeding with dealing damage until after some set amount of time. Instead of using a delay maybe use a timer instead?

maiden wadi
#

Oh, you did. I misread that at the end. You would need to use three separate Set node for Color on each line.

steady night
#

@dawn gazelle yeah, well its singelplayer so delays works tho, but

somber latch
maiden wadi
somber latch
maiden wadi
crude helm
#

is there a easy way to just hang some function for a timer? Like a sync version of delay? I want to simulate a more heavy loading map but for now all my loads are basically instant, which makes it really hard to know my loading screen are working properly.

I was thinking maybe if I could add some kind of "forced delay" in a blueprint construction script, it would "simulate" something heavier maybe

#

like a Sleep(5000) or Wait(5000) that acutally hangs the thread

wise ravine
#

Is checking a Boolean on Event Tick performance heavy?

#

does it depend on the condition?

compact hornet
#

why cant I press this and make the button public?

sweet jetty
#

i need some help

maiden wadi
sweet jetty
#

i am trying to display a sniper scope overlay on the screen when i am aiming and only holding the sniper

#

i thought this would work but not seeming to be

dawn gazelle
# sweet jetty

"Active Item" is likely an instance of an actor reference. What you're comparing to is an asset reference. They'll never be ==.
You'd need to check the class of "Active Item" which you could do by getting its class and doing a comparison or casting.

frosty heron
maiden needle
#

Is it possible to introspect a BP to get all the variables? I have a large collection that I'd like to add to an Array or Map to make life easier for UI interactions without manually wiring them all up in the BP node editor..

frosty heron
#

One way I see people do it is by defining states of the character.

Eg rolling, invulnerable, stunned, etc.

You can drive the state with anim notify, eg when parrying or dodging

#

Outside of that, I will buff/ability with duration (GAS)

sweet jetty
#

thank you

frosty heron
wise ravine
#

Whats the difference?

frosty heron
maiden needle
frosty heron
#

In general, just use timer by event, you can still hook that to a function afaik. Drag the red delegate and type create event. You can then select an event with matching signature.

frosty heron
wise ravine
#

wait so what does this do

frosty heron
wise ravine
#

What am I supposed to do then

slender dagger
frosty heron
#

Even a youtube tutorial will show you how to use timer

wise ravine
#

I'm just trying to make a timer that returns a value or exec when it finshes

frosty heron
#

Spend 2 mins to learn it?

wise ravine
#

I've never done that before so idk

slender dagger
#

google matthew wadstein timers

maiden needle
# frosty heron You want to avoid adding the float?

Those BPW_ vars are UMG widgets that represent a piano key on a keyboard e.g. a visible key and a MIDI note (e.g. 88). I'd like to create a collection of them without repeating that whole snippet by N piano keys

frosty heron
#

I would just create the widget at run time 88 times then

#

With a loop

#

Each of the widget will get a key of index × 1

wise ravine
#

there we go

frosty heron
#

So widget 88 will give you 88.00 to the map

frosty heron
#

Better than doing things randomly

maiden needle
#

I'm just playing rn but let's assume I do.. I need to lay them out in the UMG designer so I don't think I can create them programmatically

frosty heron
#

You just need to add paddings

maiden needle
#

but the question can be generalised as to whether you can introspect BP local vars like you might in some langs

frosty heron
#

Or w.e calculation you need

#

I don't know what introspect mean

dusky cobalt
frosty heron
#

If you drag drop them, there is only the labour way

#

My opinion is my own btw, I don't know how other people does things

#

But if you drag and drop stuff, then it's labour time as far as my experience goes

maiden needle
#

sure, appreciate your input

slender dagger
frosty heron
#

@maiden needle Autheur is king of UI. Don't ping him but you should ask him when he is around.

dusky cobalt
#

What has reference of camera pawn ? Player Controller ?

wise ravine
slender dagger
#

what are you trying to do? because what I think you're trying to do is set the variable after 8 seconds, but if approach happens while the timer is still running it will do it before

dawn gazelle
# wise ravine wait so what does this do

What this does is when the Approach event is called, it then starts a 0 second timer which when finishes calls approach again, which then starts a 0 second timer and calls approach again, etc...

frosty heron
#

Just try to print a string first every 3 seconds

#

You are not using timer correctly, watch Matthew timer video like suggested

slender dagger
#

ignore the variable name

#

and the second one is false too

maiden needle
slender dagger
#

generally if you're plugging the delegate into the same execution pin, you've wrote it wrong. The whole point of set timer by event is so that you can have the rest of your code running while another event fires

frosty heron
#

I mean tbh, I can probably just loop through those keys based on their name and add the float respectively to each widget @maiden needle
It sounds like a shitty work around tho

#

Prefer to avoid naming comparsion as much as possible

remote rapids
#

i want to edit that option

#

how to do that?

#

its blocked to me now

#

becuase that 3d surface

#

how to disable that?

slender dagger
# slender dagger generally if you're plugging the delegate into the same execution pin, you've wr...

Also if you're using it just for this one thing, a delay would also be correct. Timers are different to delays in the sense that you can read and manipulate the timer via a handle which is the little blue thing on the right, whereas you can't with a delay. If you want other things to happen while the timer is running though, then a timer is what you'd use, because a delay "pauses" the execution flow, whereas a timer doesn't

remote rapids
#

??

slender dagger
#

one last thing, retriggerable delays are delays that can be triggered again. Say you had a delay that runs when you press an F key, if you press the F key while the delay is half way done it will ignore it. If you use a retriggerable it starts the delay again

dawn gazelle
shut quarry
#

ddoes anyone know where the s_item structure went?

#

(working on inventory)

frosty heron
shut quarry
#

nah im watching a guide

#

and they using it

#

unless he made it in a prev video 💀

frosty heron
#

I'm not watching it

#

But there's no such thing afaik

#

It's just a blueprint struct the person made

shut quarry
#

oka

slender dagger
#

it's around a minute in

shut quarry
#

yeah

#

thanks

slender dagger
#

nw. But I'll let you know that if you're following a guide and something's gone wrong, then it's going to be way easier for you to just rewatch the guide rather than asking people who haven't seen it

shut quarry
#

fair enough

drowsy anvil
#

Hello, I have turrets that shoots projectiles, but I want it to shoot only when I enter a collision box, how do I do this?

frosty heron
#

Set targets on overlap.

You can drive turret states and task it to shoot when there is a valid target via behavior tree #gameplay-ai

drowsy anvil
slender dagger
#

do you have a box collision component in your turret?

foggy moon
# gentle urchin so you can easily compare them

Unfortunately Normalizing Vectors to place didn't do the trick. I think I have to rotate the positions by 90 degrees each time for the 4 directions. -x, +x, -y, +y or kinda like North East South West

drowsy anvil
slender dagger
#

no don't you need that

#

so create a new overlap event, check to see if it's the character and then if it is, start the fire. On end overlap, stop the fire.

ivory spoke
#

I actually test basic multiplayer stuff (set player count to 2 in editor) I run into the problem that if Player 1 Loot a Item it will replicated, but if player 2 do it it isnt. I do my Item Loot stuff based on a markeplace blueprint. Where the Item gets Destroyed with multicast

frosty heron
#

Don't use multicast unless you know what you are doing.

#

Also if you are on listen server, player 1 is the server. Where any additional windows are the client's.

#

Read the pins in #multiplayer and start from very basic replication before diving to convert a system you buy from marketplace to mp.

Some exercise you can do is opening a door, or display a random number on top of player head. If you can't get those to sync, hold your horses on other system

drowsy anvil
dawn gazelle
slender dagger
#

you're overcomplicating this.

the overlap first off should be the box collision component, not the actor itself.

Second, you don't need a gate. You can turn off the shooting by invalidating the timer as @dawn gazelle said.

so on overlap > check for player > if it's the player, then set the timer

on end overlap > Check for player > if it's the player, then invalidate

dusky cobalt
#

What could I use to draw something like that with animated texture/material from 1 point to another point?

drowsy anvil
#

it works now with what Datura explained, is it too bad to do it this way with this code?

#

if this is still optimized, but just too complex, I don't mind too much, thanks for both for help

ivory spoke
slender dagger
frosty heron
#

The usual advice is to read it 4 times and more if not understood

drowsy anvil
ivory spoke
#

good that I didnt iterate through my actual systems

#

my project will be a cozy game and I actually dont know if it should have multiplayer but I will setup the stuff for the possibility. it is not a competive one

frosty heron
#

I don't think multiplayer is easy, I am struggling my self, and I also don't care about cheating at this point.

#

Replication is the easy part tbh.

#

Doing a turn based multiplayer is many times easier

ivory spoke
#

BTW I fixed my item pick up (I actually forget to send the destroy actor with the server (and the server multicast the destroy)

#

year the replication seems to be easy

#

only understand how this stuff work

frosty heron
#

Don't use multicast for stateful behavior, look up rpc on the compendium and find out why it will not work and what you see is just illusion

ivory spoke
#

ok

frosty heron
#

You simply destroy or spawn replicated actor on server

#

The server will handle it for the client copy if the actor is set to replicate

slender dagger
# drowsy anvil I think a lot of people want very clean and understandable code, if things get m...

the only people who care about code are other people working on your game. As long as you and any other people working on it know what it does, then it's fine. Don't start worrying about expanding it if it's not necessary. Experience will tell you when something needs to be expanded on more. Then again, if it's doing what it sounds like you've described it as, you shouldn't need to do much to it after this. Just because it's only 3/4 nodes doesn't always mean it needs more. It's about getting it as readable as possible whilst having it working.

frosty heron
#

Server rpc is also the only way for client to communicate with server.

So loot item , if server just destroy the item

If client, server rpc a function that destroy the item.

ivory spoke
#

this is the way I do it actually

frosty heron
#

Yeah don't use multicast

#

It will only be called on relevant players

#

So late joiners and players outside relevancy will not fire the function

#

You can ask in #multiplayer if you don't believe me. Show that part of the code, they will clarify

ivory spoke
#

Ah okay

#

I believe you

#

I will run through the compendium

frosty heron
#

I mean you don't have to believe me, you can always ask for second opinion. But the experts are hanging in #multiplayer

ivory spoke
#

before I redo my actually functions

frosty heron
#

If client the one that request to destroy the item, call a server rpc that destroy the item.

If server just destroy right away because it is already the server.

cerulean stratus
#

is there a way to make the slider for a variable not go so fast, like how hte random seed variable type's speed is clamped somehow?

ivory spoke
#

Thanks ColdSummer

haughty iron
#

Anyone any idea as to why a custom pawn class is auto adding a capsule component on being play? Placing the pawn in editor and simulating it works fine but as soon as you start a game it seems to be adding a capsule collision Train Physics Cargo Test
https://youtu.be/PaYBrBo7w2Q this is how it should work but again, the offset of the train is not working when you play a game because it’s adding the capsule and the train is way off the track, tried changing the default to a sphere collision as root and it still does it?

ivory spoke
#

Cold Summer did you ever finished a Game?

bitter rivet
#

Hi, I am new here so please direct me to the correct channel if this isn't it.
I am trying to add crouch to the Epic Animation Sample and am running into an issue with the Motion Matching Database Chooser and is there anyone here who is familiar with this and can answer some questions?

lusty hedge
#

how do i delete ALL children of a vertical box

#

not just remove them. i want them to die

#

why isnt this removing the children

frosty heron
#

Or clear children, can't remember the top of mybhead

lusty hedge
#

will the children still exist as widgets?

#

thank you btw

lusty hedge
#

the Green box is a vertical box. how do i make it push "Tools" text and other vertical boxes down when it gets full

#

i want it to push everything down as it fills up

foggy escarp
#

Doing this dynamically is problematic since all you can do is add child. There are other options though.

gentle urchin
#

Setting them to fill, no?

#

Auto expands as needed ?

oak sigil
#

Got a weird boolean issue here, trying to loop between 3 actors in a level and move the actor to that location issue is on find the correct goal - Every time the goal num is only spitting out 2 besides there being two other actors that have goal nums of 1 and 3 and then the branch is passing as true even though its false because current goal (1) != Goal Num (2)

#

Anyone know why this is happening or how to fix?

dawn gazelle
oak sigil
lusty hedge
frosty heron
#

Looks good

lusty hedge
#

this works

#

this does not work

#

what the HECK

#

makes no sense

frosty heron
#

Your UItezt is empty maybe

#

Uitext

lusty hedge
#

in the 2nd pic string disspears in the UI

#

both strings are the same....

frosty heron
#

Print string it

#

You want to make sure you get any value to begin with

#

Also you want to use set text function normally

lusty hedge
#

something is changing is value to " "

#

i dont understand

#

its a brand new variable i just made

#

the first time it runs. its as it should be

#

the 2nd time it runs its empty

#

is there a way to see what is connected to a variable

#

like everything that talks to it. can i see that?

amber fiber
#

Hello, I am trying to catch wildcard strings, based on an input string from a line trace to determine what items are being hit by the touch screen, when touched. Am I setting this up correctly? Is there a better way to do it?

#

I cant seem to create arrays of strings and pass that through the match wildcard node

frosty heron
#

@lusty hedge show how you setup the item structs

urban brook
#

Hi guys, I face similiar issue with this guy in screenshot, about saving whole actor component data into save file..
the other guy reply's about actor component can't be saved to save file.
https://forums.unrealengine.com/t/cant-save-an-actor-component/695778

Is there any other way to save what actor components knows to save file without converting it to variables one by one?

dawn gazelle
# urban brook Hi guys, I face similiar issue with this guy in screenshot, about saving whole a...

No, at least not in blueprint. You are limited by what a reference is and you need to save all the data about the component and reconstruct it when loading. If you need to save multiple components that contain this same data, you could create a structure that has all the properties that you need to save and then create some functions to read the variables from the component to save them and load those same variables from the structure as needed.

In C++ I'm not well versed with the saving systems available, but from what I recall reading in this discord, there are ways to easily serialize objects.

obsidian mulch
#

its getting called from player bp through interface but getting invalid

#

what to do

#

anyone'

urban brook
flat summit
#

Hi everyone, in picture 1, I have a system in a BP Actor, which adds one to score when they touch this Actor. It then displays a widget when the score hits 5.
In picture 2, the system in BP_FPCharacter, checks the score and updates the "IsScore5" Bool.

My problem, I have to specify when score = 4, to make the widget trigger when score = 5 - If I specify when Score = 5, it triggers when score reaches 6. It almost seems to run the whole first system, BEFORE allowing the "IsScore5" variable to update.

Have I done something wrong or am I missing something here?

sturdy verge
#

Hi, my editor is suddenly so slow when I drag with right click

urban brook
# obsidian mulch what to do

theres lot of reason why, too little info from your screenshot. maybe need to define the UI var, create widget and set it as outer? or maybe simply the UI havent exist idk..

urban brook
rigid summit
#

Can someone help me with launching an actor towards the Player Character? I'm working on a hook skill. Right now, this will launch the hit actor in the same direction as the player (red), but not towards the player (blue).

urban brook
flat summit