#blueprint

1 messages · Page 190 of 1

somber elbow
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and i m not quite sure where i should plug in this massive

hollow cove
somber elbow
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now its is constantly blinking

hollow cove
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mhm are you getting hit multiple times

somber elbow
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no

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i use on launched

hollow cove
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ive never used the launched event, i assume its only possible to trigger it while youre on the ground or?

somber elbow
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i checked it with print string

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it shows one messege on overlapping so its fine

hollow cove
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oh youve got the false instead of true...

somber elbow
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something is just wrong with the logic

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nah

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i tried different

hollow cove
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are you sure current velocity is correct?

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we usually use this node on characters

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then youd just split and get the z value

somber elbow
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yes

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i just made a variable

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behind it its exactly that node

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@hollow cove

hollow cove
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very strange. try adding this before reversing perhaps? struggling to figure out why itd be doing that assuming that launched is only triggered once

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oh i see

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you notice it worked on the first couple jumps but when it didnt have enough time between jumps it did that

somber elbow
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idk its just constantly blinking

hollow cove
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yeah so you need to sort of cancel the current blink and reopen the eyes as it hits a new launch

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hmm

somber elbow
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why i cant just check every frame if its jumping or not then check if the timeline is playing and if not play the timeline

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i tried to do it in event tick

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but thats not right as i understood

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its just so complicated and i have never used these nodes before

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for such a simple thing

hollow cove
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oh wait i thought of a way simpler way

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so make the float track look like this

somber elbow
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im trying

hollow cove
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could be this for simplicities sake

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it does mean that itll cut to the start where the eyes are fully open whenever you hit a new bouncing thing though

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should look natural in the context?

hollow cove
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then select the dot and top left is the time and value

warm olive
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Hi, I created a blueprint that makes a chain. Everything is done in the construction script, including adding and configuring the physics constraints. It's almost entirely working, but it seems that no matter what I try, the chain stretches and jumps around.

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I want the chain to swing and move when interacted with, but I don't want any stretch in the physics constraints. Any ideas I what I could do to fix this?

somber elbow
hollow cove
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play from start

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if you play its playing then when its at the end youre telling it to play but its already finished

abstract pebble
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the print string is for inputs of the do not = and the output of the do not =. it works properly for every single input until 33.333 and then when both are 33.333 it still is outputting that they do not equal the same. could someone explain why this might be happening?

somber elbow
hollow cove
hollow cove
somber elbow
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yeah

hollow cove
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okay i should stop procrastinating, good luck

abstract pebble
hollow cove
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👍

somber elbow
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Thank you so much dude

lunar sleet
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Floats being dumb
AKA floating point error? 😀

eager thicket
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How do I remove two of the decimals points on a number like 0.142? So it prints 0.1 instead?

flat coral
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  1. Why does autocomplete "helpfully" show Equals as an option for this pin type when it's not a valid connection?
  2. Before I write a dumb hack I shouldn't have to write, is there a "right way" to compare data table row handles?
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Like this is just straight-up lying. That action does not take that type.

maiden wadi
lunar sleet
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can you even convert an item row to string? prly not? 😅

maiden wadi
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String?

flat coral
lunar sleet
flat coral
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Now, whether you SHOULD, that's a different question 😛

maiden wadi
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But where do strings come in?

flat coral
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Behold!

lunar sleet
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idk, I thought maybe you can convert the actual row to string format, but haven't really dabbled with DTs that much to see if that's even valid. was half joking

flat coral
lunar sleet
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ah

flat coral
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Which CAN convert to string, but that's one of those things which is simple to do, and also easy to fuck yourself with if you don't understand what that actually means.

maiden wadi
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But why not just == the datatable pointers?

flat coral
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and i didn't REALLY have a good reason to preserve the ability to have multiple item data tables per-level. I don't have that many types of items anyways.

maiden wadi
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Data Assets. 😄

abstract pebble
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what yall think about my bp?

maiden wadi
abstract pebble
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idk if this is normal size for a bp

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im new to game dev

flat coral
abstract pebble
abstract pebble
flat coral
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Part of me thinks you did this on purpose. Took a BP that was already a little fucked and just moved a few nodes to make this rats nest for the meme

abstract pebble
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no

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its really my bp

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it works too

flat coral
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Like this stuff in the corner proves you know where the Q key is at least

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I mean, it doesn't ALL work. Some of these nodes are for sure connected to nothing.

abstract pebble
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true

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it is a lil messy

lunar sleet
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the majority of the time you will spend programming is reading code not writing it

abstract pebble
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few times i set up stuff to try and fix issues but then give up temporarly and leave the nodes there

maiden wadi
lunar sleet
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so if you make it illegible you're going to have a hard time

abstract pebble
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a bit of a excuse tho, i didn't try very hard to organize it

lunar sleet
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I find it a lot easier to organize as I write rather than try to reorg later

warm olive
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If this isn't the correct forum for my question, can someone point me the right direction? I've been trying to solve this problem for days, read all the articles I can find, official docs, watched every video on physics constraints on youtube...Nothing seems to help, and it only seems to happen when the chain is made with a BP, I can reproduce the same chaing manually in the viewport and it works fine...

flat coral
lunar sleet
flat coral
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Though the exception is like... "assuming a function"? I forget the actual CS term for it. Where you stub a helper function to just move on from that with the larger function, and then implement it later.

lunar sleet
flat coral
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When you add them via viewport they start with a lot of sane defaults that you don't get when you create them in code

flat coral
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The reference position shit in particular is a real "gotcha"

sinful topaz
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Can someone please help me with something? I want to transfer a vector variable from one BP to another and I am very new to this stuff. I tried it with casting but it doesnt work, it doesnt transfer the vector data. Is there an another way to do this?

maiden wadi
# sinful topaz Can someone please help me with something? I want to transfer a vector variable ...

To help you, it would require an understanding of what these two actors have in common and the requirements for the transfer. EG getting an actor globally can work, but it's not so great if you just want something to happen when two things are nearby. In general I would recommend sitting through this. https://www.youtube.com/watch?v=EM_HYqQdToE

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

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

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warm olive
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@flat coral I thought that the Constraint Reference Position and Constraint Reference Orientation were set by the Add Physics Constraint Component. Is that incorrect? The Unreal docs don't seem to cover this very well. I'm creating the mesh component, the physics constraint, then setting the constrained components, based on the gizmos, the position and orientation appear to be correct. And you are setting in two frames, which I'm not, but also isn't when configured manually, or am I missing something?

flat coral
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Let's back up, what's the problem you're running into?

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I beat my head against these things for a LONG time to get the results I wanted. You're right about one thing for sure, the docs suck

warm olive
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@flat coral The constraints stretch. The links start out in the correct location, but when gravity kicks in a runtime, the they settle correctly and then the links appear to stretch apart elastically, then snap back, causing the chain to jump.

dawn gazelle
warm olive
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The constraints look like this when they're spawned, which looks like what I expect, relative to the meshes:

outer quail
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Why does this keeps crashing my ue5? When initially run there is no problem, but once the value updated triggered, it will crash ue5. This is widget blueprint

maiden wadi
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What does SetRenderTransformAngle call?

outer quail
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the pointer

maiden wadi
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Oh, on UWidget, yeah.

flat coral
maiden wadi
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Unlikely to cause a full editor crash.

outer quail
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because without the bind event to value updated, its not updating the angle when the rpm value is updated

flat coral
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(I'm actually with Authaer on this one, I've gotten actually useful error messages any time I made a loop like that before. It's just the only theory I can think of)

pastel garnet
lunar sleet
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should be getting an accessed None usually but an isValid check wouldn't hurt there

flat coral
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What if you just don't set the pointer angle variable at all? If you separate the SetRenderTransformAngle node into two cases, you can just pipe the pointer angle right in without storing it first

thin panther
outer quail
maiden wadi
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Do you get any sort of crash log?

outer quail
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its calling the value

final berry
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Am I correct to say that dividing an uneven int using this node always results in a floored int? i.e. 7 is always 3 and 11 is always 5?

warm olive
quaint fable
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Hey there. I'm trying to get this stamina system to work. When I sprint, the bar goes down, but when the bar is empty I am still able to sprint. Can anyone show me what I'm missing here? Please hold for screenshots

warm olive
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OK, I lied. I tried this chain and anchor made manually and found that if you're actually paying any attention, the link is clearly jumping around on the anchor (the anchor has no physics sim enabled). The only reason it's not as obvious is because there's only a few links. The more complex the chain, the more noticeable this becomes. But it's always an issue, apparently. So, I've been trying everything I can think of, but the jump/jitter seems to be a constant.

final berry
# thin panther yes.

Do you also know why? Why not Round, why Floor? 🤔 I mean 7/2=3,5 is usually 4, no?

thin panther
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because it's an integer, you don't round it.
If you're asking how many times 2 goes into 7 wholly, it's 3

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An integer has no concept of a decimal place.

quaint fable
thin panther
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If you wanted to split 163 grams of flour into 40 gram portions, you couldn't invent an extra 37 grams, you'd have 4 portions and 3 grams to go back into the bag.

final berry
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Crystal, thanks 🙂

thin panther
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np!

slender dagger
# quaint fable

try plugging the ongoing into the first branch where you check the stamina

quaint fable
steel star
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im having issues with SpawnActor node not seeming to know when it is overlapped. the thing being spawned, and the thing spawning it both have static mesh collision components, and i also gave them collision shapes too, but maybe my settings for those are wrong? what is it that counts as blocking, when spawning?

quaint fable
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ohh lol yeah, thank you. let me see what happens

quaint fable
slender dagger
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wdym? Like the sprint doesn't start?

quaint fable
slender dagger
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I'll have another look at it, but see what happens if you change the triggered to started and keep the ongoing in

slender dagger
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try having a look at the execution flow while it's running, I think you might not need that first branch as well btw, but that shouldn't be what's causing it

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you could also breakpoint it when the sprint stops

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oh wait I know what it is

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It's because when you set your stamina to 0.0 it still returns it as true

quaint fable
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so i would want it to read when the percentage of the stamina is at zero, yeah?

slender dagger
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change the check to less than or equal to 0.0 and change the true and false around

slender dagger
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because it's clamped to 0.0 it doesn't go any lower, and when you check the stamina value it still returns 0.0 as true because it isn't less than 0.0, it's equal

quaint fable
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It still does the same thing

slender dagger
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show me what you've got

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just what was in your first screenshot

quaint fable
slender dagger
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have you tried waiting for a couple more seconds? I think your delays might be causing it

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if it's 0.1 it will still go down the sprint path after it takes it off

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also it might be worth printing the stamina

quaint fable
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I'm not sure I follow

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I changed the delay times to 0.1. That just makes the stamina bar deplete faster

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How can I print the current amount of stamina?

slender dagger
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just do event tick print string and then plug the stamina into the text

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Then again if it's a stamina bar you shouldn't need that

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have you tried breakpointing it to see if it actually gets called?

quaint fable
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when I print the stamina, it shows the value correctly, all the way down to zero

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what would I breakpoint?

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my apologies, I'm still learning

slender dagger
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the setting max walk speed to 100

slender dagger
quaint fable
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yeah lol it's confusing. would it be break point int?

slender dagger
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no like hover over the node and press f9

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then play it and keep sprinting and tell me if it ever goes back to it

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I can hop in VC if that would be easier

quaint fable
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oh im on a mac

slender dagger
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right click on it and press toggle breakpoint

quaint fable
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I added a breakpoint

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I got a giant red arrow

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as soon as I ran out of stamina

slender dagger
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so it is being called then

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hmmm

quaint fable
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yeah, it also happens any time I stop sprinting

slender dagger
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yeah it will do that

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breakpoints basically stop the game when a certain node is called

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so you can see if it's actually being called or not

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can you hop into vc and stream it?

quaint fable
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no but I can send a screen recording

slender dagger
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it's alright, I was just asking because it might speed things up a bit. What's the last node it goes to on the execution chain when you press this when the breakpoint is called?

quaint fable
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I'm not sure if I can press that since I have to click on the viewport in order to control the PC

slender dagger
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no i mean when the breakpoint is called it will go back to the graph when it's paused and you can follow the exec chain

quaint fable
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It goes to this one first

slender dagger
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yeah it will do, what's the last one it goes to?

quaint fable
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looks like it goes to this one last

slender dagger
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oh yeah you might have to just temporarily move them to the side

quaint fable
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the delays?

slender dagger
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yeah, what this is showing is what happens each tick so obviously the delay will be the last one in that tick

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you can put them back in after

quaint fable
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When I break the node links on the delays, it goes in a continuous cycle

slender dagger
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just keep doing it

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you'd get an error if it was an infinite loop

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it's just changing the stamina values at that part

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I'm checking to see if at any point it heads back up to the "sprint" branch

quaint fable
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so far it hasnt. could it have something to do with this?

slender dagger
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I doubt it, your HUD shouldn't be interfering with this from the looks of it

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does it go any further

quaint fable
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no, it just keep cycling

slender dagger
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yeah it's updating the stamina values. What's the max stamina value?

quaint fable
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1

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same as the stamina value

slender dagger
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just keep letting it go until it stops and doesn't let you move forward, like how it did when you had the delays in

steel star
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Has anyone successfully used the 'overlap handling' options for SpawnActor node?
What are the collision settings needed for this to work? Because right now my actors dont seem to be responding to collision shape components.

slender dagger
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what's the value of the stamina now?

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because your stamina refills every 0.001 so it might take a few loops

quaint fable
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I set the subtract to 1, and the add to 0

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@slender dagger I set this up by following a tutorial. Would it help if I sent you the video? It's a 7 minute video

slender dagger
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I mean yeah sure

quaint fable
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https://youtu.be/DkrQNrE_XEk?si=qSUa1AwavVptEdQD

It seems like other people had the same issue

In this tutorial, we will be learning how to setup a stamina system with sprinting and regen for your Unreal Engine 5 project using simple techniques. Using this method to update the stamina is a lot more optimized compared to creating a binding as the bindings are called very often but using this method your stamina will only be updated when an...

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I might be better off just trying a different way altogether?

slender dagger
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the only difference I can see is that he isn't using EIA

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but it should work with that regardless

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just try unhooking the first branch that checks to see if you're not sprinting and then plug the triggered into the second branch

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I don't think this will solve it but I want to see if anything actually changes

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also you might want to remove the breakpoint before you play

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or just disable it

quaint fable
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What do you mean by plug the triggered into the second branch?

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Oh, sorry yeah I know what you mean

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It gives me an infinite loop

slender dagger
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oooooh interesting

quaint fable
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Oh and the value of the stamina goes straight from 1 to 0

slender dagger
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but it doesn't when the is sprinting branch is there?

quaint fable
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Nope

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But it does keep the value of the stamina at 1 until I plug the delays back in

slender dagger
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what happens if you unplug the ongoing and try both with and without it?

quaint fable
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@slender dagger I have to go for now so I'll try that when I get back. Can I DM you?

slender dagger
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Yeah sure

quaint fable
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Thank you!

slender dagger
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I’m gonna set this up in a blank project and really mess around with it to see if I can get a closer look

quaint fable
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Definitely! Let me know if it's successful for you. I followed the tutorial step by step

rose crest
valid solstice
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anyone know why i dont have this node?

slender dagger
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also what class are you in?

valid solstice
slender dagger
lethal ocean
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Is there a way to keep my player character bp from being deleted when it falls through the map?

steel star
steel star
lethal ocean
steel star
lethal ocean
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Ok, I'll take a look

steel star
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probably if you set a special damage type, you could then handle when it occurs

lethal ocean
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That seems to be the way to go, I'll see if I can get that to work. Thanks again!

bleak furnace
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Howdy folks, I'm trying to access a gameinstance subsystem in an Editor utility widget on pie start - but my subsystem keeps coming back as null. When I use this same logic in an actor BP in the level it works correctly - is there some trick to getting a gameinstance subsystem in a utility widget? I tried delaying the call incase the logic seemed to be loading before the subsystem, but that didn't work either.

silver garden
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Can you change a GameMode dynamically on runtime?
Based on some data stored in the GameInstance, I want to, on Level load, change the GameMode to that particular level.
Say for example, you have options in the main menu, "Last one standing" and "Deathmatch". I would like to change the assigned GameMode based on the player's choice.

Edit: Or do I have to create duplicates of the level and each one have its own GameMode?

lunar sleet
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But what it sounds like is you just didn’t set that particular level to the correct game mode to begin with

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But if it’s the same map maybe you can somehow do it through cpp?

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Not bp anyways

silver garden
steel star
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neat

silver garden
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Awesome

merry chasm
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@steel star What sunlight intensity would you use?

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The range is large, from 10 to 120K.

steel star
merry chasm
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default is 10

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ok, thanks

dusky cobalt
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What could I use to create effect of a circular progress ''animation''. Material, Animation with timeline? I would want to call to this thing with event dispatcher and update it's progress. Could I put it on a decal? Or maybe Niagara? If anyone has any tutorial that could give me any ideas I would appreciate.

steel star
# dusky cobalt What could I use to create effect of a circular progress ''animation''. Material...

https://youtu.be/BgOAbAdi8f0?si=UNi9mF8gLPSufsw8
Says its 5.0 but its from 2 years ago so its probably lying. Probably doesn't matter though

Check out my inventory system:
🌿https://www.unrealengine.com/marketplace/en-US/product/multiplayer-inventory-drag-drop

I show you how to create a radial progress bar and create a function to easily change the percentage in realtime.

🔷💬Join my discord server https://discord.com/invite/eX3p5q6

00:00 Intro
00:13 Material
05:56 Blueprint - Set P...

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dusky cobalt
steel star
dusky cobalt
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Ohh, I think I see and it should work, I will just create material instance on the actor and then call to update the progress, lovely!!

steel star
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anyway this has an actual tutorial so do that, if it works

dusky cobalt
steel star
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my search was "unreal engine progress spinner"

dusky cobalt
steel star
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But i see there are some material nodes related to procedurally generating arcs/circles that the first tutorial was using. But that sounds more complex and less useful to me, unless it needs to scale to very large and very small sizes.

bleak furnace
dusky cobalt
hoary junco
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so going off the default point and click game mode, something I noticed is if you click somewhere that you can't go like off the map, instead it just makes you go where you already are, is there a way to redo that where it will try to find the closest movable location to the place you clicked?

steady thicket
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I have an AIController that has a blueprint graph. This AIController is attached to my character blueprint named 'BP_Enemy_Base,' which is a character. How can I get the character reference of BP_Enemy_Base in the blueprint?

dusky cobalt
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If you use On Posseses instead of begin play you get reference to the pawn that owns it and you can cast from there to bp enemy base.

dusky cobalt
steady thicket
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But, I'm having problem now with my enemies, since they're detecting each other and attacking them. It should only detect the character and not their own

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is there like class to ignore for the Sphere trace for objects node?

lunar sleet
frank locust
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is there a way to do something at the end of this macros loop similar to executing something on completed for a for loop?

lunar sleet
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There’s a bAutoRegisterAllPawnsAsSources that needs to be set to false ^

frank locust
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Wait, neo from the unreal forums?

lunar sleet
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Unlikely

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I think I only have like 2 posts there

frank locust
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lol yea nevermind, its a 'community hero' and i mistook his name anyway

lunar sleet
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Yeah, I’m no hero

frank locust
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Its Everynone, not Everyneo lol

true vortex
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Hey so i have a shooting mechanic set up with do once, then a timer that resets the function to fire again semi auto style but ive noticed that for some reason like the gun jams every once in a while?

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I feel like if you spam the mouse click too much it gets jammed up

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which doesnt feel great

subtle shoal
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I have two versions of my editor utility blueprint, one that uses Get Asset and one that uses Load Asset to get object references. Both functions are producing null on valid inputs. Has anyone seen this issue before?

Blueprint Original

Blueprint Alt 1

frosty heron
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The weapon should handle it self if it can fire or not. You can keep clicking and request to fire but the fire only gets executed if conditions are met (not in cool down, not empty, etc)

astral wyvern
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I have an input asset that gives me a vector 2D. And my player has some states, and I want to use those values differently (or even ignore them) based on those states. Is there a way to do that?

steel star
frosty heron
astral wyvern
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I have that for the different states

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But the thing is, say I press A or D (horizontal), it works

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If I press WS, it also works

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I the case where I press WS, I want it to do something else

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Depending on the context (player state)

frosty heron
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Shouldn't you get different values when pressing WS

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You can check the value and do something accordingly.

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For movement, you would probably get something like

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0,0 1,0 -1,0 0, 1 and so on

steel star
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well, holding both opposing keys would negate each other so the axis value would be zero

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however hes unlikely to be actually handling input in a blueprint like that

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if what you need is the actual key states not some cute vector, bind to the individual buttons as bools, and do all the work yourself

frosty heron
dim halo
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will an aic override the owner reference in a spawn actor node. i.e if i set the owner for a spawned actor to be self will it always be overidden by the aic or is there a way around this

astral wyvern
dim halo
frosty heron
dim halo
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I did

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It’s printing the ai controller

frank locust
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Few questions, main goal is to set my spawns at each of the 4 corners of the produced grid no matter what width and height is give so I could then set up randomized paths from those spawn points to the 'homebase' at the center. I knew I would need help setting up the pathfinding in blueprints, but i had no idea setting up the spawns at te corners would be so difficult. it wasnt as simple as using the 0-1 phase to track what tile was being placed, and does multiple branch statements in blueprints drastically slow down compile times?

dawn gazelle
# frank locust Few questions, main goal is to set my spawns at each of the 4 corners of the pro...

Compile times aren't really a concern. Runtime performance could be. That said, banches themselves aren't really so much the problem as what could be being used to determine the logic to branch.
Like a bool connected to a branch is simple as it's almost like you're checking a single bit if it's on or off. If you have a ton of math and calculations that then lead you to a true/false, then all that math could be problematic at runtime, especially if it's done frequently (like on fast timer or on tick) or even hundreds or thousands of times within a single frame.

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What you have overall looks fairly simple for your branches.

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But, one of the problems you would definitely have is that you're using == with floats.

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Floats are notorious for not being accurate.... You're better off using "nearly equal to"

frank locust
# dawn gazelle What you have overall looks fairly simple for your branches.

yea i just had to relaunch the editor, everytime i would make changes to the >= checks compiling would take forever, and when i changed the row and column amount the engine pretty much hung up. but it seems to running fine now. but yea with those == checks, even if they arent dead on, the position i was expecting the resulting placement of the spawner was still way off when i used .25 and .75 but .00 and .99 did work for the first and last corners no matter what size i made the grid

late gorge
#

is it possible to easily put the engine into 'frame-by-frame' mode? i want to see an animation play out in the game frame by frame for collision purposes to see if it's failing because the mesh is just moving too quickly or something else is the problem (collision detection is based on a repeated event firing traces, not collision of meshes itself)

lunar sleet
#

For animation idk tho

late gorge
#

this is the best i can get with a 0.015s setup, going even lower on the delay is not helping anything (just above 60fps which is 0.01666 iirc)

#

that blue line is where it would ideally be hitting, but when the swing gets going, it just goes too fast

#

i would prefer not to have to swap to a collision-based approach since it's critical code and wouldn't want to spend a week or two on this :\

spark steppe
#

set the time diletation to something lower!?

#

that should render everything slower

lunar sleet
#

I think sweep does the collision between points check for you no?

late gorge
#

only idea i have so far is to keep a history of points every tick and increase the fidelity of the collision check

#

or some other mathy solution to increase the fidelity

#

but again, looking for clean and simple if possible
note game is singleplayer, replication is not a factor

lunar sleet
#

Still not sure what the failure is

late gorge
#

the blue line is what it should ideally be hitting

#

it's very inconsistent in actually hitting enemies

#

that furthest out line of traces should ideally be a circle

#

not a jagged line

#

well every line of traces

#

is my only realistic option to actually just attach a collision to the mesh? coz that's a nightmare for other reasons

#

:/

late gorge
#

the collision setup as a whole is completely busted, 3 tons of duct tape doesn't begin to be enough to hold it together
(i was not the one setting it up)

#

you add a collision to the weapon, the player begins flying 😂

#

and not in a controlled way

#

anything other than improving the fidelity of this check is basically weeks of refactoring

lunar sleet
#

You can make the weapon and player ignore each other

late gorge
#

yeah... and there's a lot of code i'd have to change if i added a new one

#

see above

#

weeks

lunar sleet
#

A new what ?

late gorge
#

a new channel

#

the existing collision channel that's used would have to get cleaned up

#

suffice it to say it's set up wrong from the beginning, aight?
character capsule is freaking pawn if that gives u any indication 😂

lunar sleet
#

I mean, refactoring is life, but I can understand not wanting to spend weeks to fix something

#

Tbh I deal with collision-based issues daily lol

late gorge
#

yeah overall it's not too big an issue, the setup is stable, but there are some really whacky edge cases that i'm tackling now

#

afaik actual collision components do sub-frame checks right

#

so it should work in theory?

lunar sleet
#

Couldn’t tell you 😅

late gorge
#

i mean i don't see collision components just randomly go through walls just cause they go... fast... ish

lunar sleet
#

Uh

#

So

late gorge
#

if they go real fast then yeah, they'll phase right through

#

but not at the speeds of these animations

lunar sleet
#

Hit detection is iffy at high velocities. Overlap is better if anything

late gorge
#

yeah i mean it wouldn't be blocking collisions

#

not going for ragdolling or anything

#

aight, guess im strapping in for a fun ride :(
gotta fix up stat scaling and this ahead of combat design 😂

#

or rather combat tuning

#

already got a design, just gotta tune in the numbers and the attacks to connect properly

hallow wyvern
#

Aquarium of power

Salute, please tell me how to create:

only that part of mesh 1 is visible, which is located inside the volume of mesh 2

I created two materials for meshes and a material for PostProcessVolume

It seemed like it would work, but no, maybe you know another way, or see my mistake

Thank you very much to the enthusiast who responded ✍🏻

balmy viper
#

Does anyone else have a problem when debugging loops, where if you have a breakpoint inside the loop body, and hit 'continue execution', it does not break on any further loop iterations?

balmy viper
#

Hitting either of the circle buttons skips the rest of the loop iterations. Can't be just me, surely

lunar sleet
rose crest
#

F10 or F11

balmy viper
#

those only step one node at a time

#

I wanna run til the breakpoint is hit on the next iteration

#

that's what breakpoints are for

lunar sleet
#

Or sorry second down arrow

lunar sleet
balmy viper
#

responding to the f10 f11 guy 😉

dusky cobalt
#

Is there any faster way to get ''values'' from map if I know that the map will only have 1 key all all times, the key may change though or maybe I should just put key to be default 0 and use values since they are mostly what I care about. I guess no.

balmy viper
lunar sleet
#

Weird, that’s step out of

balmy viper
#

it's still a bit weird though, quite different to debugging c++ in vis studio

dark drum
rose crest
#

I can't see option to skip until next debug breakdown

thorn yacht
#

Hello everyone! (reposting that message from the #ue5-general )

Recently I started to have issues with my packaged ue5 game.

I send it to several people to test it out, and some of them just couldn't play it because main level wouldn't load. There is a main menu screen with button that just opens certain level. When they press it, they encounter infinite loading screen, and in the task manager the game is 'not responding'.

The logs doesn't show up any errors or any useful information about level loading.

My questions: have anyone encountered the same issue, and if so, how do you solved it? There is any way to troubleshoot issues with level loading?

Thank you in advance for help!

balmy viper
dusky cobalt
dark drum
balmy viper
thorn yacht
dark drum
# thorn yacht By 'open level' node

You need to show how your loading the level. The nodes themselves work perfectly fine so we need to see how your using them. (also there's two open level nodes.)

balmy viper
#

does it freeze during execution of 'OpenLevel' node, or is there more execution of your code after that?

lunar sleet
#

Infinite loading screen…isn’t that a Bethesda “feature”? 😛

thorn yacht
# dark drum You need to show how your loading the level. The nodes themselves work perfectly...

Here is the example of the end of the log which was sent to me. I will open bp and show you screenshot

||[2024.06.27-08.25.03:445][ 41]LogEasyMultiSave: Save Game Data removed for: MySaveGame
[2024.06.27-08.25.03:445][ 41]LogGameMode: Display: Match State Changed from InProgress to LeavingMap
[2024.06.27-08.25.03:445][ 41]LogGameState: Match State Changed from InProgress to LeavingMap
[2024.06.27-08.25.03:445][ 41]LogNet: Browse: /Game/Medieval_Environment/Medieval_Houses_Vol2/Maps/MH_02_Demo_Scene_Day??LoadSaveData=false
[2024.06.27-08.25.03:445][ 41]LogTemp: Warning: PreSetupLoadingScreen
[2024.06.27-08.25.03:446][ 41]LogLoad: LoadMap: /Game/Medieval_Environment/Medieval_Houses_Vol2/Maps/MH_02_Demo_Scene_Day??LoadSaveData=false
[2024.06.27-08.25.03:446][ 41]LogWorld: BeginTearingDown for /Game/HorseProject/Levels/TitleScreen
[2024.06.27-08.25.03:446][ 41]LogWorld: UWorld::CleanupWorld for TitleScreen, bSessionEnded=true, bCleanupResources=true
[2024.06.27-08.25.03:486][ 41]LogStreaming: Display: 0.017 ms for processing 1085 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 9 (919->910) packages and 68 (2805->2737) public exports.
[2024.06.27-08.25.03:486][ 41]LogAudio: Display: Audio Device unregistered from world 'None'.
[2024.06.27-08.25.03:489][ 41]LogUObjectHash: Compacting FUObjectHashTables data took 0.76ms
[2024.06.27-08.25.03:492][ 41]LogStreaming: Display: FlushAsyncLoading(63): 1 QueuedPackages, 0 AsyncPackages||

#

The funny thigs is that for some people (including me) everything works fine, but some of them encountering issue. And it happens for both high- and low- end PC setups x)

dark drum
thorn yacht
#

Here is the evidence x) I think those ?? are just separators for level loading tags

dark drum
thorn yacht
#

Here is the BP code

thorn yacht
#

And people encountering level loading issues in both cases : (

dark drum
# thorn yacht I just sent BP code below

I don't know if these are causing your issue but either way. This circled stuff should be moved before you attempt to load the level. From my understanding, load level is blocking so will stall the game until loaded. As you're not level steaming, the current level will be destroyed when the new one is loaded meaning those two nodes won't get called.

dark drum
glossy cloak
#

I'm wondering if your levels aren't being packaged.

dark drum
# thorn yacht And people encountering level loading issues in both cases : (

Other than that, I can only assume there's an issue with the levels not being packaged correctly. (it can happen when you don't use the 'By Object Reference' version. If you need to keep using the by name one, you'll need to check you're package setting to make sure you're map folder is included correctly the relevant maps are packaged.

thorn yacht
thorn yacht
glossy cloak
#

Oh okay. Then that's not the issue.

#

Is it a really large level?

#

Also is the game multiplayer?

thorn yacht
glossy cloak
#

Could it be that some of your players can't run it or their machines are just taking a long time to load it?

#

Not responding in the task manager is a red flag though...

glossy cloak
#

Is it happening 100% of the time for the players that can't load it, or only sometimes?

thorn yacht
dark drum
thorn yacht
dark drum
thorn yacht
#

Little update: someone who had that issue with loading just updated the drivers and restarted PC, and after that everything worked (except the fact that level loaded nearly 10+ minutes). Maybe this is techical issue, and there is some kind of bottleneck? But even that seems strange because we both have high-end PCs, and for me game works way better than for her (level is loading up to 5 minutes)

dark drum
#

Does anyone know if it's possible to double bind to an event dispatcher with the same event?

dark drum
thorn yacht
midnight kiln
#

macros are neutered for not having local variables

meager igloo
#

How do I make a thing that checks if an Actor that is hit is the same as the player Actor,
so I can ignore parts of the same vehicle colliding with each other?

frosty heron
#

Use equal operator

meager igloo
#

cool, my car doesn´t crumble in the middle like a soda can no more when i hit a wall head on x3

dark drum
frosty heron
#

Cool

midnight kiln
#

yeah, they have anonymous variables or whatever they're called, but they're not very useful

#

macros in general are pretty undercooked

dark drum
midnight kiln
#

you have to drag the pin allllllll the way over to each place it's used in the graph unlike proper local variables

#

it helps with perf by not reevaluating expressions each time, but if my main goal was perf for this macro I'd use C++. Primary value of local vars in blueprints is organization

meager igloo
dark drum
#

The only thing that stops me using macros more is that children can't use macros created in it's parent.

#

Does anyone have any idea while my widget is receiving the event dispatcher call twice?

When it's created it binds to the 'OnQuanityUpdated' event dispatcher on my item object. When it's quantity is updated it calls the event dispatcher so the widget can update itself (and trigger an effect) but for some reason the bound event gets called twice.

Edit: I figured it out. I don't unbind the widget when it's removed. :S

EditEdit: I had another widget bound to the same item object that just wasn't visible (uses the widget stacks) so despite having the same name, they were actually different widgets.

outer quail
#

I have a weird issue going on, the packaged game would crash on my computer that I used to make the game, but it run fine on my laptop. The laptop specs is from 2018 while the computer have better specs with rtx3060

austere mirage
#

i need help with ue4

thin panther
#

That ain't a lot to go from

austere mirage
#

sorry g

#

so i have a overlap event

#

it says does not have valid matching component

thin panther
#

Sounds like the overlap was an event for a specific component, which has since been removed

#

You want to either add the component or use a generic on actor begin overlap

austere mirage
#

need a screenshot

frosty heron
#

Yeah, go post your screen shoot @austere mirage ?

dusky cobalt
#

Is it ok to call events like that? Because right now it doesn't work. I basically need a delay after setting it to false, so it waits 5 seconds, and after 5 seconds start neutralizing point (each 0.5s) but nothing is happening?

austere mirage
south raven
#

hey everyone I'm trying to make a box collision activate if user presses a button, how can I achieve that? For example there is a box collision on BP already but I want it to be OnComponentOverlap only if user presses a certain key

frosty heron
#

so if you keep triggering that Set Timer before 5 seconds elapsed, it will never be called.

frosty heron
austere mirage
#

whats a matching component

frosty heron
#

post the error log

austere mirage
#

im new to ue4 whats that

#

compile results?

frosty heron
#

post the entire screen

#

don't crop it

austere mirage
#

its very blurry

frosty heron
#

you are still cropping tho

#

the warning message is at the bottom of the blueprint window

austere mirage
#

im using snip

dusky cobalt
frosty heron
#

not fammiliar with the software

austere mirage
#

@frosty heron

frosty heron
#

if you don't see it, select Window -> Compiler Result

austere mirage
#

im using ue4

frosty heron
#

so what

austere mirage
frosty heron
#

it's really hard to see what's where when you crop like this

#

anyway you don't have a matching component for that overlap event

austere mirage
frosty heron
#

reason could be that you either delete the component that trigger that event, or you copy paste that from somewhere else.

austere mirage
#

in my case what triggered the event

frosty heron
#

See here, there is no BulletCol

austere mirage
#

its from a diffrent actor

frosty heron
#

you can't copy paste the event like that from another actor

#

hence the error

#

handle the event collision in what ever actor the component lives.

austere mirage
#

i dont want to apply damage to my bullet actor

frosty heron
#

then don't, but I want to take this into the context of what the problem is

#

You are calling event overlap on component that does not exist in the actor you paste the node in

austere mirage
#

yes

frosty heron
#

hence the error because there is no matching component for the overlap event you pasted

sweet silo
#

hi there how can i properly hide a character for some time ?

frosty heron
sweet silo
#

the hierarchy is too complicated to do "hide in game"

austere mirage
#

your not speaking the english langunes

frosty heron
#

do you want to hide just some component or do you want to hide the entire actor?

#

you can propagate the change to childrens

sweet silo
#

no the entier actor

frosty heron
#

then do it on the actor level

#

not component

sweet silo
#

wdym sorry

frosty heron
#

this will hide the entire actor

sweet silo
#

oh ok thanks

frosty heron
#

in the game view only tho

sweet silo
#

thanks a lot that's what i was missing

south raven
#

hey everyone I'm trying to disable/enable collision when user presses key. I've tried to do something like this but for some reaon it doesn't deactivate at all. What I'm trying to do is disable the collision of Capsule collision if player is not pressing a specific key. And activate the collision once pressed the key until released.

frosty heron
#

@sweet silo you can also do this

sweet silo
#

but ti's only the capsule right ?

frosty heron
#

Check the option at the bottom where it says Propagate to Children

sweet silo
#

oh awesome

storm stream
#

Is there any option to modify Data Table values in blueprints?

sweet silo
#

any idea why this wouldn't work in game?

storm stream
#

if u want to hide it, make it true

sweet silo
#

no i want to unhide sorry

#

but it doesn't unhide

frosty heron
#

check the vissibility settings

#

for the component to be visible, it has to not be hidden in game and it also need to be Visible

#

during play in editor, you can eject from your controller, select the target actor, select it's component then check it's vissibility value.

sweet silo
#

ok thanks ah ok didn 't know that

frosty heron
#

You mean editor time anyway right? You are not suppose to change DT in run time

#

they are read-only

storm stream
#

Eh i want to create some sort of data with game state values. And the problem is that i need a lot of variables in this so arrays is so slow and laggy if i have 10.000 + , data tables is a lot faster so i choose it

#

and the problem is i cant modify it xD

#

or at least I don't know how yet

frosty heron
#

@storm stream I would totally do the heavy operation in cpp 😅

#

Blueprint and large data don't go hand in hand

worthy jasper
#

You can edit data tables at runtime and “refresh” them but it’s really just not a great idea and doesn’t work well. DT are really suppose to be you set them in the editor and read from them

#

But yeah with that much data of course blueprint is choking haha 😂

frosty heron
#

Yeah you can, I actually remember doing it by getting the row handle

#

But that's still in cpp land

worthy jasper
#

true

storm stream
#

search through array in cpp with a lot of variables is only option?

worthy jasper
#

yeah I’ve seen a pack do it but again even in that pack it’s meh

frosty heron
#

Looping thru array in bp that large is recipe for disaster but I never try it my self

#

@lofty rapids did tho

#

And it's 200x faster

storm stream
#

i tested it and for 10.000 + has mini-lag

worthy jasper
#

Yeah CPP is generally better for number crunching

storm stream
#

(blueprints) xd

worthy jasper
#

Hence the whole use blueprint for what it’s good at and CPP for what it’s good at

storm stream
#

so its time to learn some cpp

frosty heron
#

I would say you are dipping your toes to what blueprint is weak at

#

You should tbh, even knowing some basic will give you advantage

#

I just started learning my self

#

But I could do what blueprint can't, there's just soo many feature not available in bp.

#

You can chose to use blueprint for the most part and cpp just for the part that you need.

storm stream
frosty heron
#

Sure, personally tho. My old game is pure bp. I'm not doing that anymore ever again.

austere mirage
#

sorry @frosty heron for not coparayed i fixed it

steady night
#

hey guys i need some help with linetracing

#

i need to trace faster

#

im "unpausing/pausing" on anim montage notifier

#

but 0,001 isent working or i need it to be faster

#

what are my options ?

frosty heron
#

@steady night you can't trace faster than your FPS, already give you the option yesterday. Trace Backwards

steady night
#

wait what

#

u did .O ?

maiden wadi
#

Trace along the path instead of at the path segments.

frosty heron
#

this is one of the way

steady night
maiden wadi
#

Not quite.

steady night
#

hmm

maiden wadi
#

Like what Cold posted.

steady night
#

hmm

frosty heron
#

You can use sockets imo

#

When you trace, you also want to trace to the last frame position

maiden wadi
#

It ends up being more like the green line than the red ones.

steady night
#

hmm

maiden wadi
#

This is also costly though too. So decide if you really want this kind of precision. 90% of games just use a set hit area.

steady night
#

so basicly save previous trace and trace between that and new

#

yeah i mean i could just increase the radius of the sphers that would "solve it" but would be fun se it near perfect

frosty heron
#

With the way you doing it, it's not gonna work on low fps machine

#

My old game use the same system, everytime I lag, the enemy just dodge my slash

steady night
#

hm

frosty heron
#

Just do as authaer illustrate

steady night
#

hmm

#

trying to

#

how would i trace like that :/

#

traceing from endpoint to end point instead basicly ?

frosty heron
#

From the visual that I see, it's as simple as tracing back to last frame location

#

I would use sockets that live in the weapon

steady night
#

i have

#

and i save the trace end/start

#

oh right

frosty heron
#

You just build on top of what you have

#

Implement the backward trace

#

To compensate for the gap that is left

vale arch
#

Can someone help me how to make emf react on ghost ?

frosty heron
#

What is emf

#

Also try to grab pen and paper , that usually help formulating what you need

#

You can translate what you want in plain English to codes/logic

vale arch
#

Equipment for measure Elektro magnetic phenomena

#

When you are closer to ghost emf equipment start light more and more

frosty heron
#

Event tick, if distance to actor < range

EMFvalue = EMFvalue + (value per second * delta second)

#

And just subtract if you want the opposite effect when ghost far away

steady night
#

i dont get it

frosty heron
#

I can't hack it for you, a gacha game I'm playing is pumping new character

steady night
#

oh since i store it as a local variable it dosent get saved for the next instance right :/?

#

xD

#

gues its enough

#

could lower the "end point and increase radius to make it get the holes inbetween

#

the first one tho hmm

#

since it being set the 2nd trace its tracing towards the lateast position how would i clear that :/

vale arch
#

For me it’s working but I have problem it’s not in real time I have in details default where is Update EMFLevel max detection actor and emf level but I need make it in real time the light changing by how far is the actor

final berry
#

Hello! I got this matching system which works great, after I do a move it checks for matches by firing a custom event, and removes those etc.
However when (like at the end of the video) if the new gems fall in the place that it instantly creates a match it should also fire that event.

So in summary: What is a good way to check if the board is still/in idle position or however you want to call it. I tried the velocity on z axis, but it seems fidgety, also because of small movement glitches that are happening when rotating the gems (you can see it ever so slighty compress and bounce)

Maybe I should not use actual gravity is now my thought and simulate it by moving gems down till they hit something etc, but then again I like the fluidness of how the new gems are added now 😅
So yea I'm torn, any suggestion would be appreciated 🙂

vale arch
#

My bad

#

But I have correct

#

But I have problem with this

thin panther
#

now that is very confusing. Why one on a phone and the other on the pc 😄

vale arch
#

I don’t need in details update EMFleve I need to make automated by how far is the actor

#

How to make the update emflevel set automatic real time ?

steady night
#

need tips on solution

#

s

reef elbow
true vortex
#

This is inside the actual weapon blueprint and the mouse click just calls that weapons fire event

frosty heron
#

you don't really want delay node for gameplay context , especially for firing weapon

trim matrix
#

Hey everyone,
I am having an issue with a Mechanic of mine, where the Player spawns an Enemy which runs away from you. If I place the Enemy in the Level, it works but if I spawn it infront of me by pressing R, it wont more at all. Does anyone know why?

astral wyvern
#

What do you mean by won't work?

trim matrix
#

The Enemy first freezes

astral wyvern
#

It won't spawn or it won't have behaviours?

trim matrix
#

The animation works and it spawns

maiden wadi
#

Placed in level usually creates an AI controller for it. SpawnActor does not create an AI Controller. So make the R do SpawnAIFromClass.

trim matrix
#

Its stuck in place as if there was noo nav mesh

trim matrix
maiden wadi
#

That is usually the main issue with spawning an AI vs dropping it in the map, is that a few spawn methods don't create AIControllers. 🤷‍♂️

#

Could try projecting it's spawn location to the navmesh if you're not.

#

But I'd double check that it's getting a controller.

trim matrix
#

I have a feeling that the Event might be the problem

#

I am using a BeginPlay Node

#

The placed ones react but the ones I spawn after starting the Game freeze

#

Maybe the ones react to the event that are actually there when it starts?

maiden wadi
#

Are you using BTs? Or what is the enemy logic running on?

trim matrix
#

Sorry I dont really know much abt UE Blueprints. Can you specify what you mean by BT?

#

This is the Blueprint Setup which I have followed

#

This spawns the ai infront of the Player

spark steppe
#

BT = Behavior Tree

maiden wadi
#

Yeah. So beginplay is the issue here because this character won't have a controller at beginplay when spawned into a level that has already began play.

#

The reason being...

#

Place actor on the map:
Map loads pawn
initialization creates controller
Beginplay runs at some point later.

Created after beginplay:
Character is spawned.
Beginplay runs on character.
Controller is spawned
Controller possesses character.

trim matrix
#

Is there a Event Node that gets the Blueprint to run when it gets spawned/placed in the World while it plays?

maiden wadi
#

In reality though. You probably want to call this chase logic in the... Possessed? event

#

I don't remember the name specifically. But there's an event that'll run when the pawn has been possessed and it's controller is valid.

limber dust
#

is there a math formula or node for getting the angle a character hits something at

dawn gazelle
limber dust
#

That does help a lot I did not realize one of the 50k hit results was for impact normal lmao

#

I can get it from here, thank you 👍

winter totem
#

Hello, can someone please tell me why this only loops for 3 times instead of 5?

trim matrix
#

Any advice to create a overlay like this?

maiden wadi
trim matrix
maiden wadi
thorn yacht
winter totem
#

Even if I use a For Each Loop and remove child by reference it doesn't work

maiden wadi
dark drum
winter totem
#

The code works perfectly fine if I just replace getchildrencount by 5

winter totem
maiden wadi
#

Because you're misunderstanding the logic of the foreach loop. Look at it internally.

#

Every loop it'll check the input. Every loop it'll check how big the array of children is. Every loop that gets smaller.

maiden wadi
#

Do remember that those are macros, not functions.

winter totem
#

It checks input every run?

thorn yacht
maiden wadi
#

It does. This is why I frequently throw a tantrum about Epic not making array output function automatically impure.

winter totem
#

Huh well that is really weird and makes a lot of sense xD

Any idea where I can look at the code for the foreach loop? I am not very experienced with BPs and just use them for simple stuff

maiden wadi
#

Just double click it.

#

Should open the macro lib it's in.

winter totem
dark drum
wraith loom
#

Do I really need to make a macro just to get a reference? Surely there's an easier way to do this

maiden wadi
#

What do you mean to get a ref? Most softclass inputs allow you to specify it right on the function.

thorn yacht
dark drum
thorn yacht
#

Yet the test I just made was on SSD (with 1.5 minutes)

dark drum
maiden wadi
#

3.8 gb sizemap is a little brutal too for a map.

#

Feeling an 8k texture overload there.

#

I'm also hoping you mean that is sizemap and not the UMap itself file.

thorn yacht
dark drum
thorn yacht
#

I know that using map from marketplace was a bad idea x)

dark drum
maiden wadi
#

Would need a profile to wager what the issue is, honestly. I mean that's a good sized sizemap. But 3.6 gigs shouldn't take over a minute on an SSD.

#

And yeah. Level streaming is a necessity for any map of that size. It's hugely wasteful to keep that much resident when the player is like minutes travel time away.

thorn yacht
maiden wadi
#

IMO I would just run an insights profile. See what is taking that long during the load.

#

Cook game. Open Insights. Open game. Load map. Close game.

thorn yacht
dark drum
#

I need to learn the new unreal insights. I went to use the old method a few weeks back and it wasn't there. lol.

patent thistle
#

hello, has anyone made a dialogue system within ue5 and would be able to help a very confused person 😂

eager python
#

Anyone able to explain what causes this "static" effect on this mesh? Closest I can find is that it's fixed by switching to non-virtual Shadow Maps, but it sounds like that's also going to lose me some performance. I can't figure out how to fix it so it doesn't mess up in the Virtual Shadow Map.

I guess on the same topic... Are Virtual Shadow Maps even what we want to be using at this point? Or am I grieving my future self by disabling them?

This texture is from the Medieval Dungeon project on the Marketplace.

thorn yacht
maiden wadi
thorn yacht
dry sleet
#

I think they changed them a little in 5.4

#

But previously I believe the advice was not to use them, instead preferring nav mesh streaming.

thorn yacht
wraith loom
dry sleet
#

I have no idea how it works with level partition actually, we haven't been able to switch to WP yet

#

I would have thought that it would be a considered feature in WP, breaking up the navmesh

dusky cobalt
#

If I call Get Owning Pawn from HUD, will I get the Pawn that got Possesed by Player Contoller that owns that HUD when player joined game?

topaz condor
#

anyone know a solution to remove "Preview" from the shadows casted from lights

#

beside setting the lights to moveable

trim matrix
#

I just had to change this omg

quiet violet
#

im having a lot of trouble with an ai anim blueprint

pallid nest
#

hey guys, what am I doing wrong with this ? My intention is that a progress bar (skill image) changes based on a switch. The switch is fine but the texture is never displayed

dry sleet
#

You can actually modify the engine material that prints that preview text, though.

#

1s

#

Or wait, maybe this suffices:

#

Hi, If you want to remove the preview watermark when you are in the editor view as you are working this can be easily done. Simply click on the Show tab in the viewport - go to Visualize and untick the Preview Shadow Indicator option.

topaz condor
thorn yacht
dry sleet
#

ah awesome

ivory spoke
#

I changed the GameState from predefined GameStateBase to Custom GameState. Now my Input and Camera Setup is resettet. So far I didnt change anything at GameState and it was the predefined Class. Any Idea what happens here?

#

ok if I changed parent class to gamestatebase it works again. does this have any impact?

onyx cypress
#

Any idea what am I doing wrong? i want my player character (Im using MotionMatching template) to be teleported when entering the trigger area, but it doesn't do anything

onyx cypress
#

It's just the trigger that seems to not work, cause the teleport function, when connected to "On game begin" teleports me straight away, and idk why

frosty heron
#

If you do it on Game Begin then it teleport your straight away, what don't you understand on that bit?

It literary translate to, when game start, teleport me to this X location.

#

I suggest to read and understand what you are actually dropping to the blueprint graph

onyx cypress
frosty heron
onyx cypress
#

Oke, one second :D

#

That's my trigger

#

And that's my character

#

I see, none of the overlap is selected. I'll try doing that first.

#

Nope, that didn't help sadly.

frosty heron
#

@onyx cypress select the brush component of the trigger volume and go to the collision setting

#

You also have no overlap set at all

onyx cypress
abstract pebble
#

can someone explain why this is only outputting true when there is a actor placed exactly at the box pos?

onyx cypress
frosty heron
glossy cloak
signal bane
#

Blueprint question on what the best way to do a thing is.
Say I have an Array of Strings and a Map of Structs.
I want to create an Array of Structs, where the String->Struct.

What is the best way to iterate through that and do it in BP?

abstract pebble
#

which it is a 1x1x1 cube usually

glossy cloak
abstract pebble
#

oh ok

frosty heron
#

@onyx cypress I'm gonna assumed you want to collide with the character collision comp, is the setting you showed comes from the capsule comp?

glossy cloak
#

If you want, you can do a "draw debug box" and plug in the same parameters to visualize where it's at. Should help. @abstract pebble

signal bane
glossy cloak
onyx cypress
glossy cloak
#

@signal bane Personally I wouldn't use a map. They're kind of annoying to work with. I'd just make another struct with an ID and the struct variables. Then loop through an array of that and check if the ID = the one you're looking for. If so, do what you want to do.

frosty heron
#

.
Map is great when you need a pair of keys and vslue

signal bane
onyx cypress
frosty heron
#

By character you mean the capsule component?

onyx cypress
#

Yes

#

As you see, worldDynamic is set to overlap

#

Ye idk, its almost 4AM so imma try stuff if you respond tmrw, thx for the help tho! ^ ^

abstract pebble
frosty heron
#

drop the teleport and overlap logic inside BP_TriggerVolume and check the collision setting again to make sure it is set to overlap pawn

glossy cloak
#

The level blueprint is 90% of the time a bad practice usually taught in lazy youtube videos.

onyx cypress
#

I'll try this now, im not sleeping yet

glossy cloak
#

There's a time and a place for it, but it's almost always better to build specific actors that you can reuse all over the place.

onyx cypress
glossy cloak
#

A BP_Teleporter would be a really useful actor you could build that can have a bunch of variables exposed, like a connecting bp teleporter, or an exit vector location, etc. Then you can reuse that actor in multiple levels without having to recode it each time, for each teleporter.

#

Yep. Just a generic actor base class is great.

frosty heron
haughty sun
#

Hey guys, UE5 noob here.

I'm struggling with accessing things from different places, I've watched some Blueprint Communication videos etc but it hasn't clicked yet and I'm spending more time trying to work out how to access a thing from x to use in y than actually learning my way "in general" around the engine.

I've found a couple of static/global variable assets on the marketplace which look like they would fix my current problem (until i can learn more about it and understand a bit more) and allow me to play around and actually build things, but I don't know enough to know whether they are problematic, cause performance issues or teach bad habits etc.

I was wondering if I could get some opinions from more experienced users on their thoughts on using these assets? I can link if required but they are called "Variable Access Library" and "TMG Global Variables" on the marketplace and say they allow you to easily access things from anywhere using soft references.

Apologies for the wall of text.

Cheers.

frosty heron
#

Marketplace not gonna help you understand the basic of blueprint communication, you are in total hopium mode. The only thing you shoul do is to learn it until you understand it.

glossy cloak
frosty heron
#

not knowing the basic, even if you buy plugins, you will still don't understand how to work around your problem

glossy cloak
#

Are you struggling to understand variables or just references in general and how to communicate between two actors?

haughty sun
#

Well I figured it would at least let me get access ot the things to build some stuff and play around, as right now I'm strugglign with even getting hold of the thing I need.

#

But I appreciate I will need to learn/understand BP Comms eventually

frosty heron
#

it is neccessary

haughty sun
#

I'm not very visual, so BPs are a stuggle anyway and just right now I'm stuck on getting hold of the thing I need to do the thing, so thought they might help for now as I learn.

glossy cloak
onyx cypress
glossy cloak
frosty heron
onyx cypress
#

Aight I think I know what you guys want me to do, gimme a sec

frosty heron
#

Add a Trigger Volume in your BP_Trigger
Select it , look at detail panel. Go all the way down and select the one that says OnBeginOverlap and hit the + button

haughty sun
#

Hey @glossy cloak (love your devlogs btw) - I'm coming from languages/engines that allow easy use of global variables, where as UE seems to frown upon them so I'm struggling to get my head around where to store things I need global access to.

I've read I should use the Game Instance or Game Mode but that didn't seem to work and I still had issues getting a hold of the things I wanted to access.

As I said I'm new to BPs and visual programming isn't my strong point, I prefer to code (though never C++) so I think my issue is a bit of everything, hence wondering if those assets would give me easy access to things and let me get on experimenting to build stuff without getting bogged down in syntax (right now)

#

Yeah sure you can DM me, no problem

#

Also apologies if peopel were in conversation here and I just stumbled into it.

glossy cloak
frosty heron
#

Global variables are evil

haughty sun
#

Yeah that makes sense re: flooding. Appreciate the DM!

#

So I've read since learning UE5 @frosty heron , but never had an issue with them elsehwhere as long as they're used properly.

frosty heron
#

it's not just UE, if you go to learncpp.com it will mention why global variable is evil

haughty sun
#

It's all just new and super frustrating, what would be one line of code is hidden behind multiple nodes and tickboxes and thats not how my brains works too well.

frosty heron
#

GameInstance lives throughout when you first start the game and when you close the game

#

Game mode is per level

haughty sun
#

Yeah I've been trying to store references in Game Instance, but still had issues.
I don't know enough to know why, so it's just got suuuper frustrating and I thought if those assets could tide me over that and make accessing things easier I could get on and experiment and come back to the whole comms thing.

glossy cloak
#

Yeah. I came from RPG Maker and an engine called Stencyl before Unreal so I was also expecting some global variables.

haughty sun
#

I agree it's not ideal - but for now to get over this hump...

frosty heron
#

there is no shortcut man, it's not easy for me when I start too

#

watch it over and over, practice, fail, watch again

#

then it will click one day

onyx cypress
#

So, I crated BP_Trigger, added box collision to it, selected box collision, added "Begin overlap'' node, now I have a question - How do I get my "teleporter location" object here? cause It doesn't let me drop it, and if i set the coordinates it doesn't do anything.

frosty heron
#

right click on empty space, type self

#

self reffer to the object you are in, so in this case the instance of the BP_Trigger

#

or simply right click and type GetActorLocation

#

the target defaulted to self

onyx cypress
#

I have it selected but it isn't here

frosty heron
frosty heron
onyx cypress
frosty heron
#

self is BP_Trigger

#

leave it like that

onyx cypress
#

But how does that know where to teleport me?

frosty heron
#

where do you want to teleport?

#

you are the one writing the code, you decide where to teleport the character

onyx cypress
#

To either this location, or this very object

#

But as i've said, it doesn't let me reference it in the BP_trigger

frosty heron
#

ofc not, the bp class doesn't know any world

#

they can exist in any level

onyx cypress
#

So how would you go about that then?

frosty heron
#

You were using level blueprint earlier which has no place at all for gameplay logic.
It's not reusable and the communication only goes one way.

#

So now, you need reference to the instance of what ever you are trying to teleport to

onyx cypress
#

Oh!

frosty heron
#

Create a variable in your BP_Trigger. Call it ActorToTeleportTo

#

set the type to Actor Object reference

onyx cypress
#

I teleported me to 0.0.0, so it works!

frosty heron
#

Make it instance editable and expose on spawn

frosty heron
#

but if you want to teleport to the actor that you showed in the pic, then you need to pass the reference of that actor to your BP_Trigger

#

watch blueprint communication video when you can

onyx cypress
#

Will do!

frosty heron
#

@onyx cypress you will still have issue too btw, right now anything that overlap the trigger will teleport the player character to some coordinate

#

even your enemies, or a box falling

#

because you didn't do any check,
you simply say, whenever my trigger overlap, teleport my player

#

so what you need to do here is , from theOtherActor blue pin, drag it and type cast to your bp player character.
On the top pin (succsess) hook your teleport logic

#

this way, the teleport will teleport the player character only when he is the one that overlap with the trigger

onyx cypress
#

I see

#

thank you :D

weary ledge
#

hello

onyx cypress
lunar sleet
weary ledge
#

im trying to create a camera that looks around by drag-right click. the blueprints are from the playercontroller and pawn, but im not sure if thats how you're supposed to use them. so far, if i test it, it works, but its extremely choppy and not nice to look at, i think the blueprint is inefficient. what changes should i make?

onyx cypress
lunar sleet
#

@frosty heron Tbh I almost never create a variable of type actor manually, I always get the ref and then promote to variable from there or the subsequent cast

lunar sleet
onyx cypress
lunar sleet
#

I think it’s best for you to watch the pinned video on bp communications here

#

It’s a bit long but worth every minute

onyx cypress
#

I will watch it tmrw, its currently 4AM so i just wanna get this done and go to sleep, im sorry if I ask too many questions

lunar sleet
#

You’re not, that’s just genuine advice so you can actually understand how it all works when you’re doing bp comms. Much better than stumbling in the dark imo

onyx cypress
#

I promise I will watch it, first thing i do when i wake up :D

frosty heron
#

my understand is it wants a trigger volume that paired up with an actor in a level

onyx cypress
#

Correct

frosty heron
#

but yea deffinitly dont roam in the dark

#

Matthew wadstein videos are good to walk you through with useful node

#

he also does blueprint coms video

lunar sleet
#

It’s also a good idea to let your brain rest, tho I can understand wanting to get something done

lunar sleet
onyx cypress
#

Fine, you guys are right, imma take a break and watch that vid tmrw

#

thanks for help both of you :D

zealous moth
#

I dunno if this is best handled with enhanced input or with the actual BP but how would you take the 2D vector for a gamepad input to lock it into different angles? like between -45 and 45, assume it's up and so on?

zealous moth
#

no, this basically avoids small inputs past a value but if the player toggles an angle of 50 for instance, it will record it as up and right

lunar sleet
primal berry
#

I have a paper character , but the root component is still the capsule, so my question is: how can I fit it perfectly into the sprite?

zealous moth
#

if abs(y) >=0.7, assume it is up or down. Then check if Y is positive or not. Otherwise do same with X

iron delta
#

so trying to get to know materials better and have created a simple pulse material which i apply to a plane and i'm curious if there is a way to control when a material like this "activates" so to speak. or would a better off creating something in a particle effect for better control.

zealous moth
frosty heron
#

@iron delta look up material dynamic instance and how to convert your variables to param

zealous moth
iron delta
lunar sleet
iron delta
iron delta
lunar sleet
#

Mind the double pings

#

Those are indeed the right nodes

dapper forge
#

Ello. Qustn. How do i fix char phasing through a horizontally moving platform?

#

UE is so bad with this, holy cow.

iron delta
# lunar sleet Mind the double pings

is that for me? if so just forgot to put the image. apologies wasn't trying to be rude. also I'm just checking because I already am using them my terminology is just not so great. I'm just not sure what I should be tweaking to get the effect I want. not sure if its possible but i want the material to begin its pulse when the MI is created and it seems to pulse somewhat unpredictably.

lunar sleet
iron delta
#

yeah good point that would be annoying.

lunar sleet
dapper forge
#

No, not really.

lunar sleet
#

Yeah

#

Anyways

dapper forge
#

there never will be "perfect" amount of notifications 🙂

lunar sleet
#

I think what Zanet was suggesting was switching materials dynamically from the static version to the pulse

#

Which is done using the dynamic mat instance

#

If your current material is already an MI, then you might not even need to set the material again, just the dynamic mat nodes should suffice, but iirc that’s only if you’re changing parameters on the current one

iron delta
lunar sleet
iron delta
#

three smooth bursts

lunar sleet
#

I see. I’m not the best at #materials but you could try posting this video and a screenshot of your mat bp in there and see if anyone knows how to make it consistent

iron delta
#

Ahh i didn't see that there. new to the group, thank you i'll post there and see if anyone can help enlighten me. thank you!

maiden wadi
# iron delta

Presuming that you're using time to animate that. If so, when you set this. Set a float from GameTimeSeconds. Use that to negate from the Time node in the material, so that it always starts at zero.

iron delta
silent cape
#

If I wanted to set-up an aiming/melee system very similar to classic RE2/SH1, what would be the best way to approach this with tank controls? I'm extremely new to making custom blueprints and haven't found anything similar to what I'm looking for online

frosty heron
#

A and D to rotate the capsule component

#

W to move forward in the actor forward direction

iron delta
silent cape
frosty heron
#

Right click to make the character to aim and just line trace for the shooting part

#

it's gonna shoot the projectile forward depending on the actor rotation

#

or if you want to setup some auto aim like in Resident Evil,
When aiming -> If there is valid target -> Interpolate rotation towards target

silent cape
#

ooooh gotcha, thank you! def going to need to deconstruct what you said by myself for a bit so i can understand it haha but i think i got the general basis of it

tawny patio
#

Question, how do you activate and emitter back once it's deactivated. I have my player where if its hanging, I want the particles to deactivate and when it returns back to wall sliding, the particles activates again. Tq o/

#

I got the deactivate part down, but im not able to get it to reactivate again.

lunar sleet
# iron delta I don't think I understood as well as I thought, is this what you meant?
#

Only thing I could think of if it’s not working properly is maybe that clamp node you have right after. I couldn’t see what it was clamped to in #materials message , the resolution was a bit low clamped between 0 and 2.5 from what I can see now that discord decided to download the higher res.

#

Are you able to right click watch value in a mat bp? I haven’t tried

iron delta
valid solstice
#

all axis mappings are working besides these four anyone know why?

primal berry
#

scale is the same?

dapper forge
#

.5 .5 ?

final berry
#

Hello! I got this matching system which works great, after I do a move it checks for matches by firing a custom event, and removes those etc.
However when (like at the end of the video) if the new gems fall in the place that it instantly creates a match it should also fire that event.

So in summary: What is a good way to check if the board is still/in idle position or however you want to call it. I tried the velocity on z axis, but it seems fidgety, also because of small movement glitches that are happening when rotating the gems (you can see it ever so slighty compress and bounce)

Maybe I should not use actual gravity is now my thought and simulate it by moving gems down till they hit something etc, but then again I like the fluidness of how the new gems are added now 😅
So yea I'm torn, any suggestion would be appreciated 🙂

dapper forge
#

dont do graveety, ue graveety bad

#

use timelines and math for moving sttuff around

#

(its still stinking bad, but its better than gravity)

winter pebble
#

I'm trying to apply an impulse to physics objects that hit my character in the opposite direction to the direction of travel with half the strength of the force of the impact (to stop physics actors bouncing weightlessly off my character and give them a more realistic weight). Anyone know the best way to accomplish this? So far I've tried:

  1. Other actor's velocity (normalised) * -1 * 2 (impulse location), 1000 (opposing force)
  2. Hit Normal -> Mirror vector * 1000 (opposing force, hit location -> impulse location
    Both using the Add Impulse at Location node to apply the opposing force. Neither of these had the desired effect.
dapper forge
#

what happens?