#blueprint

1 messages Β· Page 189 of 1

flat summit
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I can clamp the float, but that doesn't seem to change its behaviour either, it still requires one more point than is specified in ==

urban brook
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hm need to dive deeper into your screenshot

raw sleet
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I am not sure if this is the right chat, but I got a question on UI blueprints. I want to make the UI to fit to the player's screen, no matter which ratio they have got. Is that possible?

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if yes, how? I would love to know πŸ˜„

urban brook
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use canvaspanel and set anchor to this

raw sleet
urban brook
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sure guys! np!
im still looking for my hero to show up πŸ₯²

raw sleet
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btw I don't find anything called Anchor in my widget 😦

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I can only find that in the children of the canvas panel

raw sleet
urban brook
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child of canvaspanel should have anchor

raw sleet
astral pine
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I have a blueprint that does an HTTP request, it's an event that I'd like to reuse, it has an on complete method inside of it, I'm wondering how-to reuse this blueprint?

urban brook
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use blueprint interface?

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or if you want to reuse it on another blueprint just make it as blueprint component, to reuse just add it as component anywhere you like

untold galleon
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Hello everyone
I accidentally made two dimensional loop in widget's pre construct

That blueprint code is too heavy for my computer I can't open that file I again (it's crashing unreal when I try to open)
Is there any way to stop execute that pre-contruct code so that I get my logic and optimise that

autumn shard
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this bad boy disappeared for a mysterious reason. There is nothing to fix this except redoing the whole terrain?

tame pecan
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I'd put it in a uobject, so you can use it anywhere

autumn shard
astral pine
astral pine
astral pine
vital ingot
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Can you change the root of a blueprint at runtime? This is what I've tried, but that didn't seem to work.

astral pine
spark steppe
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the what?

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it creates it in the same call i didn't know the whole context of the problem...

vital ingot
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If your only intention is to reuse this function in several different places; I'd suggest a function library though. Might be a bit easier to work with.

spark steppe
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have you considered making a subsystem or similar in C++?

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or a latent function

frosty heron
tame pecan
maiden needle
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I poked at this some more and spawning UI items is at odds with doing careful UI design FWICT? Unless there's a way to spawn into placeholder slots or something. But yea, a little big of language level introspection would really help me tidy things up e.g. "get me all the BP variables (in this case UI widgets) and filter them by some naming convention, so I can bind event listeners and attach UI interaction states". I can likely model the whole piano/synth keyboard and control knobs in data structures and just bind them to existing UI widgets programmatically. So long as I can get a handle on those variables first :/

dusky cobalt
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I'm trying to create something like line with splines so I can put mesh on it and then add nice animated material. Third photo is what I will try to achieve.
I have problem with a tangent I think? The mesh I added is a cube, when I use plane it's not visible. Any tips? These 3 weird things are what is basically drawn right now.

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I need 1 point to be always on the same location, and by clicking I set end location for the spline and there it draws static mesh that I will put material on it. Does it make sense?

vital ingot
# tame pecan Changing any default components in runtime is sketchy

I see... Well I can do it in C++ if that'd be less sketchy I just thought that it'd be the easiest way to handle my item's different states. (Placed/Held/Dropped/etc) My alternatives I think are breaking the states up into classes, or just letting components go far away from their actor.
If changing it in C++ would be less sketchy tho I'll probably just do that. Sorry this is a bit vague, but it's a complex system. abBonk

dusky cobalt
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Ok I made it if anyone is interested here is code.

maiden needle
eager python
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Is there a built-in function to count the number of duplicate entries in an Array?
Ex) If I have an Array containing {0,1,1,2,3,3,3} is there a function that will let me input "1" and output "2" (because there are two 1's)?

dark drum
dark drum
maiden needle
dark drum
maiden needle
dark drum
maiden needle
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haha, true ♻️ πŸ”₯

dark drum
limber dust
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i'm asking this here because it kind of pertains to several things overall but like, how do you know how heavy or light something is on a computational level? like if i used the bare minimum needed to spawn a projectile then process dealing damage to an enemy, would GAS or blueprint interfaces be better, or a little bit of both? i'm asking here because i use blueprints for programming primarily and it's not specifically about one of the two, just what might be a better way of processing longer damage calculations and if one is just better than the other

thin panther
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You know by trying both, profiling them in a package, and judging which is better from a performance-maintainbility-usability standpoint.

Something super performant but that is super hard to maintain, and can't be used easily is way less valuable than something that costs a bit more, but is intuitive to setup.

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The two you described are also not really equatable

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Blueprint interfaces don't replace GAS, and whether you use GAS depends on what you want

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It might be a bit overkill if you just want simple add damage, subtract health, but once you start adding armors, effects, AoE, buffs, debuffs, regen etc, GAS is a lot more valuable

limber dust
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yeah i suppose that's my bad, i was mostly offering either or because i've seen cues and effects used for damage calcs, same with interfaces.

thin panther
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Then yeah, it really depends on your usecase

limber dust
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but yeah if that kind of stuff is easier to do in GAS then i'll look into it a bit more, that's the kind of stuff i'm looking to add

thin panther
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Definitely GAS then if it's moderately complex

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Resistances, cancellation and stuff is an out of box feature with GAS and whatnot

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Want to add a potion that reduces damage taken by 10% for 5 minutes, it's pretty simple

steep rivet
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Hey I was wondering how you could switch in between BGMs inside Data Table... the way I made my blueprint... I can`t seems to find a good way to stop the current BGM and switching it to a diffrent BGM... I use sound cue for multiple BGMs and switching them with Set Integer Parameter. I was wondering how you would approach to switch BGMs inside Data Table... cuz my brain is kinda fried right now...

I guess you need the following 3 switches ?

  1. A switch that does Play and Stop BGM according to Set Interger Parameter
  2. A switch that continues current BGM
  3. A switch that stops all BGM
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@rain timber Hmm I am actually making a Visual Novel game here so I was wondering how you could change BGMs depending on the dialogue I have... I would want to control eveyrthing inside Data Table but there isn`t anything on the net...

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No I am building it from zero although I take references from here and there

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still new to UE5 and no programming skills

frosty heron
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Why r u spawning audio over and over

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Spawn once and refer to the same object

steep rivet
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Owo .... owh man i feel so noob

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you only need one spawn even for like 10 BGMs ?

frosty heron
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Yes but in this case u don't even need to spawn any. Have an audio component somewhere and just use thar

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After all you are only playing 1 bgm at a time

steep rivet
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mann i really dunno cuz i am linking my Data Table with my Dialogue HUD and when i use Play sound 2D there is no other way to bring in audio into widget blueprint...

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i see so spawning isn`t used for BGMs that plays anywhere the player goes I guess ?

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my VN has a FPS like game mode where players can investigate and such

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the characters are just 2D in a 3D world though

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yup something like that !!

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but BGM works all around the world so guess no need to use spawn eh?

frosty heron
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I will have an actor manager that handles the dialogues and audio

steep rivet
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Here is this an overview on how I made my system

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maybe some pointers on how to manage the BGMs ><

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would be a great help... just started UE5 like 3 months ago so kinda noob...

final berry
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Is there a proper way to do move on keypress? For example actor moving up using W key and moving down using S key. Any best practices and suggestions?

eager python
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Well, it took entirely too long, but now I have Doors added to my randomly generated Rooms....

  • Red boxes are "Chunks" of floor tiles that were placed next to each other before adding "Stray" tiles around them (this guarantees some usable area of floor space in each room)
  • Orange boxes are "Protruding" tiles, which can later be flagged as room features, corridors, and/or sectioned off as secret passages
  • Pink boxes are Doors
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Should probably make my next step be "define what can be considered a 'Core' area in each Room", which should allow me to later apply Themes to Rooms and create somewhat sensible Core areas to fit the Theme. Ex) Dining Rooms should have things like tables, chairs, and chandeliers in their Core areas but not in their Protrusions

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But idk wtf I'm doing anyways. I feel like disregarding all the existing algorithms and making my own generator was a weird choice.

dark drum
kindred scroll
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Hello everyone. I don't know if this is right place to ask this, but does anyone have the issue with blueprint instances inside a level keep resetting their properties back to that of the parent blueprint? And if you do have this issue, how do you go about handling this?

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Almost forgot to mention, this always happen after recompiling the parent blueprint

final berry
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Should I use a variant of this for all input? Also for switching cameras or activating abilities etc

somber latch
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Simple little question here (and maybe a little picky/silly): While in the BP editor, if I move a node horizontally, is there a key I can press while moving to keep that movement ONLY on that axis? I think in Photoshop, if you hold the ALT key while moving an object in a certain direction, it will lock your movement to just that direction, so you couldn't veer off from a perfectly straight line.

eager python
south raven
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hey quick question how do I modify location of "Snap" grab type on VRTemplate grabComponent?

wise ravine
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Hey can someone help me understand why this doesn't make my train move?

final berry
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Crystal, thanks for your input (pun intended)

somber latch
eager python
somber latch
somber latch
somber latch
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At compile, you would set the default of approach to TRUE so that is can kick off

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I recently had to do this for movement of a platform from point A->B so, in theory, it should be the exact same thing but with a different object.

wise ravine
wise ravine
somber latch
hasty shard
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Hello,

I would like to know, how did we trigger an event or notify after an animation is over. By example, i have a hit animation, and I would like to put back to false the value at the end of the animation. Did it have a way to do it?

somber latch
south raven
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hey everyone I've created a score system for my project following this tutorial.
https://www.youtube.com/watch?v=sAy-rCwJ8y8&ab_channel=TheUnrealCousinzzz
But sometimes my score goes to negative integers due to component begin/end overlap. How can I make a "if Score is below zero, set score to zero." and which component should I apply this logic to?

shows you how to give your character a score that you can change.

Want to support the video? go to https://francisbunker.net/

β–Ά Play video
somber latch
somber latch
hasty shard
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@somber latch no, what I mean, i have a c++ blueprintimplementable event, that I use on my Animation Blueprint for put the character make the simple hit animation, but it never comeback to the official state like you could see on this capture :

somber latch
wise ravine
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or executed

somber latch
# wise ravine how is the branch being pinged back and forth?

So, the condition for the branch at the beginning is a TRUE bool, on TRUE, the branch executes through the body and at the end of the execution, it changes the condition bool to false which then causes the cycle to repeat, but on the FALSE execution. The event indefinitely cycles since it is on Event Tick

somber latch
south raven
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or what is the equivelant of Void Update from unity in Unreal

somber latch
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@south raven I believe Update in Unity would be Event Tick in Unreal. Event will be called on every frame

somber latch
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It's a collision event so that way the game isn't checking for the "score" every frame, but only when then collision event occurs

mellow dagger
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Hey everyone, I have a quick question. I am currently building a Damage Component and I wish to create a HealingOvertimeEffect and DamageOvertimeEffect. Only issue is that I cannot use Timeline or Set Timer By Event in it sine it is a Function. Anyone has tips on how I could replace those nodes but still have it in my damage system so it can be easily applied to any Ai or player?

spark steppe
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you can set timers in functions

glad mesa
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Hi guys, I have an issue, when I drop an item on the ground and immediately pick it up after, it doesnt save that it has been picked up and after reloading the save it is still on the ground

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its in event graph of my master item

mellow dagger
spark steppe
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there's another "create event" node where you can select an event/function from a dropdown

mellow dagger
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This ?

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This will call this basically?

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And from there I can create a simple Loop

spark steppe
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if you select that event in the dropdown, yes

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why would you use a timer to begin with if you are going to create another loop in the event?!

mellow dagger
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That is not the goal, thats why i am confused πŸ˜…

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I just want this to loop

south raven
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smt like this

spark steppe
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clamp the value when you update it instead of checking each frame

somber latch
south raven
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so I need to clamp each time I make adjustment to it?

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it'd be better to just show, this is attached to begincomponentoverlap

somber latch
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the clamp will just set a min max, and you could assign that to the score. That way, it clamps what score can possibly be and it wouldn't matter what value you add to score. Make min=0 and max to whatever crazy high number you want it to be XD

mellow dagger
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Is this what you meant?

spark steppe
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or add the clamp everywhere where you update the value

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it's a waste of CPU time to check the value each frame

spark steppe
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and you will not be able to add a parameter to it, neither should you do it that way when doing it in the event graph, don't drag variables from one event input to another execution stack

somber latch
south raven
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or any component that has the money reference should work?

mellow dagger
spark steppe
somber latch
mellow dagger
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Because all of my Function in my Component are done in the function and i would like to keep it this way but maybe it is not the right way?

maiden wadi
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Seeing things like this makes me really enjoy using GAS. πŸ˜„

mellow dagger
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Maybe I should do that too but I've never touched any C++

lusty hedge
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can i seperate left and right click events on a button>

flat coral
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Why can't I bind an actor component event to the parent pawn's possessed / unpossessed events?

lusty hedge
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what are u trying to do

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Pawn is a generic blueprint class

flat coral
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This is a HUD manager component, basically I'm trying to have it remove some HUD components when that pawn is unpossessed and readd them when possessed

lusty hedge
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did you make a blueprint called pawn?

flat coral
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Nah I'm just casting to pawn because I assume that's where possess/unpossess are implemented

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I can bind OTHER events like this, it's just possess/unposses that seem to be absent?

final berry
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Hello, is there a way to offset this function? Currently it snaps on 0,100,200 etc. But I want it to snap to 50,150,250 etc

slender stream
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Hey guys when opening and closing assets (whether it is blueprint, animation sequense skeleton etc.) it freezes the engine for like few seconds does anybody know the problem causing it?

final berry
silver garden
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How can I animate a static mesh from this actor? It is a base blueprint that many other objects inherit from, and I want all to be animated the same way.
I just want an animation to loop going up and down, while rotating horizontally.

final berry
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πŸ˜„ Yea sorry, I rambled a bit πŸ˜…

proud notch
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Hi, does anyone knows if there is a way for a line trace to work only with objects in the same level? I have overlapped levels that are streaming at some point and I have some actor doing line trace, but they detect the unloaded level so is not working properly.

wise ravine
somber latch
steady night
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but its not working ideas :/ ?

timber crystal
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Hello and greetings, can someone explain to me why my life counter still shows the last number?

Do I need a custom event in the BP widget that calls the whole thing again and again?

flat coral
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But don't worry there's other ways. Simplest is a binding function, lemme see if I can find a good example

timber crystal
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ahhh ok so i need an updater? that will called in the player bp every time he dies?

flat coral
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So in your widget designer look for this, the "Create Binding" option beside text

timber crystal
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ahh ok

flat coral
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That'll make a stub method that I believe gets called on tick to update that val. Mine sucks. Look at these four fucking layers of dereferences! This is bad code, don't be like me πŸ˜›

timber crystal
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okok i get it thanks a lot grinning πŸ˜„

flat coral
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God, see how "Active Room Manager" has a "Current Room"? Make up your mind, past me! I code like I hate myself

timber crystal
flat coral
# timber crystal okok i get it thanks a lot grinning πŸ˜„

Anyways, this is only one of two ways to do this. The disadvantage of this approach is it does get called every tick, which is probably fine if what you're doing is computationally cheap, but if you already have some event where you know that's when this value changes, you can PUSH the new value instead of polling for it on tick

timber crystal
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okok thanks πŸ™‚

hasty shard
frosty heron
nimble citrus
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i want to make it so as long as i keep pressing the mouse button it shoots with 0.2 sec delay like an auto rifle but in this configuration the first shoot is getting delayed. how can i make it so it delays after it shoots not before?

storm shale
abstract pebble
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anyone else ever run into an issue where all float variables are permanently stuck at 0.0 and/or have idea idea how to fix this issue?

nimble citrus
abstract pebble
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refreshing the node and restarting the engine does not fix

frosty heron
frosty heron
abstract pebble
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yeah i print string when the variable is set and it shows the new number but when i reference the varable after its always 0.0

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i even set it to set the variable every tick

frosty heron
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Show pictures

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Your code, anything to illustrate what you have

abstract pebble
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ok i changed literally nothing and the issue is fixed

steady night
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hey i need advice, im linetracing each loop from the event but its still not "fast enough" its making big holes

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ideas ?

abstract pebble
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i think i broke the engine again

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the game starts and z is pressed once what is the cube size

dusky cobalt
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Does anyone know what is beeing usually used when you want to program something like maybe not procedurally generated terrain, but a terrarin that automaticaly asigns proper tiles when you are using brush for landscape? I guess this must be some kind of mesh that uses some noise to distribute itself on the edges. But what is the proper name for ''programming'' logic so the terrain know where is edge, where is inside and where is I don't know maybe like 90* angle? I remember something from unity where you could generate logic for tiles and you could then use brush to draw it, but in case of 3d what should I check? Any keywords what is used in things like that?

abstract pebble
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somehow its 11

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those are all the set nodes shown for those variables

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Z always triggers flase first key press

dusky cobalt
abstract pebble
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now its value is always 0

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even when z is pressed many times

dusky cobalt
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Do you want to switch the values etc. each time you click? Like you want 2 results from the same click but never 2 times the same?

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You could use Flip Flop node that's first thing

abstract pebble
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yeah

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oh

dusky cobalt
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so just take out booleans and use Flip Flop

nimble citrus
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is there any way to do math operation with bool input without connecting an exec. like if a value less than 0 multiply it with 2. first thing i can think of get a less than node and connect the bool out put to branch and set the operation on true and false branches. any way to do it easier?

narrow igloo
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Hello guys i am making notify system for my game, i have to make that the notify Go in a Vertical box so we have "list" effect, i have the Vertical Box in a widget placed in the BP_HUD, i have the event that throw the notify in another Widget(Menu widget, i m watching that child are created but does not display can anyone help me?

dusky cobalt
abstract pebble
dusky cobalt
abstract pebble
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ok so if i print immediately after cubesize value is set it is 100 or 33.333 but if i print the value at a different time it is always 0.0 even though nothing else is setting the variables value

storm shale
nimble citrus
# dusky cobalt That's already simple to first check if something is < 0 to do something. It's g...

so here i made with the branch, each spell has delay afterwards before the next spell is casted. i wanted to make it so if the cast delay negative it shortens next spells cast delay. if the first spell has -1 delay and the second spell has 4 second delay this makes it so that 4 second drops to 3 so the third spell only needs to wait 3 second instead of 4. but this configurations looks a bit complicated πŸ˜…

nimble citrus
frosty heron
storm shale
dusky cobalt
frosty heron
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Loop happend in one frame btw, so it's nothing about that.

Your issue is the computer is simply not fast enough so you want to compensate that by tracing backward to the last capsule trace

storm shale
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Usually handling it that way, rather than with branches; is better because that way you don't need to calculate stuff twice.
Like in this example; the math would only be calculated once; If you used branch it'd be calculated first on the branch, and then afterwards as well.

abstract pebble
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oooooooooooh

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i had one of my test variables set to print for one of them

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oof

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i figured it out

nimble citrus
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thank you very much!

frosty heron
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Show your entire code next time if you want another eyes to check

abstract pebble
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it really was broken for a second

frosty heron
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Doubt it

storm shale
abstract pebble
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dis what my blueprint look like lol

frosty heron
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That's just an image you find on the internet

storm shale
frosty heron
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Anyway to flip boolean you can just get the bool, plug it to !(not) node and set it

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Don't use flip flop as you have less control

eager thicket
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is it possible to add linear damping along a single axis? such as up down?

faint pasture
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you can't do that just with the physics settings for a collider

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but you can do that with a constraint

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or you can do it yourself on tick

somber latch
hasty shard
nimble citrus
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in blender there is a way to group nodes and duplicate it and use it else where if necessary, is there any way on blueprints do the same. like in the comment group, i'd like to turn into one node with selected inputs and outputs.

storm shale
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Macros mostly if you want the functionality to have multiple execution pins

nimble citrus
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alright! lots to learn! thank you very much!!

wet relic
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is there a way to check if an object is being held by a physics handle?

craggy flicker
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just curious, but it's possible to add an actor component when spawning in an item from its actor class right?

nimble citrus
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tho it connects in the event graph it refuses to connect in functions or in marcos even tho i selected the same class in the input, what is the issue here?

dawn gazelle
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"Actor" references will never have any custom variables you make. In oder to access the variables you either need to:
A) Change the variable type that you're feeding into the "Class" input to whatever custom class has that variable
B) Cast the return value to your custom class that contains that variable.

eager thicket
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a few pointers will go a long way

gritty tartan
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Hi.

I have a question regarding 'Export to Disk' node. I'm saving a render target and it works great in editor. When I make an android build, it doesn't work. It just returns false in the dynamic delegate. I already have the android permissions for read and write to external storage, and I have the 'Use ExternalFilesDir for UnrealGame files' checked.

I've tried googling but haven't found a solution yet. Does anyone know if I missed a step somewhere for android to allow the export to disk to properly work?

rugged sonnet
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Is there any blueprint node to reload mesh?

thin panther
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Why? It wouldn't change anything

rugged sonnet
thin panther
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But again, why. What do you want reloading to do? You reimport and they reload automatically, and there's nothing else I can think of that requires it

rugged sonnet
thin panther
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Ah that makes sense, unfortunately I haven't come across a node for that. #editor-scripting might know though πŸ™‚

faint pasture
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dampening would be "I want to add a force to objects based on how fast they're going."

eager thicket
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hopefully im not too unclear

small mica
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Are NPCs typically actors, characters, or pawns?

dawn gazelle
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It really depends on what you need that NPC to do. A shop keeper that doesn't move around and doesn't need any AI Controller, probably just an actor of some kind. Something that would be possessed by an AI Controller, a pawn. Something that needs to act like the player in terms of movement, probably a Character so you can use the Character Movement Component.

zealous moth
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I have a weird case that I am not sure what is causing this.
I have a UMG that is a list. So it uses the User Object List Entry interface.
In my list container, I add an item of the previous type and when selected through indexing, toggles an animation.
I cannot stop the animation for some reason.

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it doesn't help that you can only work with items that are currently displayed either, items are thus reset when removed because of scrolling

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I am wondering if anyone has ever tried alternatives to this in a way that can be handled by inputs other than mouse

drowsy anvil
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Hello, how do I make a timer that starts when I enter a hitbox, that then destroys an object 5 seconds later?

lunar sleet
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⬆️ this, on begin overlap

drowsy anvil
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do I copy the overlap, cast and timer and then add it to the old timer node?

lunar sleet
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What object are you destroying

drowsy anvil
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it's a blueprint of a turret that shoots projectiles

lunar sleet
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Is it this bp?

drowsy anvil
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yeah, I need this blueprint to happen for 5 seconds and then destroy itself

lunar sleet
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Just add another timer after the first one

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But also name your variables properly so you know what they are at any given point

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Given you promoted that handle you can now GET it, so you’re free to organize your code more

drowsy anvil
dawn gazelle
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If you want that 5 second timer to destroy it, then hook it up to that "Timer_that_deletes" event instead.

drowsy anvil
dawn gazelle
drowsy anvil
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I added a 5 sec delay node inbetween the fast looping timer node and destroy node and that worked

dawn gazelle
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What do you think this combination of nodes does?

slow bolt
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Hi everybody. Please help me. I created some logic using variables in the blueprint (actor) in constructor script. Then in level blueprint and called the β€œspawn actor from class” node. After this I want to change the values ​​of the variables used in the constructor script. Is there a way to do this so that the constructor script uses the new variable values? That is, just restart CS. I found an article about this, but it didn't work for me https://forums.unrealengine.com/t/is-there-any-way-to-run-the-construction-script/656744/2

dawn gazelle
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If you want to be able to set the variables on the spawn actor node like in the image,then you set them to "Expose on Spawn" and when the object is spawned it should use those values.

lunar sleet
slow bolt
lethal pollen
#

How can I diff blueprints if I'm using Git source control? It doesn't find the p4merge.exe (I think this tool is for Perforce).

#

Thanks!

dusky cobalt
#

If I need Component to have a hard reference of the ''owner'' so I can then communicate back to the owner of component and also pass the reference of owner further to another (for example widget) is it bad by design? Should I change these communications to interfaces?

The component is never loaded alone, it always first need to have owner(building). The component itself is very light (2 events), but because it has reference of the owner it's size map is 150mb.

I pass reference of the owner (building/self) to the component, in the moment I create that component in the building. Should I pass just actor reference, and then use interfaces for the component to communicate back to the building? Would that make it ''lighter'' or it would not change anything?

dark drum
dusky cobalt
# dark drum Why does the component need to know about the specific owner its placed on? Gene...

It's gonna be used only for one owner, so I don't need it to be so generic. I have components where they are more generic if they need to be used by different owners, but in this case only building can have component that takes care of recruiting units, like I'm not gonna place that component on the unit or resource πŸ˜„ I think I'm overthinking this? ChatGPT says there is neglible difference in performance if I would switch this hard reference to interface because there is still reference, just hidden if you use interface?

So in this case this component is not really a ''system'' that needs to be generic. It's more about making it more cleaner for me when one building becomes Recruiting Building because it got component added to it (and you can modify 1 building with 5 different components to add functionality to it).

dark drum
# dusky cobalt It's gonna be used only for one owner, so I don't need it to be so generic. I ha...

If the component will only ever be placed on that one type of actor it wouldn't make much of a difference.

However, to me a cleaner approach would be to use event dispatchers instead. That way what you add the component too can decide what it should do when the event dispatcher is called on the component. This means the component wouldn't need to care what it's placed onto. Whilst you might not intend to use it anywhere else, it does give it some flexibility in allowing you to use it somewhere else in the future.

dusky cobalt
dark drum
iron delta
#

Hey All, somewhat new to UE5 so apologies for asking such a simple question. is there a way to get specific components to ignore Begin Component Overlap on another actor? I'm stuck in an infinite loop. i would have thought turning off generate overlap events for the component would work yet no luck.

dark drum
iron delta
# dark drum It would if the overlap event was specific to the component. Are you using the o...

so here's the basic set up. the red line is a material set up on a plane which i want to be completely ignored. the issue started when i tried making a child blueprint to do the same with the moon (currently using a simple ribbon in image.) there is an "Interaction Zone" set up around the planet which is the above overlap event. when i try to use child blueprint for the moon it just starts shooting off errors around overlap event.

#

wanted to give as much context as possible. sorry for the overload. haha

urban brook
#

Hi guys, i can't find the reason why my packaging always failed and point out this Blueprint Function Library.
I have delete Binaries, and all UE cache folder but still can't solve this issue. perhaps any of you have face same issue?
..FunctionLibrary created at wrong time and restart session multiple times and still not solving the issue.

dark drum
dark drum
urban brook
#

each function which using that Shavelfunctionlibrary been recompiled and no error..
what is your suggestion? should i recreate Shavelfunctionlibrary?

#

what is world context nodes?

dark drum
urban brook
#

can you give example of what world context nodes?

dark drum
iron delta
# dark drum Share the error messages you recieve.

yeah sure thing, if I remove the pin for the begin overlap it then give me an error for the end over lap, if i remove that pin it give me an error for end overlap still. this only happens when i swap the temp moon i have for the child bp. ive not really messed about with child BP's before i was just hoping to save myself some time rebuilding the functionality. I know its spawning at the actor location but the only part of the child bp that should intersect is the plane i mentioned.

dark drum
hidden plover
#

would someone mind briefly explaining the process of getting a bow and arrow setup for 2D sprite game. This is what I want to do https://youtu.be/acPRFLSmSi4 . Ideally hold down the shoot button for more power (but can come to that later). I currently have an arrow shooting in 1 direction that spawns inside my character and not the bow (like so https://youtu.be/EHP6lVm1iwU)
Should I have 1 BP for the bow and another for arrow? and use player controller BP to aim etc? I'm not entirely sure which BP I should be building each action. Hope that makes sense

iron delta
# dark drum Actually, when are you spawning the temp moon?

on the begin play of the planet. the planet is spawning the begin play of the sun, which is the only object in scene at the beginning. was planning on make a more tidy system for spawning later on. could this be part of the issue? plan was to have all objects spawn in the Level BP, just hadnt gotten around to it yet.

iron delta
iron delta
frosty heron
#

Depend on your project and scope but deffinitlt not level blueprint because the communication goes one way.

#

Other blueprint class don't have access to level bp

iron delta
#

hmmm... i only need it to generate them initially though?

frosty heron
#

The communication goes one way, it is never the right place for gameplay element

#

A quick google search about level bp should give the same advice

iron delta
#

i'm not questioning your advice but just so you know the first thing that popped up literally says to use level BP? im assuming thats just for tutorial purposes> i get what your saying though. what do you suggest as an alternative, create an actor to spawn them in?

frosty heron
dusky cobalt
iron delta
iron delta
frosty heron
#

and they also de-mystify common bullshit like avoid casting, avoid, tick, etc

dark drum
iron delta
frosty heron
#

I'm saying don't listen to certain group of people that says avoid cast or tick.

I don't avoid level bp all together, I actually use them for one specific task in my game but I know it's limit and I know my use case.

dark drum
# iron delta so just avoid all together?

Try to avoid, there might be genuine cases where the level BP should be used but it'll be rare as using either an actor or actor component would be a better option.

frosty heron
#

tldr, if you are not sure, don't use it imo.

dark drum
iron delta
#

yeah okay, i haven't really had a need to use tick so far. i do use casting when necessary and was worried it was not a great way of doing things so that's good to know. I'm sure there's plenty of things i could be doing better though. i use interfaces to interact with planets and bring up the commands when the player ship is close enough, i'm curious now if that was the right way to go. you guys have me rethinking a lot of my work haha.

dark drum
# iron delta yeah okay, i haven't really had a need to use tick so far. i do use casting when...

Generally, Interfaces are for when you have multiple classes that don't share a common class but need to have/share the same function. An interact function is a good example of this as you could have an actor and character that both need to be interactable. The only common class they share is 'Actor' but I wouldn't recommend modifying UE's base classes. An interface allows them both to have an the same interact function. There are ways to set up and interaction system without using an interface but isn't always needed.

thin panther
#

Honestly could be either. If that interface is only for planets, it could be a cast, but an interface isn't an awful call here either

iron delta
#

Ah good stuff, so I think I was on the right track there at least. I intend to use it for several classes; planets, ships, asteroids, stations etc.

#

really appreciate the advice, getting a lot out of this. glad I joined this group.

thin panther
iron delta
#

honestly only just started to understand them better in the last week or so. I've seen a few tutorials where they are used, but never really explained. i spend most my time just trying to make sense of the UE documents trying get my head around it all.

thin panther
#

MathewW has a great channel with short bits that cover a specific node or class

astral pine
#

Anyone experianced with UnLua? There's plenty of exmaples of howto access Blueprint objects in Lua, not vise-versa. Any idea howto access a Lua fuction in Blueprints?

iron delta
worthy fractal
#

What is the easiest way in blueprints to pass a list of key value pairs in a gameplay event payload?

timber crystal
#

Hello i have the problem that as you can see in the video my player hud do not update anymore after he revived but before death everything is ok everything is working

Im totaly stuck and cant understand WHY?
Because as long hes not death everything is working 😦

Red picture is the player death settings in the player BP

the green is respawn system in the player bp

The other pictures are the widget settings

#

the only thing that is working after the death is the health (the hearts)

dusky cobalt
dusky cobalt
# timber crystal Hello i have the problem that as you can see in the video my player hud do not u...

My guess is you are destroying actor, and then the way you bind to the HUD/widgets, it's still trying to access old actor which was deleted. It would be the best if instead of destryoing actor and spawning it again from 0, you just rested his stats and teleported him. Or maybe you just forgot to set shields to be 100% on respawn? You also gained 1 shield after getting 2 health hits? Also you should not be creating HUD or widget again after respawn, but rather just updating it. You just need to create it basically once, and then you just manipulate data, you either remove it from viewport and then add, but creation of widget should not be done in 3 different places - on start game, on respawn and anywhere else. Game starts - create hud - and then it should display whatever is beeing fed to it.

timber crystal
dusky cobalt
timber crystal
timber crystal
timber crystal
dusky cobalt
#

then you need check all variables and how they are set, and how you are reseting these variables, maybe you set variable -1 on health damage, and then this variable is used when you reset it, and instead of it giving 2, it gives already 1 because it was substracted

#

you should have variable Max Shield and Max Health, which is beeing used to set Current Shield and Current Health on reset

timber crystal
dusky cobalt
#

check where you are pritning add shield and how it's called, I can see it's printed 2 times in random times, try to simplify it and just set shield to 2 and print Shield Reseted and same with health, set it to max and print Health Reseted, so you know when and what is beeing called

#

basically either simplfy code to check what is not working, or literally go and print everything so you see when things are called

young meteor
#

Trying to close the editor I now get this error.

I can't remember exactly what changes I made. They are all BP stuff though except for 1 material.
How do I figure out what is wrong?

dusky cobalt
#

Cancel and go there and check this blueprint

#

maybe it's open in some other program?

indigo zephyr
#

Am I supposed to do something different when push a widget in common ui for an activatable widget stack?

when I push a widget ontop of another, the (what would presumably be leaf-most) widget doesn't seem to get input?

young meteor
dusky cobalt
young meteor
#

Same issue

dusky cobalt
#

Do they maybe use that material you changed? Go into one, select all nodes, click on one and click Refresh Nodes, and then compile and save

young meteor
#

I'm okay just closing stuff down and not getting stuff saved if I have to. Just afraid it might create further issues next time I open up the engine.

young meteor
dusky cobalt
#

maybe do you have project opened 2 times?

#

check in Windows Manager if you have 2 instances open

young meteor
#

I do not. Maybe the log helps

dusky cobalt
#

Hmm, can you try to maybe duplicate this material you tried to modify, and the previous one just for a moment clean with all the nodes, save it so it's empty and then try to save project? Just to see if it's what is causing the issue. You will have nodes in the duplicate but it's just not referenced anywhere so shouldn't cause issues with things that use it.

dark drum
trim matrix
#

any solution for unreal 5.3 just freezing when importing an fbx

primal hare
#

how can I remove the widget after condition is met?

thin panther
#

with that node you already dragged out and didnt connect up

#

you really don't want to be doing that first chunk though.
Get actor of class on tick screams that you don't understand proper referencing yet

primal hare
#

you heard my screm πŸ˜‰

#

is it better than casting?

thin panther
#

No

#

Casting isn't bad if you've properly setup architecture

#

You can load assets into memory for the duration of the game if you misuse it, but setting up a code only base class negates this problem

primal hare
#

is it not like a direct reference I'm providing to it so it doesn't have to waste resources looking

thin panther
#

No, you're saying "search every single actor in the scene until you find the first one of this type"

primal hare
#

yikes

#

ok

#

other method I'm considering is deligates and casting

thin panther
#

Depending on where this is depends on how you get the reference. I'd watch the blueprint communication video in the pins.
In short, you could, get this actor and store it in a variable on begin play if it isn't being made and destroyed and will exist for a while.
You could have an instance editable actor variable if both objects are in the viewport.
You could have an expose on spawn variable if the Actor A spawns the thing that needs the reference.
You could use a manager class that holds the needed references.

primal hare
#

just to stay with the current scenario... this isn't working, because I think the widget already created with "Add to viewport" just stays and is not destroyed

rare mortar
#

Can any1 please help me achieve what I try to demonstrate in this video?:)

Box with sphere on top is player character
The cross in the front is a sword (actor)

I want to spawn the sword/actor in front of the player character.
Make the sword do a 180 swing. (in front of player character even while moving)
Destroy the sword/actor.
Repeat.

So far I have been able to spawn the sword in front of player character, it stays where I spawned it (doesnt move with player character). And it get destroyed after a delay. And repeats itself.

I'm new to unreal engine, but I'm slowly climbing out of tutorial island(hell?). Any detailed reply or link to some kind of resource would be very nice. Thanks for taking your time reading:)

***I'm trying to make something similar to Vampire Survivors (the whip) if that makes any sense to anyone:P

dusky cobalt
# primal hare just to stay with the current scenario... this isn't working, because I think th...

This is wrong on many levels. First thing you don't want to do this on tick. You are creating Widget every Tick, you are Getting actor of class every tick. Then you are checking if the actor that you got (this actor might change every tick) has boolean true, and then you check if it's true on not. You might want to get actor of class once, not every tick, save it as reference and then use that variable to get boolean from that. You for sure don't want to create widget every tick (you are basically starting the game, and you end up to create milions of widgets after couple of minutes). Then you have problem because you have 1094984322 created widgets, but the logic you created for add to view port / or removes (based on what true/false was on the tick frame (keep in mind you get 60 fires every second). This just totally won't work. First go and watch video about bp communication, how event tick works, when to use it. You might want to use it just for checking the boolean and reacting when it's changed, but that's what dispatchers are for or just events.

thin panther
#

That widget probably wants to be made once, and shown/hidden as needed when spotted.

frosty heron
thin panther
#

(I'd definitely use delegates as mentioned for that btw)

dusky cobalt
#

In short what your code is doing now:

  1. Create widget
    Is True> Show it
    Is false> Hide it

But these 3 lines above are getting fired around 60 times per frame

so you are creating 60 NEW widgets, you are not removing or adding or just working on a single one, the code creates widget, executes logic to add it or remove for that single widget that was created in this exact frame, which you may end up with for example 46 created widgets that were shown, and then 34 widgets that are hidden (in case boolean changed). After couple of minutes you have milions od widgets in the view port either added or removed.

primal hare
frosty heron
#

Create a variable, call it w.e

Check if it's valid, if it is. Get a ref and do something with it, if not create one and set the variable.

This way you just create the widget once and refer to one if there is one already created.

dusky cobalt
# rare mortar Can any1 please help me achieve what I try to demonstrate in this video?:) Box ...

πŸ‘‰Learn How To Make Full Games From Start To Finish At : https://bit.ly/3SyYx5x
πŸ‘‰Get My Free Unreal Engine Beginner Course : https://bit.ly/46mUWMr

Animations + Sword Model : https://bit.ly/3RgDJzb

#UE5 #UnrealEngine5 #Uisco

β–Ά Play video
ivory spoke
#

what is the best way to select a random mesh from maybe 4 or 5 meshes?

#

without to load all meshes in blueprint?

#

or does a array of meshes doesnt effect the performance?

limber parcel
frosty heron
#

There's a bit of learning curve tho as they are just a path to an object. You have to load the object pointed by the soft ref using async load or blocking load

ivory spoke
#

Ok this the first one I take a Look at

#

actually used hard refs

limber parcel
#

compiler should show a warning to everyone who doesnt use any soft references xD

ivory spoke
#

so for example so:

frosty heron
#

Grab last index instead of length. Array start from 0

#

You may possibly access out of bound index

ivory spoke
#

yeah mistaken thinking

#

last index is nice

rare mortar
ivory spoke
#

I subtrace 1 in the past

#

subtract

frosty heron
# ivory spoke

K so like this are ok in most cases but if you are for example calling the function within the same frame, you may end up with a mesh that get loaded last. So the order is not guaranteed.

Shouldn't be an issue if you just want to change one component randomly tho.

Just something to think about when using function to load soft ref

frosty heron
dusky cobalt
# rare mortar Thank you for your reply! I scimmed the video, but I don't think it covers exact...

There is 1 more reference I have where guy explains how to equip sword and then animate it so it looks like it's https://www.youtube.com/watch?v=-t3PbGRazKg&list=PLNwKK6OwH7eW1n49TW6-FmiZhqRn97cRy&ab_channel=AliElzoheiry just not sure which video exactly but probably like 3-5 one.

Chapters:
00:00 Info on the Full Series
01:29 Info on Part 1
01:52 Enemy and Player Setup
04:43 Basic Enemy Behavior
08:30 Fix Leg IK issue with Ue5 Mannequin
11:33 Creating the Behavior Tree and Blackboard
12:43 Quick Explanation on Behavior Trees
15:02 Building the Behavior Tree
17:20 AI controller Setup
21:27 Testing the Behavior Tree
23:05 C...

β–Ά Play video
ivory spoke
#

But my actual plan for this blueprint may be impractical

#

for savegame and multiplayer πŸ˜„

gleaming crescent
rare mortar
# dusky cobalt There is 1 more reference I have where guy explains how to equip sword and then ...

It looks like the weapon is "rooted" to the arm, and that the wep is following the animation of the character/arm. If possible, I would like to stay away from this solution because of now, I have no plans of animating my playercharacter. I just kinda want to spawn a moving actor and then destroy it again. I try to make my project minimalistic and the code easy to reuse for other weapons/spells, let's say sowrds spinning arround character. I might have missed some parts in the video tho, since I haven't watched all of it

dusky cobalt
outer quail
#

Hi, what did I do wrong? I want it to update the rotation rate, but its not working, its not supposed to be 0

rare mortar
dusky cobalt
# rare mortar correct, kinda like what I try to show in my video:P

So that's quite easy. Create actor that is a BP_Sword, on a key or whatever event, spawn that actor in location, and on BP_Sword create logic on begin play to: 1) Rotate 2)Create Trace Sphere which gets every actor that was hit > for each > call to deal dmg by interface for example.

So you need to know :

  1. How to spawn actor.
  2. How to rotate actor (probably on tick, with lerp node)
  3. How to create trace sphere which will get you actors it hit
  4. How to call (by interface for example) to actors to tell them they were damaged, and inside these actors you would have logic Take Damage > Get Health > -Health > Set Current Health> etc.
dusky cobalt
outer quail
#

Propeller_BP

dusky cobalt
outer quail
dusky cobalt
#

Try to put a small delay before Get Actor of Class

outer quail
outer quail
#

nice its working now, thank you!!

dusky cobalt
#

Yeah, if you imagine on Begin Play is getting fired everyhere in the same time, so probably your RProppeler, Got actor of class, but it haven't got the values set yet, so it returned 0, and probably after 0.002s these values were set in Proppeler, but the other blueprint already set it to 0.

outer quail
#

also, right now I'm using begin play, but the RPM value changes dynamically, and its stuck at the initial value it read, should I use event tick?

dusky cobalt
#

You might want to use dispatcher for that and bind in the RProppeler_BP to that event, so it will update the RPM Value when Proppeler_BP calls that it was changed and then you can also print it at the end of that event.

rare mortar
dusky cobalt
timber crystal
timber crystal
#

gg πŸ˜„

rare mortar
outer quail
dusky cobalt
#

when you click on Dispatcher you have Inputs in the right corner, add new variable Float

#

and then when you Call RMP Value Updated (that dispatcher) connect current value to this.

#

and when you are binding, you might need to Add Custom Event again, so it will this time create event with that variable

#

and you get that variable from Value Updated event, and set it as new RMP value (or straight to the Rotation Y)

outer quail
#

okay now I get it

#

thanks again

wintry sierra
#

Hello, I have tried several things but nothing seems to work I am trying that when a character gets out of a car even if the car is upside down the character remains standing and the camera is pointing correctly as it was before the character got in the car because currently the character is upside down if I get out of the car and it is upside down or sideways.

limber parcel
#

or you can just use the cars yaw rotation and offset it by 90Β°

#

and set the pitch and roll to 0

fiery vault
#

at starting I have this simple line trace from muzzle [socket] of my gun, its gud and i m also getting recoil cuz of animations, but problem is if i try to shoot a far or from very close the line trace gets away from crosshair.

Then I have this 2nd type of line trace that i found from yt, its working gud the trace is precise, but the animation recoil doesn't work in that one.

I want to combine both of these into one, so is there any better way to do that?

maiden wadi
limber parcel
fiery vault
#

its like either i have to create like a fake spray on 2nd implementation or just use the 1st one

young meteor
faint creek
#

Hi guys how can I calculate the enemy directions movement for a top down npc?

faint pasture
#

if you want to know what direction they're moving in

faint creek
wintry sierra
grave apex
#

does a node like this exist in unreal?

#

where you can input a float, and add multiple execs that will fire if the float is within a given range?

faint pasture
#

that's a pretty specific need

grave apex
#

aah

#

if I made it a macro, could it have arbitrary amount of execs, like, the programmer can add more if they want to per instance of the node?

#

like this

dawn gazelle
faint pasture
#

I mean you can make it with a bunch

#

but no you can't add

grave apex
#

aw

grave apex
dawn gazelle
grave apex
#

ooh yes

#

that's what i was originally wanting

fiery ridge
#

The rotation value keeps printing 0,0,0 whenever I change look direction. It only changes when I move. What am I doing wrong?

#

And if I Tick it with SetActorRotation, it works well but I just need the proper values, don't know why I keep getting 0 0 0

runic ore
#

I created a simple throwable object that should explode on contact with static objects.
This I set it up to create hit events, and block world static objects. And world statics are setup to block this object type.
Also collision is enabled.
For some reason there is no hit event created and I don't quite understand why (and I don't to have all my world actors generate overlap events^^)

fiery ridge
#

Check this

runic ore
#

well yeah, that's what I was refering to with "set it up to create hit events" ^^

fiery ridge
#

Do you have only one collision in your actor?

#

Make sure only one component has collision

runic ore
#

I have a static mesh, setup to have no collision, then my sphere that has collision, a niagra system and the projectile movement

fiery ridge
#

Ok so only the sphere hits

runic ore
#

should, yeah

fiery ridge
#

do a print on Event Hit

#

see if it fires

runic ore
#

it doesn't I hooked it into the code path that works for overlaps

fiery ridge
#

Are you using projectilemovement or anything? How are you applying velocity

runic ore
#

and the projectile movement

fiery ridge
#

I had same issue, give me one sec

#

check this on ProjectileMovement

#

And make sure your Capsule collision is the root

runic ore
#

that's enabled

fiery ridge
#

What's your root component on the object

runic ore
#

default scene, will test with moving the sphere to root

fiery ridge
#

Do it

runic ore
#

Indeed, that fixed it, thx πŸ™‚

fiery ridge
#

Yup, pulled my hair out with this one

runic ore
#

nice, setting it up for query&probe only also works now ❀️

fiery ridge
#

I don't remember why making the collision component the root is necessary for ProjectileMovement

#

i just know that's how you do it lol

runic ore
#

even works with query only, interesting

#

I guess this is how the component determins which collision component to use \o/

#

from the code this is the component used for everything location related and sweeping, so yeah, makes sense

fiery ridge
#

So does the DefaultScene, just not sure why collision doesn't work as a child

runic ore
#

Shruggo fair point.

fiery ridge
#

I guess this is why

runic ore
#

Hmm So they don't combine hierarchy into a single motion object

#

well, that's a topic to dive into the physics engine^^ eitherway, I'm happy it works now, so thanks again πŸ™‚

fiery ridge
#

Yeah man np

broken anchor
#

How do you repeat a begin overlap?

#

I want something to constantly be staring at another thing while it is in the collision

lunar sleet
prisma forum
#

Anyone know of a way to rotate a skeletal mesh asset without having to export it to blender/maya and reimport? I have a BP_MainFirearm blueprint and this one mesh is 90* off.

lunar sleet
#

take the collision box out of the hierarchy temporarily if that's the issue

prisma forum
#

Scaling is the only option and opening up the SKM or skeleton and rotating the root seems to have no effect

lunar sleet
#

those are all on SKM component details panel

prisma forum
#

hmmm this component only appears to have Scale options in the details, even when I trace back its inheritance to the parent SkeletalMeshActor it is a child of

lunar sleet
#

sec

#

Ah, that's prly why

#

try making a regular actor and adding an SKM to it

prisma forum
#

Ah I see if I put a scenecomponent above the skm in the heirarchy then I have control

#

thanks for the help πŸ™‚

maiden wadi
prisma forum
maiden wadi
#

Depends. If you're just using it to simulate physics, why does it matter what direction it faces?

prisma forum
#

When the actor is picked up it gets attached to the player's back, can be held in their hand, etc if its a weapon. Atm every other weapon SKM is working totally fine, but because this one is 90* off, it clearly doesn't look right

lunar sleet
#

If it's just the one, Authaer is right about just fixing it in Blender

prisma forum
#

Feels odd that UE doesn't have any way to edit skm assets in engine. afaik you can easily do that with static meshes in the modelling tools

maiden wadi
#

Realistically the main reason I would say import it correctly is because you'd be attaching that thing to a pawn's hand. And yeah as you just said most will work fine.

As a general rule, scene components are costly. This is why some games don't have a lot of enemies. EG Mass Effect. Cause designers throw a lot of shit on things, it adds up, scene components cost every single time they or their parents in the hierarchy move.

It doesn't seem like a lot at first, specially in testing on a PC capable of development. But get 20 pawns running around with some extra visual components and profile that on a PS4 and you'll cry.

#

Even adding that extra scene component. You make a game with 20 enemies using this weapon and using that component to attach correctly, you have 20 extra scene components costing on every single animation and actor movement update.

prisma forum
#

That's a good point. There will potentially be many of these pickup actors on screen at once so I should definitely design with efficiency in mind

#

I've always wondered how games like Overwatch are able to have dozens of random little physics actors on screen at once with no performance hit, lag, etc.

maiden wadi
#

Pickups are less of an issue. Most don't move that often. Things just chilling around don't cost a ton besides on the renderthread for rendering or culling. It's when you put it on characters that move constantly even when standing still due to animations, that it gets tricky.

vagrant wharf
#

Anyone have issues before with setting up rounds and matches in BP?
I am having issues with spawning in characters after I reset all the variables used in the round.

maiden wadi
#

Overwatch's little physics stuff is locally simulated. And not tied to gameplay. Most of that stuff cannot hit players, and has simplified collision meshes to let it move around cheaply. You can see it in some of the items when they roll like balls despite definitely not being such. Physics sims aren't terribly costly for a few dozen things as long as they're not generating overlap or hit events.

prisma forum
maiden wadi
#

Most of it is not. Like all of the little knickknacks you can knock around. Things like the LucioBall are more likely not run on a physics engine but done similar to Unreal's ProjectileMovementComponent, which is more costly, but can kinematically do bounces and whatnot.

lunar sleet
#

But what happens if you put the SKM in a regular actor, rotate it and make it the root? Or are regular actors more expensive than SKM actors?

maiden wadi
#

The issue is that it is the root, which you cannot rotate, as it is the defining component in the actor.

#

Like for example, actors themselves have no real definition of a location or rotation. It's all defined via their root component. But visually, his mesh is oriented wrong.

lunar sleet
#

Or does that undo the rotation

maiden wadi
#

Making it the root would set it's relative rotation and location 0,0,0

lunar sleet
#

πŸ€¦β€β™‚οΈ

#

Figures πŸ˜€

regal bane
#

Why are my rocks not getting collision? just started so im very new to programming

#

Here is the static mesh that the rocks are based on, it has collision turned on

dusky cobalt
#

and what is not colliding with them?

regal bane
#

my actor (space ship) or with each other

dusky cobalt
#

is this preset collision on static mesh?

regal bane
#

sry I dont understand

#

the "astreoid" collision preset?

frosty heron
#

You are showing the collision settings but you did not show an actual collision the asteroid has

regal bane
#

Oh sry

#

Im super new at this

frosty heron
#

Now you also want to check your collision settings in the static mesh component detail of your blueprint actor.

#

That settings will override w.e you have on the image above

#

Finally also check the collision of the other actor you are colliding with

regal bane
#

Ok, if i toss in the rock manually instead of the one generated with my blueprint i can collide with it, but when i spawn them with the blueprint to get them have different shapes, speed, rotation they no longer collide.

#

How do i check the settings of the static mesh component detail of my blueprint actor?

#

Is it this one?

broken wadi
regal bane
#

Ohhh

#

ok I understand, yeah that makes total sense

#

Can i generate a collision mesh/body after the last node in my blueprint? when it already has its shape?

faint creek
#

Hey guys how can I check if AI is moving?

dusky cobalt
fiery ridge
brazen pagoda
#

Hey guy's

#

Any freelancer here, I'd love for them to make a design for me

queen valley
queen valley
dawn gazelle
maiden wadi
#

Mostly the first one generates the collision on the component. The rest affect the settings for it.

lunar sleet
#

Behind that you’ll need to be more specific

mild ibex
#

In a data table, how do I get the Row Name column? I know about the get column as string node but I cant figure out the property name for the life of me

mild ibex
#

ohhhhhh, Idk why I thought that wouldnt result in the right thing, was being dumb ty

hoary ore
#

Data Table / Struct dilemma:

  • I have a data table that includes items and variables such as weight, value, mesh, icon, etc.
  • My item spawning system uses a base blueprint and then I make a child BP for each item.
  • I am trying to set each item's variables during the object's construction, but the UE data tables make it very confusing to do that.

Right now I have a BP interface that tries to pass in input of my item data struct to an output of the same type (maybe that's stupid and pointless?) I then have a function on my base item BP that takes the interface input, tries to "Get Data Table Row", then sends the Out Row to the interface output. Finally, on Construct, I have a function that calls the Interface function, sets a struct variable in the BP, and for example sets the static mesh of the BP to the mesh in the struct (meant to originate from the data table).

I can get some of this to work, but not all, and it seems way too messy to be usable. The way Row Names, Handles, etc. work hurt my brain.
*What are some better ways to accomplish this? *
I mainly want to be able to easily edit item data from a single source (data table) and not have to manually set things for every item I produce.

Any help is greatly appreciated...

Here is the interface "struct passing" function, and then the function for setting the data...

https://blueprintue.com/render/7ethju4u/

https://blueprintue.com/render/lsau-o76/

dawn gazelle
# hoary ore Data Table / Struct dilemma: - I have a data table that includes items and vari...

Doesn't make a lot of sense to have each item be their own child blueprint and have them be part of a data table.

Ideally you'd probably only use a single "Item" blueprint and when you want to spawn them you can feed in the data table row which would have all the details required for each item so that it can generate itself.
You'd be able to access any spawned item using an "Item" reference and there's no real need for an interface.

hoary ore
dawn gazelle
#

You'd make a data table row handle variable that is set to "instance editable" and "expose on spawn".
You'd use the construction script of your "Item" class to read that variable, get the details from the data table, and set up its mesh etc.

#

When you place an item in the world, you'd select the data table and row on that variable.

#

When spawning an item at runtime, you can feed in the data table row handle into the spawn actor node.

hoary ore
#

Oh, that sounds essentially like what I'm doing now, in a way.
The problem I had was that when referencing the DT row handle in BP, it needs to be manually typed (which isn't the worst thing, but it's a bit annoying).

I'm interested in the idea for sure, but I'm not experienced enough to know if this will impact organization or scalability down the line...

frosty heron
hoary ore
frosty heron
hoary ore
dawn gazelle
#

No manual typing of the row names, if you select the table, you'll get a dropdown with all the row names.

hoary ore
gaunt halo
#

Does anyone know how to repeat AI Move To without creating an infinite loop?

I have an enemy that I want to follow the player constantly, but as soon as it gets to the player it will stop and stand still.

proud salmon
dawn gazelle
little forum
#

dose anyone know of a tutorial or just know how to make like a metal pole bend on impact of object using bones to get some thing similar to this plz @ me

mild trout
#

Hi everyone. I'm having an issue with camera rotation lag of the SpringArm. That is, if I enable it, it only affects the camera, however, the character itself rotates without any lag. So the camera lags behind the character. Here's an illustration, when I move my mouse left, the character turns left first, without any delay and then the camera follows.

#

Is there a way to make character strictly follow camera yaw rotation even with the camera lag enabled?

gaunt halo
dawn gazelle
#

Possibly because you're getting to the point where it's at the player so it's successful and then it tries to move to the player but it's already there, so then it's successful and then it tries to move to the player, etc. You'll need to stop the logic if the distance to the player is too close or something.

#

Then just have a timer running to check again in a few seconds or whatever you like

true vortex
#

I wasn’t sure where to ask this but is there some sort of way to prevent something like a third person mesh holding a longer gun from sticking through walls so that a player couldn’t see you from the other side. Is there something I can do with materials to hide the part that is clipping through?

regal bane
#

Why cant i attach the node from my dynamic mesh to "set dynamic mesh collision" node. It auto generates a new dynamic mesh component node

iron delta
#

I'm just wondering is there a way to slot this waypoint marker so that it will follow an actors position around the circle? the idea is to make a radial waypoint system. this would be the ideal. but I'd be just as happy if it just followed around the edge of viewport for now. just looking for a good tutorial or to be pointed in the right direction if possible.

glossy cloak
glossy cloak
#

I've done something like this a while back. Let me double check how I set it up.

iron delta
glossy cloak
#

I have my compass and my quest marker (waypoint) as two separate widgets. The waypoint widget is made up of a size box and an image. The waypoint has an event tick that keeps the image rotated upright at all times because in my case that was important as it's an icon of a chalice.

#

Then my compass is a separate widget with that snapped onto the center. It rotates around based on a look at direction from the player to the actual waypoint world location in the map.

#

It's been a while, so I honestly don't remember how this works. lol

#

I have multiple waypoints on the compass at a time, so you wouldn't need a for each loop or any arrays.

#

So you just need your player's location and rotation and the location of your waypoint, then set render transform angle of the waypoint widget image.

You don't necessarily have to have two widgets to do this, it could just be an image, but the reason I used two widgets was so I could anchor the image to the center of the compass and have it rotate around the edge while staying upright.

#

Your image should be the same size as the compass though if you just want to rotate the image. Then put the actual waypoint image at the edge of the blank space. If that makes sense.

#

Here's a cleaned up version to make things easier.

iron delta
#

Amazing, that definitely gives me a few ideas to work with. I'll do some tinkering and see what i can do. thanks so much! i really wasn't sure what direction to go here.\

glossy cloak
#

There might be cleaner ways to do it. lol. I've definitely been known for finding duct tape solutions to problems like this.

#

You could probably do it with a material as well.

#

Though I don't know a ton about materials to be of any help there. lol

iron delta
#

i hadn't considered a material. that would be an interesting solution. i'm always amazed what you can achieve with them.

glossy cloak
#

Same!

iron delta
#

man my whole project is duct tape at this point 🀣

glossy cloak
#

(Most games are!)

iron delta
#

i'm just glad i'm not the only one that feels that way haha

glossy cloak
#

I've found that everyone starts a project with super clean organized code, a plan in mind, and the best of intentions to keep it that way. But a few months down the road and you're going "Who put this here? Why is this broken? Why do I have so many circular dependencies?"

iron delta
#

yeah that was me a few months ago when i moved and started a new job. took a few months off and came back and just decided to start again. worth it though project has come together so much smoother this time round. thanks man even just starting to implement the idea i can see this should work for my purposes.

glossy cloak
#

No problem! Good luck!

#

And it definitely happens. My main project (released in Early Access, finally) was restarted 3 times before it finally saw the finish line. Well... the pre-finish line I guess. lol

iron delta
#

not sure if your allowed to post it here, but whats the project. i'll definitely check it out as a thankyou.

glossy cloak
#

Not sure. It's called Swords 'n Magic and Stuff though. Probably safer if I don't post a link. lol

iron delta
#

yeah better to be safe. i'll check it out!

rotund harness
#

Hey everyone, does anyone know if there's a way for the player to physically push a platform he is on with an object he is holding? I as just wondering if there is a smart way of doing this that I'm missing

clever rose
#

How do I fix this? I followed Gorka's tutorial here: https://youtu.be/O7vmp73ue4Y?si=hVZO1zakfs1pQqFs .

Hello guys, in this quick and simple tutorial we are going to learn how to make an interactable door that will open and close in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,open and close door,tuto...

β–Ά Play video
thin panther
#

He does not do good tutorials

clever rose
thin panther
#

I was watching one of his RPG series ones, and he hit literally every single possible piece of bad practice

#

He doesn't seem to care about the quality of the teaching, just pushing out the videos

clever rose
#

Ah ok

#

Is there anybody you'd recommend for making a simple door then lol

frosty heron
#

Don't watch unreal sensei too

#

Epitome of garbage tutorial

thin panther
#

Doors are pretty simple, I'd go as far to follow patty's interaction stuff, then just hook it up to how you want a door to work. I.e. rotate then rotate back

dark drum
clever rose
frosty heron
thin panther
#

Unfortunately most vmcreators regarded as good by newbies are really bad.

frosty heron
#

Attack 1 , 2 , 3 roll up down right left with Booleans for each in anim bp

#

This guy is maniac

thin panther
#

It's because they know how to make a video to keep attention, and you don't know enough to spot their bad practices

clever rose
#

Hm

thin panther
#

I.e. baiting you with promise of shiny things, when it's actually a gold plated turd

frosty heron
#

"I make dark soul in one week"

#

Is the title

clever rose
#

Interesting

#

Alright thank you all!

thin panther
#

Gorka has a GTA6 in BP only tutorial series, and if that doesn't say enough about his goals, I don't know what does.

maiden wadi
#

Kinda curious how they're gonna tackle modding support. πŸ€”

thin panther
#

Not to mention dedicated servers

#

Hell even making a save system for a game that size :P

maiden wadi
#

Ugh. I can't imagine save systems anymore without the serialize function which is C++ gated. Even watching C++ people make save systems without it hurts my soul.

clever rose
thin panther
#

I used to think of him as one of the better ones, but not anymore after seeing one of his multiplayer things where he multicasts spawning.

clever rose
#

Ok

#

Thank you

maiden wadi
#

@clever rose My two cents would be.. If you're newer to the engine and specially to programming. Follow along with something. Doesn't matter what it is, you need to saturate yourself with the tidbits of engine knowledge you can pick up from easy sources. But keep in mind along the way that a ton of youtube content has two issues.

  • The person making the content likely just barely learned this new thing and thought it would be a neat content video. Chances are they likely have never put this feature in a shipped title and probably can't even see half of the issues with it themselves.
  • The videos are structured in a way to retain views per video, thus 7-25 minute long videos, breaking up multi hour content into smaller videos to get you to keep watching their content. They need you to open and leave their videos open for a time, that is their main goal, teaching is secondary to this.

This said, it's a necessary evil. You have to learn from somewhere and it's either paid structured learning, which isn't really any better. Or this. You just have to learn the caveats along the way.

clever rose
young meteor
#

Is there any way to control the Opacity of a mesh? Or must I create parameters in the materials it uses and set those?

  • I would like to fade away corpses over time.
dark drum
dark drum
young meteor
clever rose
# clever rose I'm still having the issue where the door just pivots from the center of the doo...

In this video, we cover a few ways to move the pivot on an object in Unreal Engine and UEFN without going back to a modeling program. We cover how to change a pivot:

PRO TIP: Holding Ctrl and clicking and dragging the Gizmo's will allow you to snap it to a surface. You will see a "circle with an X" indicating the placement surface.

0:00 Movi...

β–Ά Play video
final berry
#

Hello! Is there a way to call a custom event from a level blueprint from an actor in that level? If so what would you suggest is the best way?

maiden wadi
final berry
#

Allright, so better to move that event to like an "empty" actor so I can call that one?

maiden wadi
#

Probably, depending on what it's for. Sometimes there are better tools made for certain things. What is the general use case of the function?

final berry
#

Its the event(s) that match gems (for like a bejeweled game)

#

Match and resolve those matches if any

maiden wadi
# young meteor Is there any way to control the Opacity of a mesh? Or must I create parameters i...

Yeah. Materials are the only opacity control. Which you can do both via making a dynamic material and setting vector parameters, or by utilizing CustomPrimitiveData.

Would recommend checking out material layers. You could make a layer with a fading param and override any other layer's alphas. Makes it easier to slot into thing's materials without needing carefully structured material hierarchies.

maiden wadi
young meteor
#

I'm getting an infinite loop issue in editor. I don't see how it could happen though. Am I missing something obvious?

#

That is all the code the BP has

frosty heron
#

Why is destroy self calling it self?

young meteor
#

haha, I was

#

Thank you.

frosty heron
#

That's the reason btw

young meteor
#

This is the one I thought I had πŸ˜„

maiden wadi
#

On a side note to this. There is a better way to handle that.

#

Make Beginplay call SetLifetime. This does the same thing you've done. Sets a timer and calls destroy actor. Override EndPlay and kill your Timer you're clearing there.

frosty heron
#

I suppose timer are created with timer manager

maiden wadi
#

I think it will just sit in the timer manager until it finishes. But because the actor is no longer valid, it just won't run the bound function at that time.

#

Probably not a big deal to clear it or not unless you have hundreds of instances, and there are many other issues like BP to consider at that scale. πŸ˜„

fading abyss
#

Hey all! Does anyone have experience with using level instances to create procedural levels through BP? I’m rushing for a game jam and hit a brick wall yesterday 😭

I’m attempting to spawn level instances at a specific location and rotation (using the β€œLoad Level Instance by Name” node) so that they line up with the prior level instance seamlessly, but running into problems.

Despite debug messages saying everything’s firing correctly, I don’t see the spawned level instances ANYWHERE in my map.

dry sleet
#

Even if you just set the spawn location and rotation to the world origin?

maiden wadi
#

Is this failing in PIE or Standalone or Cooked?

fading abyss
arctic spire
#

Nae did you end up figuring out why these all return zero?
I see the same thing.

late kraken
fading abyss
arctic spire
late kraken
#

It Ould really interest me to be able to modify some Niagara/Material parameters depending of this as well :/

dry sleet
#

When I used them I didn't use World Partition but I doubt that should cause issues

maiden wadi
#

Also need to know if this is happening in PIE or cooked game. PIE means there's an issue with the code. Cooked might just be an uncooked level missing because it's softreffed only.

young meteor
maiden wadi
#

Yep

#

I always get that wrong. Keep wanting to call it lifetime. πŸ˜„

young meteor
#

Well I called an event I made myself for an infinite loop so don't be too harsh on yourself πŸ˜„

fading abyss
fading abyss
maiden wadi
#

LevelName would be my first go to to check. Replace that with a LoadLevelInstance using softrefs.

fading abyss
fading abyss
fading abyss
hushed berry
#

Hello I have a pretty noobish question. I have this function and it works properly but when I collapse it the is valid node just passes everything through as if it's not there, and I'm not sure why.

maiden wadi
hushed berry
#

In the same place. It;s overall the same thing but with the function collapsed that doesn't work.

maiden wadi
#

Are you using Collapse Nodes or Collapse To Function?

hushed berry
#

Collapse to function. When I collapse nodes it's working properly.

maiden wadi
#

This is intended.

#

Collapse Nodes simply visually condenses them. It has no runtime effect.

Collapse To Function creates a function out of them.

#

Are you at all familliar with normal written code enough to read pseudo code?

#

You converted

void SomeFunctionThing()
{
   if (ObjectIsValid)
   {
      DoSomethingWithObject();
   }
}```
To
```cpp
void SomeFunctionThing()
{
   SomeFunctionThatChecksIfObjectIsValid();
   DoSomethingWithObject();
}```
#

IE you removed the conditional check from the DoSomethingWithObject.

hushed berry
#

Ok, so I would have to still have Is valid before the function. No reason then to collapsing it πŸ˜„ Thx.

final berry
#

Sooo, quick wonderment: is casting bad? πŸ˜… Or let me rephase: Is a lot of casting bad?

maiden wadi
final berry
#

So where did it come from? I guess this seems like a scary warning? It does seem scary to me πŸ˜›

maiden wadi
#

This is a complex topic. But I'll try to sum it up.

final berry
#

Yes please πŸ™‚ Appreciated

dark drum
fading abyss
#

@dry sleet @maiden wadi As a heads up, I think I got the level instance spawning working! Huge thanks to both of you!!! Here's what I'm using now:

maiden wadi
# final berry So where did it come from? I guess this seems like a scary warning? It does seem...

The first point is that casting in itself does nothing but change a pointer's level. EG you line trace a PickupItem. The line trace gives this back to you as an Actor type pointer. You have a function in PickupItem you need to call. So you cast to pickup item. This does nothign but convert that pointer's access level from Actor to PickupItem. This process is nearly free, it cost practically nothing. In blueprint with a normal cast node is that it casts the pointer, and then runs an IsValid on it and that decides one of three things.

  1. The object was null and could not be cast.
  2. The object is not have the correct hierarchy for the cast, the cast fails.
  3. The object had the correct hierarchy and the cast succeeds.

Linkers are the real cost of "casting". And that is quoted because linkers have nothing to do with casting. You can link via a cast node because the cast node has that as a return type. You can also link by simply putting an empty pointer as a class property. Or even by making a function with an input or output of the same type. This has nothing to do with casting except that casting has that as a return type.

Linkers cause issues because they keep objects loaded when they're needed. For people who don't understand basic project management this means that they link to classes with assets specified and do not have a clean layer of code only classes to work with. Thus people run into this issue because they don't know how to make those code only classes, and then casts cause linkers which force everything to be loaded all at once. EG casting from player character to the boss that only exists in level 3. That boss and all of it's sounds, particles, materials all stay loaded in every level the player character is in.

Linking every code only class is fine. They're tiny. They should all be loaded at all times anyhow. Thus, proper use of casting and composition is perfectly fine. And anyone who says otherwise does not know how to structure a project.

final berry
#

Okay so for example
I have like 200 actors that have a certain "type" I can do that two ways

  1. Add the type to the general Tags and then later on cycle through those tags to see if the "type" is in there and if so then I found the type of that actor
  2. I add a variable to the specific actor BP and instead of adding the "type" to the general Tags I set it to the variable, then cast to the BP and get the type that way

So to sum up:
Or I cycle through the tags of 200 actors or I cast 200 times to the specific BP to get the variable.

Which is better?

PS I guess this type of casting falls under the first category and is nearly free, right?

maiden wadi
final berry
#

Crystal, thanks!

maiden wadi
#

If you really want to be wary of the pitfalls people run into with casting. Check your code only classe's sizemaps often to make sure they're not referencing gigabytes of assets.

rose crest
dusky cobalt
#

How do I add +1 value to the Key of the map?

Like I have Teams 0-5, and I on overlap I get team of the unit that overlapped, and I want to increments number of units for that key value. Is this going to work or will this also increment the key because it adds itself already? Like how to get ''row'' of the map, and increments the 2nd value +1 and set the map? Which nodes should I use?

#

Will Add work like Set in case the Key already exsist?

dark drum
dusky cobalt
#

btw to simplfy things I already added Keys as defaults numbers

dusky cobalt
dark drum
trim matrix
#

If I have a widget and within it another widget, what would I do to get the parent of the child widget

maiden wadi
#

Add in a map will either add if the key does not exist, or overwrite the current value if it does exist.

maiden wadi
dark drum
trim matrix
crisp mica
dusky cobalt
trim matrix
#

just thought it would be better then doing dispatcher

dusky cobalt
maiden wadi
dark drum
# trim matrix just thought it would be better then doing dispatcher

Event Dispatchers are what I would use. That way the parent decides what should happen. The child is just like 'Hey! I've done a thing.' and the parent can be 'Wow, great job, here's a sticker'.

They other way is like the child sneaking into the parents sticker draw and taking one for itself. πŸ˜…

trim matrix
#

I've switched to dispatcher πŸ™‚

dark drum
trim matrix
#

tbf I could do it another way but down this dispatcher path now so haha

dark drum
dusky cobalt
crisp mica
dusky cobalt
crisp mica
trim matrix
# dark drum Like this.

well lucky for me I've adopted a String command type thing where I'm passing strings around and then using switches with the string I am looking for to then do stuff

#

quite affective

#

saves having two events going to same place

wild crater
#

If I get a random array from a pure function and feed it to a for loop, it seems like that pure function is called each iteration of the loop? I guess then also the array the loop operates on is different each iteration?

#

I'm leaning more and more to avoid pure nodes without caching the result.

civic terrace
#

Hello all, I wrote a character customization system from scratch but a little confused now that I'm getting into depth with it. I got one category working now I am having some trouble adding more.

#

my system seems to only want to use what was last selected and not use both categories

#

anyone here willing to take a quick look?

somber elbow
#

Hey guys! Could you please help me just a little bit here. I have some problems with timeline node. And I believe that's just lack of understanding how it works on my side. I have a character who suppose to bite when it overlaps a candy. And the first bite works perfectly, but then it just does nothing. If I connect everything to "play from start" it just shows really weird behavior

reef elbow
#

...When you open your project and get something to drink real quick... return... .. and see the "restore 46 Windows" button fade right in front of your eyes 😱 πŸ˜‚

#

it feels like a reset

tawdry basalt
#

how do I get current window resolution? I tried to use Get Screen Resolution but it returns 0 both at X and Y

somber elbow
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like it should be something resetting it idk

faint pasture
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all the way to the event that starts that chain

somber elbow
faint pasture
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why do you have 2 timelines?

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one to open the mouth then one to close it?

south raven
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Hello everyone in my VR project there are small grabbable objects that player can hold, I'm looking for a system which highlights the object if you press the grab button. I've searched for "UE5 VR Item Highlight". Almost every tutorial I've watched uses sphere collider which triggers when player collides with.

somber elbow
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and another one is for biting

faint pasture
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@somber elbowThis is sus

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Update runs EVERY FRAME for the duration

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so every frame you're calling Play from Start

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when do you want to blink and bite?

somber elbow
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i want to blink when Z velocity > 0

faint pasture
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and when do you want to bite?

somber elbow
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when the character overlaps pickups

faint pasture
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then why are you calling Play from Start on the bite timeline inside the update of the Blink timeline?

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during a blink, you're saying Bite 60x per second

somber elbow
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without biting this part works quite fine

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should i fix it here?

faint pasture
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this is a mess

somber elbow
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because it checks every frame if it is blinking or not

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how should i fix that?

faint pasture
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you want to blink non-stop when your velocity is > 0?

somber elbow
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no

faint pasture
# somber elbow

What class is this in? You don't need to get player pawn and cast if you ARE the player pawn

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ok back up, first tackle the blinking. WHEN do you want to start a blink animation?

somber elbow
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I just don't know how to manage it any other way. I made everything inside the player character blueprint

somber elbow
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where it perform blinking. And when velocity is less than 0 it should go to the normal state

faint pasture
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You can do that without tick.

BeginPlay -> Play from Start -> Update -> morph target, selecting the lerp output or the default based on velocity > 0
-> Finished -> Play from Start

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assuming a looping timeline isn't a thing, it might be a thing, not sure

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Event Overlap -> is it food? -> yes -> Play from Start the eating timeline -> Update -> morph target

somber elbow
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it shouldnt be in event tick at all?

faint pasture
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no

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why would it be?

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tick runs every frame

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you don't want to START a timeline every frame

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you can just have the blinking timeline run all the time, and just choose the lerp output or WhateverDefaultStateIs for your morph target

somber elbow
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idk i thought the logis supposed to be to check the statement evey frame if it should blink or not

faint pasture
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timelines tick too, you got a tick firing off a tick which fires off a tick right now, it's a mess

faint pasture
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just check if it should blink or not by selecting a float.

Float track -> lerp -> select float -> morph target
0 or 1, whatever default is -^ ^
Velocity > 0,0 -^

somber elbow
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i plugged all these into begin play

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what should be in a and b than? just 1 and 0? I mean i should plug the condition there somehow

faint pasture
somber elbow
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and i cant connect "finished" withg "play from start"

faint pasture
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can you set a timeline looping?

somber elbow
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yeah Ive switch it to loop

faint pasture
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just hook select output up to morph target and you should be set

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although idk where current velocity is set

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assuming it's set correctly

somber elbow
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i checked it with print string

faint pasture
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also if the blink track is 0-1 then no need to lerp

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you're lerping 0-1 based on 0-1, just feed the blink track output into the select

somber elbow
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here is the timeline

faint pasture
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yeah just lose the lerp

somber elbow
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now it blinks many times just while falling

faint pasture
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it'll blink when that current velocity variable is above 0

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whether or not that's what you want is up to you

somber elbow
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it just performs many blinks while falling down and i need him to just close his eyes while he is jumping and gaining the height

faint pasture
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well then do that

outer quail
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Is there any way for me to make the text change color on hover?

hollow cove
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make sure the text has "is variable" checked then drag off from that

somber elbow
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I just didnt get it how to make it ask every frame in begin play if it should bling or not

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it suppose to go morph = 1 smoothly following the timeline when it goes up and then when the character is falling it should go morph = 0

outer quail
faint pasture
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add another select with IsFalling

somber elbow
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the thing is i dont understand how to solve it in event begin play. I asked chat gpt and it says do the stuff in event tick thats why i have all the things connected there

hollow cove
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chat gpt

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is useless with unreal

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literally has wasted so much of my time even trying to get answers out of it that make sense

somber elbow
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but thats all i have and youtube videos

hollow cove
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you shouldnt need to do anything in event tick also, that would be a waste. you're trying to make the guy shut his eyes ascending then close them descending right?

outer quail
hollow cove
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ok so how id approach that assuming the "cat_blink_shape" is a variable from 1 to 0 where 1 is fully closed eyes?

somber elbow
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now its not blinking at all

faint pasture
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use "Am I falling?"

hollow cove
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youd play a timeline with a value from 0 to 1 when your character jumps which shuts the eyes then you can either have a rep notify in the animation or check if the z velocity is negative i think and on either of those you can play the timeline in reverse

somber elbow
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because if it is less than 0 then the character is falling

hollow cove
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yeah these selects dont make sense

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just check somewhere if it becomes less than zero then play the timeline in reverse

somber elbow
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its all plugged to begin play and it will check only in the beginning of the game

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i mean it should check all the time somehow if it should blink or not

tight pollen
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I have set the actor not to have replicated movement and I cannot change the position of an actor belonging to the server on clients

hollow cove
somber elbow
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yes

tight pollen
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but this position does not change. Some ideas?

somber elbow
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i those are not "selects" which nodes should i use here?

hollow cove
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here you go

somber elbow
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damn

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thanks man

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i just can understand anything here

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but i will figure out

hollow cove
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the timer by event is basically calling the open eyes custom event every 0.033 seconds (30fps)

somber elbow
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i mean why is it so complicated? do i really have to make custom events for such things?

hollow cove
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and the clear and invalidate timer is just stopping it looping

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the timeline is outputting 0 to 1 over whatever time you give it which you can use directly in the morph target

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reverse just means if the timer is at 0.7 and you tell it to reverse it will start at 0.7 and go to zero again

somber elbow
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and i dont have jumpoing

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platforms just shoot the player

hollow cove
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so the player goes in the air when they're hit?

somber elbow
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yes

hollow cove
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so when they get hit call it then?

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i would also add a check at the start to make sure it isnt called multiple times then also

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because they can get hit rapidly i assume

somber elbow
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ist super complicated for such a simple thing

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i mean i cant believe i should create so much stuff just for blinking

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i will recreate all the suff above

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thank you dude

hollow cove
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no problem

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there are other ways but

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idk if theyre less complex for you than this

somber elbow
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thats how my chearacter goes up

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and it is in the platform blueprint

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@hollow cove