#blueprint

1 messages · Page 192 of 1

glossy cloak
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Looks great in the widget designer.

lunar sleet
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Is it set to fill?

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Tbh idk much about screen space widgets 😅

glossy cloak
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In UE4 I used to run into weird issues with them all the time, so I was assuming it was just being dumb.

lunar sleet
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Do these things even have fill/auto option?

storm shale
glossy cloak
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It's just a veritical box in a size box with multiple widgets added to the vert box. The subwidgets are also in a size box, but only clamping verically.

glossy cloak
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It should look like the second screenshot. I can increase/decrease the size box clamps to visually see it move further/closer together.

storm shale
glossy cloak
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So I'm pretty confident the size box is doing its job.

glossy cloak
lunar sleet
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So, maybe a silly question but again, do you have a fill/auto option ?

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it seems to be stretching to fill the screen space

glossy cloak
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Yeah. The sub widgets are being filled because I was intentionally clamping them with the parent widget they were nested in. But even when I turn that off, it still isn't working.

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It's not filling the screen.

lunar sleet
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Hacky suggestion but have you tried padding the f out of the right side or adding a spacer ?

glossy cloak
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That gif is so much bigger than I thought it was.

trail crane
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soo.. have you tried using the widget reflector?

glossy cloak
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I haven't. I've only used it a few times and usually for debugging logic issues. I'll try it.

lunar sleet
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I really need to start using that tbh

trail crane
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yeah run it in the viewport, open the reflector, and just start mousing over stuff to see how the hierarchy is laid out when running

lunar sleet
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Might work better than my usual trial and error approach😅

trail crane
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chances are people are right tho, it looks like its filling out the parents space

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since it looks like its animated, is the animation setting it to bad values

glossy cloak
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It's insane how many more actual layers there are going on in a widget behind the scenes...

trail crane
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yeah the widget reflector can be reaaaaaaaaaaaaaally annoying to work with

glossy cloak
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Yeah. I thought it gave me a hint, but I don't think it's what I thought it was. I can set all of my size boxes to 0 and it's still showing up the same way.

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I'll keep toying with it. :/

storm shale
# glossy cloak

If you want it to have a fixed size you're probs better off wrapping it in a canvas panel and just setting its size and anchors appropriately and moving on for the moment.

glossy cloak
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Not the animation either. :/ ^ I'll try that now.

fiery sierra
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I realized at least in my short time using ue5 that ui is harder to keep contained without a canvas panel.

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So that’s a fair bet @storm shale

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I had a similar issue with a server browser. I was looking at.

glossy cloak
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I got it. Honestly I don't know how. I just cleaned up the child widgets a bit and did a single horizontal box and a size box and it's all good now.

trail crane
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well the issue is canvas panels are pretty much the only panel that has an exact coordinate system

glossy cloak
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I usually use a canvas panel when it's a window/menu. But when it's like a pop out UI element like this a canvas panel usually doesn't do me any good.

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Much better. The child widgets were simply not repsecting the size box of the parent becuase their horizontal boxes were filling horizontally. Honestly not sure that's working as intended, but I've got it working now and I'm moving on. lol

frank locust
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How can i do the math in my IsCorner? function to determine if a tile in the produced grid is in a corner so i can proceed to place actors at those corners within the same 2D grid execution macro using the output parameters the macro gives?

lunar sleet
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Also canvas panels are fairly expensive, use overlays instead whenever able

frail onyx
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Anyone know how i can make this camera tilting smooth instead of snappy which is how it is right now?

trail crane
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use smaller values, or look into lerping from one value to another

fiery sierra
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you could also use RInterp to constant

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I could be wrong on that though

frail onyx
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uh do you know how i would be able to add an interpolation/lerp into that? im not rlly sure how to go about it

fiery sierra
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give me 2 seconds and I will write it up in my blueprints, I believe it's easy

frail onyx
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tysm

fiery sierra
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absolutely

frosty heron
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Otherwise implement your own by interp

fiery sierra
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@frail onyx this is hopefully what you're aiming for. I wasn't able to get it to work without the event tick node, I think it requires to be checked constantly. You could probably add a boolean to check that the player is moving prior running the event tick part of the code.

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also I've been learning UE5 for like 3 days, so if this is wrong feel free to tell me a better way 🙂

fiery sierra
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sure 🙂

frail onyx
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i got it but for some reason it only works for the right tilt

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when i press a to move left it also tilts right

fiery sierra
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yea you'd need to invert it, give me a second let me add that.

frail onyx
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ooo ok

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wait i think i got it figured out

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its kinda messy lol, but would this be a viable way? it seems to work so far

fiery sierra
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if it works absolutely!

frail onyx
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alr nice, tysm for the help again! Ur pretty good for only like 3 days lol, i've been doing it on and off for a while and still haven't got a great grip lol

fiery sierra
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google is a big help, their fourms have a lot of information and help on it too. I promise if you have a question, someone else has had the issue to. 🙂

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if you'd like you're free to add me, I won't mind helping out. I'm having fun learning it, just need an idea on what to make haha

fiery sierra
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cool

dry hatch
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Hey friends, I've been stuck on making the save system for my game. I'm just trying to save which abilities form a data table have been unlocked in the main menu before loading into the game. Here's some screenshots lemme know if you need more context! (also the last two screen shots are my latest attempt which I'm aware is wrong I just don't know why.)

fiery sierra
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aren't data tables read-only? I haven't messed with save game, but I remember reading that datatables are read-only.

maiden wadi
topaz condor
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how can i build my game as is to see how it would run?

fiery sierra
# topaz condor how can i build my game as is to see how it would run?

Hello guys, in this quick and simple tutorial we are going to learn how to Build/ Export/ Package your game in Unreal Engine 5.
↪️Check out awesome Unreal Engine courses: https://bit.ly/GorkaGamesWingfoxCombat

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

▶ Play video
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I just run it as a standalone, but I'm not sure that's helpful so here's a video.

topaz condor
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when you run it in standalone how come it runs on 2 screens?

fiery sierra
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like it runs 2 instances?

topaz condor
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no it stretches onto 2 screens?

fiery sierra
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I use a laptop, so I can't help there I don't have 2 screens.

topaz condor
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how do i set the game resolution?

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project settings?

fiery sierra
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click the 3 dots next to the play button and go to advanced settings

topaz condor
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awesome thank you

frosty heron
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True test is on packaging

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Stand alone is meh

topaz condor
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if i built the game, would it mess up anything in editor?

winged holly
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is there any switch on object BP Node ? like SwitchOnName !

brave cape
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Problem: Open Level -> Enhanced Input Fails

Anyone had this issue? I have a simple start level that creates a UIStack and pushes a Start Menu Widget, User clicks "New Game", it just does Open Level by Object Reference...

The level loads no problem, everything looks good, game mode, pawn, player controller, game state all are set but the input just doesn't work. I'm going mad here.

maiden wadi
maiden wadi
brave cape
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Hrm, I'm not in a mode that I know of. And yes, it applies the InputContextMapping...

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When I load the level manually it works fine too.

maiden wadi
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You have to be in an input mode. There's three. Menu, Game and All. AKA UIOnly, Game, and GameAndUI.

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You're using CommonUI stuff, right?

brave cape
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Yep

maiden wadi
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And after loading into the new map, something pushes an Activated widget to screen?

brave cape
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That's right

maiden wadi
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That activated widget should be setting the input config to All or Game if you want Enhanced Input controls.

brave cape
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Gotchya, let me see....

maiden wadi
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Make sure that it is the right widget activated too.. Uh...

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I think this is the command?
CommonUI.DumpActivatableWidgetTree 0 1 0 0

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It should put a list of activated widgets in the output log.

brave cape
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Oooooh, thanks!

topaz condor
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what is build all levels used for under the build tab?

brave cape
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I don't think that console command works, but I think you're onto something about the widget being focused.

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I'm seeing "LogUIActionRouter: Display: [User 0] No focus target for leaf-most node [PlayingModal_C_0], and the widget isn't focusable - focusing the game viewport."

glossy cloak
brave cape
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Ah yeah, @maiden wadi -- Something around this focus -- Thank you for direction here!

maiden wadi
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Focus shouldn't matter here.

topaz condor
maiden wadi
brave cape
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Except I went into the level and manually did "Set Focus to Game Viewport" at the end of my input setup and got the exact same behavior.

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I'll try to change the mode though

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Hrm, when I set the mode to any of the three it fails as well... Wild.

maiden wadi
brave cape
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I'm not setting it at all, and when I try to set it to anything it kills enhanced input.

lunar sleet
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Then set it

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Not having a set input mode usually causes issues

brave cape
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Again, if I set it to any of UI, Game, or UI + Game - It makes enhanced input not work.

lunar sleet
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Game + UI should allow both to work

brave cape
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I appreciate that, but it's failing me here.

lunar sleet
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Try clicking in the viewport first and see if that does it

brave cape
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Yep, doing that.

lunar sleet
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So does the input work after the first click?

brave cape
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No, not if I set the input mode.

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It does fine if I don't.

lunar sleet
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Can you show where you’re adding the IMC and everything

glossy cloak
glossy cloak
# brave cape No, not if I set the input mode.

Input mode default to game at the start of the game. If you set it to UI you don't need to put a widget in to focus. If you need input from your character while your UI is open then use set input mode game and UI.

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There's a good chance I missed a lot of context and that didn't help you at all but I thought I'd take that chance. Lol

brave cape
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Haha, thanks. But CommonUI seems to flip the script on a lot of this.

lunar sleet
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Often people miss adding the actual IMC or setting the mouse capture mode

glossy cloak
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Oh? I'm using common UI and haven't had any issues.

lunar sleet
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Same

brave cape
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Setting the input mode to anything is not working for me.

glossy cloak
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What exactly is the issue?

brave cape
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Oh, right one sec.

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What's the best way to show them, just a screen shot?

lunar sleet
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Yeah

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Win shift S

glossy cloak
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I scrolled up

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On begin play you're setting input mode to UI again on the new level and adding a widget to the screen I assume?

brave cape
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This works, but only when I start on the level, if I Open Level into it, the enhanced input events do not fire.

lunar sleet
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Interesting macro

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Priority should be 0 btw unless you’re trying to override another IMC

brave cape
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Also if I add to the end of this, Set Input Mode X (Game, UI, Game And UI) -- It will fail.

glossy cloak
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Is the event even firing?

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Are you manually spawning and possessing that character?

brave cape
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Ah yeah, I was trying to see if that worked.
And yes it's all firing.

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Wait a blooming second...

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It was totally the priority.

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OMG

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I changed it to try and see if that was the issue, but never changed it back.

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Wow wow wow

glossy cloak
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Ha ha ha

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We've all been there

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Glad you got it sorted

lunar sleet
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As they say show code show error

brave cape
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I did try turning it on and off again

glossy cloak
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Lol

fiery sierra
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this discord is super cool, I'm glad I found it.

you all seem super kind too :3

brave cape
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Well thanks all.

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Time for me to sleep, see you all!

fiery sierra
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I've been trying to come up with a concept because learning the engine, while fun, is boring without a goal (imo).

I think I finally have an idea I'm working on a GDD for it and getting my ideas on paper which is something I'm not use to doing so putting thoughts into words is hard lol

lunar sleet
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You’ll prly learn better by working towards a specific goal, just try picking something you think a baby could do if it’s your first project

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You’ll likely find out it’s a lot harder as you go along and it won’t seem impossible when you realize its true complexity

fiery sierra
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I would be lying if I said my idea wasn't a little ambitious. But I taught myself COD modding with C++ and engine work. so how hard can this really be (wish me luck pls lol)

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but I'm tackling 2D which i feel like may be a little easier since I won't have to worry about my blender skills or anything.

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but I guess we'll see.

lunar sleet
fiery sierra
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Yea I have worked with Godot a little bit, but I like UE5 and would like to use it if I can. I will definitely look into it more once I flush out some of the GDD. 🙂

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So if I step away from UE5 I will probably go with Godot ^

lunar sleet
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Duroxxigar would approve

fiery sierra
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idk who that is but yurrr

brave cape
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Okay, so as I was going to sleep, I realized that no the Priority thing wasn't the issue, and I wracked my head around for a while longer.

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And then I had this feeling... There was some plugin that was messing me up I bet...

Uninstalled the Web Browser Widget plugin and now everything works totally fine.

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I didn't even have it in use anywhere, but merely being there was messing everyhing up. Wild stuff.

dark drum
# brave cape Problem: Open Level -> Enhanced Input Fails Anyone had this issue? I have a sim...

The reason why is because there's two channels for handling inputs, Game and then UI. Enhanced inputs only fire on the game input mode. (or game & UI)

If Game & UI inputs are enabled, the UI will always get a chance to handle the input first. If it's on handled it then gets passed to the game.

Another thing to note is that enhanced inputs don't honor the focus system meaning if you're input mode is set to game & UI and have multiple widgets with the same input action, they will all fire.

From my understanding, enhanced input support via common ui is less about allowing you to use enhanced inputs outright within your widgets but specify input actions to trigger specific behavior such as cool down effects or hold timers within your widgets using the common ui widgets. (such as the common action widget)

TLDR: Enhanced inputs don't work when in UI only input mode.

brave cape
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Yeah, the problem was I was selecting all the modes and it was still failing. Turned out the Web Browser Widget plugin was somehow messing it all up. 🤷

dark drum
brave cape
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I think so.

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Good night again, all

fiery sierra
dark drum
# fiery sierra I've been trying to come up with a concept because learning the engine, while fu...

Personally, beyond jotting down some notes (rough ideas), i think a GDD is a waste of time unless you're working on a sequel. Things change to much at the beginning so you'd be wasting you're time documenting stuff that might not even be kept.

If you're wanting a project to start while you're learning the engine, I would just start with a retro clone with a small twist and go from there. A 3d pacman isn't a bad one as you have controlling the player, spawning pills, pickups and some basic AI.

fiery sierra
fiery sierra
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Not exactly retro, but definitely not too hard of a feat.

glossy cloak
# fiery sierra I've been trying to come up with a concept because learning the engine, while fu...

I usually recommend starting with a single mechanic that sounds like a fun challenge. Like pulling a lever to open a door. Or an elevator. Once you've got that working, think of another one, or add a new feature. Do that until You've got yourself a small game. Then you'll probably be ready to start a new project with a pre established idea. Hopefully an idea that you can complete within the bounds of the skills you just learned and not much beyond them. You'll still learn a ton along the way, but overscoping can lead to hours of frustration and burnout and eventually quitting.

dark drum
fiery sierra
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I have been messing with the engine a lot actually ! and I have some core stuff under my belt as well as C++ knowledge. I'm also not going in dark I've helped my boyfriend with his game design school work so I'm not super well versed in the engine, but I know my way around it a little

dark drum
fiery sierra
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I know that's the hard part though

glossy cloak
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Lol that's THE part.

fiery sierra
glossy cloak
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I mean go for it. My test project was a conveyor belt that spawned boxes you could pick up and sort into bins.

Then I started an open world RPG. That was 6 years ago. Guess what I'm still working on.

fiery sierra
fiery sierra
glossy cloak
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I've been working with multiplayer for a few years now. I started a new project Monday with multiplayer and I've only had to refactor about 4 times so far. I'm doing great! Lol

fiery sierra
dark drum
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If you really want to learn the engine, doing some procedural terrain gen in BP can be good. I wouldn't recommend it for an actual release. (should be done is C++) but the stuff you'll learn just so you don't stall the game thread is wild lol.

fiery sierra
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Yeah I'm using BP as a way to learn the engine then I wanna get into the C++ side. I prefer C++ tbh

glossy cloak
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That's like learning to wash windows by climbing the side of a skyscraper. Lol

fiery sierra
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Is it? I thought they were pretty Similar, perhaps we just into the C++ earlier than I thought.

glossy cloak
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No I'm referring to the procgen comment. Lol

fiery sierra
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Like I know at the core they're different, but I thought that the core mechanics were similar and naming.

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OH

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my badd

dark drum
glossy cloak
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I love blueprint and only barely touch C++. But even if you're experienced with C++ I still suggest learning blueprints first since they're so core to the engine.

fiery sierra
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Ok cool that was the plan

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plus with blueprints my boyfriend can help out when he feels up to it since he's a little more experienced with them

glossy cloak
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Yep. Blueprints are amazing for teams and designers. You can build your core functionality on c++ then expose it all to blueprint or create child classes with exposed variables for designers to use.

fiery sierra
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That's actually really cool. That's why I really wanna make a game with UE5, it just feels more rewarding, if that makes sense.

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I used Godot and stuff for small learning exercises and it wasn't that hard to get some basic stuff down. I know once you get further into development it gets harder, but I actually feel like I have to learn with UE

glossy cloak
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I came from an engine called Stencyl which is a tiny 2d, visual scripting engine. I was blown away by the freedom I had after jumping into Unreal. Then immediately humbled by my completely lack of understanding of performance and optimization. Lol

fiery sierra
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I hadn't even thought about performance and optimization yet. haha

glossy cloak
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But yeah. It was a huge learning curve. But I'm smitten with it. I'm definitely an unreal fanboy. The only other engine I really want to learn is game maker. I just love the interface and the idea of knocking out simple 2d games.

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Unreal feels like sweeping dust with a bulldozer when it comes to 2d games most the time.

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Unless I wanted to do like a complex top down RPG or something I probably wouldn't do 2d in unreal.

glossy cloak
maiden wadi
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Unreal is really simple if you don't fight it. I find a lot of people try to learn Unreal by forcing it in their own box. Whether from designer standpoint, or hardcore coders who won't touch BP, they exist all across the spectrum there.

It's no different to any other large scale software. C++ as the low level language exists to define data structures and write functionality in. BP exists as the scripting language to block out the designs.

You can't make large scale functionality in BP, it's too slow. You shouldn't write basic game scripting in C++, you'll be too slow.

fiery sierra
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That's what I was looking into, whether it not it's even something worth fighting. I was watching some videos by people who make 2d games in Unreal. Cause if I went for another engine it would be Godot, I just like the simplicity of the 2D stuff and C#.

fiery sierra
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I haven't touched much on the C++ side (haven't really needed to yet), but I've pretty much realized both are useful from fourms and videos I've seen from people who make games.

fiery sierra
maiden wadi
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At work, our general standpoint is to write all data structures in C++. We make generic async actions, functions and whatnot in C++. And some classes require C++ bases for networking or performance. But all of the glue and gameplay design functionality exists in BP where gameplay designers can affect it easily to balance or change stuff.

dusky cobalt
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I want to make component with system that takes Camera location, saves it and then I can access these locations.
I cannot break the code how do I easily access Camera Pawn from component? Is it possible to make the component not reliable on the owner sending reference of itself to the component? If I did all this code in Player Controller it would be easy because I can get Controlled Pawn cast to CameraPawn and access everything, but in case when it's in the component (Player Controller would be owner) I cannot easily do it? I would probably need to initialize this component from Player Controller itself? What I'm missing? Also I thought for clearity I can put all input action events in the component so the Player Controller is not so crowded with shit. I'm going into good direction or should these events still be in Player Controller? The functionality of this is very simple and short. Save locations Ctrl +F1 - F12 and then access them with F1-12.

maiden wadi
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What actor does the component live on?

dusky cobalt
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it would live on Player Controller

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At least it was my first plan, maybe it should live on Camera Pawn? but then there are all Input Actions events which suit more for player controller than camera pawn?

maiden wadi
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Can I ask why though? This looks very much like something that should go on the pawn.

dusky cobalt
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Hmm, well I'm not saying no to this idea. First thought it was more like Player Controller job

dark drum
maiden wadi
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Hotkeys for RTS

dusky cobalt
maiden wadi
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Remember that controller is generic. It can possess many different pawn types. If you have functionality for a camera pawn, don't put it on the controller.

dark drum
dusky cobalt
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Well, that kind of solves the problem if I put this component on Camera Pawn.

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but other than that is it ok to put IA Events on the Component?

queen heron
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how do I properly offset the spline mesh along the spline without messing up the deformation when the spline has extremly bent paths?

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one sec for unreal to open up
I have a particular setup that works decently, but sometimes the distance of the mesh from the spline would change and becomes tighter

maiden wadi
# dusky cobalt Hmm, well I'm not saying no to this idea. First thought it was more like Player ...

Pawns are a great example of this too. And this will be far beyond an RTS example but it's a good point. My usual goto case is a normal shooter game where you could have a character, a car, a plane, and boat. You have four separate sets of controls here that might need to wildly be different, have different names, be remapped differently. Maybe someone wants to remap boats to Q/A back forward instead of W/S. But they still want the character back forward to be W/S.

For this reason, you get a lot of inputs that are specific to each pawn. So it's best to put those inputs in that pawn itself. As why would a car need to know about a boats inputs? And why should the controller care if they're possessing a car or boat?

maiden wadi
dusky cobalt
queen heron
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this is the setup

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the float value is the offset value

dusky cobalt
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I know these questions are simple but I don't have confidence yet to say yeah this is the way.

dark drum
# dusky cobalt And 1 more thing, how do you usually handle the case, that for example I already...

I setup Input Actions specific for the thing they are for. You can then have different Input Context Mappings that assign the relevant keys to the actions. These keys can be the same. You can set them to consume if needed as well as setting the priority if multiple actions use the same key.

So for example, an IA_CtrlModifier and IA_StoreCamLoc. These can then be setup in different ICMs that you can add and remove as needed.

queen heron
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this is how it looks when I bend the spline more

dusky cobalt
# dark drum I setup Input Actions specific for the thing they are for. You can then have dif...

Okay, makes sense, but in this case when the game is playing I probably won't be switching ICMS because I would need another key to switch ''modes''. Like it's hard to predict that if player clicked ctrl right now it will want to save camera location or add unit to grouping. So I guess you are talking about some other situations like going to Menu and havin there other ICMs (where F1-F12 would click some buttons), and going back from menu to game would switch ICM back, right?

dark drum
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While they use the same key, one could be handled when it's pressed and the other when it's released. This can give you some space to see what the player is doing.

maiden wadi
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I do that with one IMC that has non remappable keys. EG Shift, ctrl, alt. Other IMCs do chorded actions with those.

dusky cobalt
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Thank you guys.

placid arch
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I have this setup to load all staticMesh into the scene but i'm only getting one (the first one in directory). I added a print node to check, and it seems like the loop is working fine, indicating 4 meshes

dark drum
placid arch
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how do I fix this then?

placid arch
dark drum
placid arch
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I have n number of meshes. I want to spawn them all in at runtime

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kinda like a test.

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I have 4 models now, but I want to scale it up to maybe 100

frosty heron
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You are not spawning anything tho?

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You are setting a static mesh component

placid arch
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1 shows up at runtime... I'm not sure I understand the difference

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Do I have to do seperate spawning logic too?

frosty heron
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Sure cuz u have one static mesh component and you are just changing that static mesh

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Again you don't spawn shit

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At least from what you showed us

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Do you want to spawn on editor or run time?

placid arch
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It's my first time using blueprints, or unreal for the matter

placid arch
frosty heron
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Sure but I'm just saying you didn't spawn anything

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You can use add static mesh component

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Or spawn actor from class, static mesh -> set static mesh

maiden wadi
placid arch
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I have a transform logic, based on array index. That's something I'm not too worried about

placid arch
placid arch
frosty heron
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You are creating a new component here with the add node

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You don't hook your pre existing component

#

From the return value, drag and type set static mesh

placid arch
frosty heron
#

Self. In other word, don't need to do anything. Self is refering to the blueprint you are in and it's calling the add static mesh comp

placid arch
#

HOLY SHIT IT WORKED

#

Thank you so much

#

my collegue said he could kiss you rn (no homo)

dense venture
#

Hey I have a quick question. I'm making a projectile right now that I want to move slowly at first, then accelerate forwards. I have made a FloatCurve for it, but I don't know how to make the projectile follow that curve. My thought was to update the velocity every tick but that seems like a bruteforce and inefficient way

hybrid ether
#

Hello. Any idea how to make this more performant? I want to take some point between 30k and 20k distance so I can spawn waves?

dusky cobalt
hybrid ether
#

And using while loop in dedicated mmo server could be risky if I have understood right

dusky cobalt
thin panther
frosty heron
#

hold up man

#

blueprint and mmo?

#

you might want to get some reality check

thin panther
#

you won't be making an mmo's server code in bp

#

you won't even be using unreal's network code, it doesn't hold up to mmo levels

#

you'll be making your own, with your team and funding

dense venture
hybrid ether
hybrid ether
white thicket
#

hlo

#

i just want the train straight

#

what is the best node to do so

#

it is a pawn

dusky cobalt
# hybrid ether Yup

Then you don't need while loop, just find one point one time and save it in a variable so you can then use it.

tidal tendon
#

I want this zone to kill a player in 60 seconds if player dont leave the zone, but this only trigger for first player if multiple players go in zone, how can I make this work seperately for everyplayer?

#

Should I make it do once and make it create another copy of itself when triggered?

final berry
#

Hello! I was wondering what would be the better option performance wise to get the closest actor of a certain class within a specified range. So for example I need to get the closest of 3 actors within 700 range. For these three:
A, distance is 300
B, distance is 150
C, distance is 800
That would be B and C wouldn't even be considered

Is it better to get all actors of that class and check their distance or should I do a sphere trace with a range of 700 that hits a certain object type?

tidal tendon
#

depends on count of actors too

final berry
#

Yea fair, let's say the amount of actors to track whether they are in range of an actor is somewhere between 10 and 80, the amount of actors that need to track their distance towards those 10-80 actors are somewhere between 5 and 30

#

So lets take those numbers:
Min: 5 actors need to track the distance of them to 10 other actors
Max: 30 actors need to track the distance them to 80 other actors

#

What do you think is the best for min and for max?

#

For both scenarios when an actor found a target that's valid it doesn't need to find a new one, only check if the targeted enemy is still in range (or destroyed)

#

Don't know if that matters for whats better?

trim matrix
thin panther
#

It's also a much, much simpler game.

trim matrix
#

?

#

MMO is like 100 player... which is fortnite

thin panther
#

MMO is not like 100 player

bright hamlet
#

😅

trim matrix
thin panther
#

No. Simpler != simple

#

It is miles simpler than an MMO, but it's still an extremely difficuly game to make

trim matrix
#

😩

#

What game could you name that are MMO?

thin panther
#

Think of it like building a rocket is much simpler than trying to swim into space, but building a rocket ain't easy.

thin panther
trim matrix
#

Ok

wise ravine
#

Is there some documentation that goes into more depth explaining this flow chart? And what each stage is and does?

#

(question for anybody)

thin panther
#

For example, runescape can have 400 players in a server.
Even with 100 though, you're doing some networking code yourself. There is much more world state to replicate to 100 people in an RPG than there is in fortnite.

#

MMO's aren't feasible unless you've got a large team and millions of funding

#

Not for what most people think of as an mmo, at least.

trim matrix
#

You can just replicate manually what you want (i.e
Not everything)

thin panther
#

It's really not that simple

#

Even normal old multiplayer isn't that simple

#

let alone mass multiplayer

trim matrix
#

What about 2 player?

thin panther
#

no, even two player multiplayer is not simple

#

Unless you go somewhere that takes the hard bit away, like Core or Roblox.

trim matrix
#

Core and unreal's networking are pretty close i think

thin panther
#

Except for the huge difference that core does it for you, like uefn

#

Core, UEFN, and Roblox are all game makers, they take the hard bit of development away and give you nice easy things to use to build a game.

trim matrix
#

They manage sockets under the hood for you?

thin panther
#

They manage a lot more than that

white thicket
#

@thin panther how can i ease in and ease out interp to movement?

thin panther
#

Though in unreal you won't be opening sockets yourself most times

trim matrix
#

Name all of those please

thin panther
thin panther
trim matrix
#

Some

white thicket
trim matrix
#

Name few of those pleasr

white thicket
thin panther
#

But even with all that Unreal handles it's hard.

The game makers handle much more though, and you don't have much to worry about.

#

It's why a teenager can spin up a working roblox game in weeks, but it's going to take years of learning and developing to ship even a simple multiplayer title with Unreal.

bright hamlet
#

“I’m giving up each third day to get a break” 🤣

night yacht
#

I am trying to make a marble rolling game similar to monkeyball, but when adding force the ball just gets faster and faster till its too fast. I feel like im missing a simple solition here on how to add a force similar to gravity where it can reach its max speed.

thin panther
#

The above video is easing the movement very clearly

wise ravine
white thicket
thin panther
white thicket
#

so i need to use timeline for that

thin panther
#

If you aren't using interptoconstant, it's easing

white thicket
thin panther
#

if it's not enough easing, use a timeline

thin panther
#

It clearly decelerates

#

the interp to nodes do, that's why the interp to constant nodes exist if you don't want that

#

as jma said if it's not enough easing, use a timeline, or move on tick and sample a float curve

thin panther
#

make sure you cache your variables before lerping them on a timeline :P

#

i.e. don't plug current directly into "A"

white thicket
#

One more thing is this the best way to stop the train and then start again

#

just convert these to functions or events

trim matrix
#

If anyone can help that would be awsome, In the does save game exist it passes with true but then when it does load game from slot it spits out null and the cast obvs fails

#

I'm bit confused on why it would spit out null object ref

thin panther
#

If it's null, the cast couldn't fail as it wouldn't execute in that screenshot

trim matrix
#

at minute I'm trying to debug why the load game from slot is returning null

thin panther
#

LoadGameFromSlot looks like there's a space on the end

trim matrix
cursive grove
#

Hey guys, I have an issue. I am tracing spheres from one point to another, and the green ones result to a hit when they touch the tree.
The thing is I have a trace channel called Navigation, but in the tree's collision AND the tree's blueprint, I have ticked 'ignore' for this channel. The sphere trace by channel has "navigation" in it. Do these overlap?

dark drum
dusky cobalt
trim matrix
dark drum
trim matrix
dark drum
trim matrix
#

still not working for me

#

can't see what I'm doing wrong as I did have this all working

dark drum
trim matrix
#

yep

dark drum
# trim matrix yep

Then the save game object you save to the slot isn't of the type you're trying to cast to.

trim matrix
#

thats before the cast does it stuff

trim matrix
dark drum
trim matrix
#

if I look in saved I see this so something must have got odd somewhere

trim matrix
dark drum
trim matrix
#

thank you for the insight as I wouldn't have thought the save file being the issue like with classes not matching

#

what would be better, I'm making a game thats kind of linear so it's not like in open world or anything, would I be better using level streaming rather then world partition ?

dark drum
trim matrix
#

sweet I was thinking of that route being the best but obvs with UE5 they brought another 2 ways of doing stuff

#

well improved method on world composition and world partition

dark drum
trim matrix
#

so somehow I need to disable world partition so I can use level streaming

trim matrix
#

like it's disabled yet it's saying I need to disable it to use level streaming

final berry
tidal tendon
trim matrix
#

how do i disable world partition ?

final berry
#

Hm yea that's a good one

#

Would be way cheaper than have an event tick to do a sphere trace like I":m doing now 😅

#

Cheers

trim matrix
#

nevermind done it

shut escarp
#

just wondering is there a better way of doing this

lament fox
#

How do you make a chair that you can enter and exit? Would the chair be a pawn that you possess and the player gets destroyed?

dark drum
shut escarp
#

my player can hold either a primary weapon or secondary weapon and they are held on like the back for example, and current weapon tells what they are currently holding

#

but i need a way of seeing which state they are in

dark drum
dark drum
shut escarp
lament fox
dark drum
dark drum
# lament fox What about if its a First Person game? and what if I want the chair to move

Talk about moving the goal posts. 😛 You can attach the character to the chair after they've sat down. They'll then move with the chair.

As for 1st or 3rd person, the method wouldn't be much different. For 1st person though you might want to have the camera change but other than that you probably still want to play an animation of sorts. (assuming you have arms and legs and not just a floating blob)

faint pasture
faint creek
#

Hey guys somebody knows why mi AI pawnsensing can see the player through the walls or every other objects?

lunar sleet
pallid sphinx
#

it wont let me rotate the spring arm on the Z axis at all Y is working fine and it works fine if i make the capsule or someting else move but the spring arm will only move on the X or Y axis

faint pasture
pallid sphinx
fiery sierra
#

I guess I'm wrong actually now that I look at the nodes

pallid sphinx
#

its backwards in unreal

fiery sierra
#

Ah that's a bit odd

pallid sphinx
#

but everything works except turning the camera left and right

fiery sierra
#

well, yaw would be up and down in this case, so pitch is what we need to look at, can you screenshot that section a little more so I can see it.

pallid sphinx
fiery sierra
#

ty

#

can you breakpoint inputaxis pitch

#

I wanna see if it's even firing.

ornate goblet
#

I have a blueprint that uses eventbeginplay to show ui, its supposed to do it only once, after playing for 20 seconds ish, there is a blueprint that i cant delete from the explorer with the same name of this blueprint followed by "(Unloaded)" and i cant delete it, this blueprint eventually runs eventbegin play again when it randomly gets loaded in the game and after a while it deletes itself any idea why?

fiery sierra
dusky cobalt
last pier
#

Hi, I got a question, I'm doing a random movement event for my AIs, but it's only succeed if the player is near the AI, I was wondering why, is there a range to AI moving or something like that ?

ornate goblet
#

@dusky cobalt thank you!

lunar sleet
last pier
lunar sleet
wintry rose
#

Does anyone know a way to save a texture imported at runtime to a save game file? Either using c++, blueprint or a plugin?

last pier
lunar sleet
last pier
dusky cobalt
#

Question about Common UI and theoretical situation:

When I select unit, his UI with commands and abilities pop up. If I would select 20 units and** use Common Ui to push all the widgets, even if they are the same, would this cause performance issues?** I'm looking for either lazy or proper way how to handle this. If I could push 20 or more widgets there and and then I could control which one (which type to be specific if there are different types of units) is actually shown up (by then clicking in the window with selected unit, and pushing THIS unit widget up) this would fix a lot of my ''problems''.

A little bit more details: What I'm thinking right now (if not pushing widgets) is that instead of creating widget for each unit, I would create only 5 widgets basing on different types of units, then after selecting I would check which types were selected and I would display widget of let's say [0] unit of Selected Units array, with possibility to click other unit (in the selected units panel), check his type, and switch to that panel (with his skills).

The panel would have his abilities displayed, and after clicking it, it would check all units with tag and send event to use these skills for each unit, but that's for later to figure out. Now I'm thinking how to handle these widgets.

visual crest
#

how would I go about getting my skel mesh from my class ref?

lunar sleet
final berry
#

Is it me or does projectile movement and collision seem very fidgety for shooting bullets? 🤔

lunar sleet
final berry
visual crest
# lunar sleet The component or the asset

This is a spawner and I want it to show the preview of the class its going to spawn. ATM I am manually setting it and it accord to me that I can set it in the construction so I don't have to do the extra clicks but I am not sure how to get the skell mesh asset from my class ref.

final berry
#

If anyone has suggestions on how to do damage from towers in a tower defense consistantly then im all ears😬without the obvious applying it instantly like a laser would

mental trellis
#

Projectiles?

visual crest
dusky cobalt
mental trellis
#

Or make them steer towards the target. Or use prediction to aim in front of them.

visual crest
#

and when trace hits a target stop or destroy it and have the trace do damge

dusky cobalt
#

You could try to play maybe with mass to slow it down (not sure).

hollow cove
#

look into the node "predict projectile path". the tracing from start to current position wont work for a projectile very well because youre tracing a straight line

mental trellis
#

If it's doing circles around the target, the homing force/whatever isn't strong enough.

#

If you want it to just hit the target every time, make the projectiles literally move towards the target every tick.

#

Screw straight lines and homing forces.

visual crest
visual crest
lunar sleet
#

Data Assets

visual crest
#

Then I'd have to change my entire set up.. is there no way to get my skell mesh from a clas ref without spawning?

lunar sleet
#

Uh, maybe you can get class defaults idk

dusky cobalt
#

In the worst case put actor somewhere in the level outside the map and use Get Actor Of Class and then use what ever you need from there, get class defaults might work too

visual crest
#

Wont work because My AI class is a sub class of my primary class so its class defaults are rather small

dusky cobalt
#

cant you create new variable inside that class and set it with mesh?

visual crest
#

hum

dusky cobalt
# visual crest hum

If you are still early in your game development I would move things like units if you have a lot of them to Data Assets, you will never look back to class childs etc.

#

and differencies you can make up with components for example

visual crest
#

I was using data assets for stuff like Inventory items but kept runing into the problem of them having to be spawned for the stats and stuff I needed to actually work properly so I created one master inventroy BP and now just make child's of it and fill in the info for each BP in the BP and it works 10X better for all the data I need

#

Allso DA's data CAN NOT be changed at run time which just does not work for me.

dusky cobalt
#

Why would you change Data Asset on runtime... why not create BP_Item and put logic that consumes Data from Data Asset and then all you do is feed DA_Pickaxe and everything is handled?

visual crest
#

because to consumes Data from Data Asset the item HAS to be spawned

#

so its default data has to be in the BP any way which makes DA's redundant.

dusky cobalt
#

If you want to access data from Data Asset you can do it in any blueprint?

visual crest
#

unless I want to be spawning thousands of items at the start of ever instance

storm shale
visual crest
#

Normaly I can acces all the data I need by just casting to my master class of which I only have two total. Item and charactor

dusky cobalt
#

You just create variable with PDA_Item and then put DA_Pickaxe into that variable and voulia you can access everything?

visual crest
glossy cloak
# dusky cobalt

Idk how you know what is going on with those electronic noodles. lol

glossy cloak
dusky cobalt
fiery sierra
# dusky cobalt

sorry to bother I know this is kind of off topic, but how did you get your blueprints to be square I really like it.

fiery sierra
#

tyty 🙂

final berry
mental trellis
#

Something like that?

sharp igloo
trim matrix
#

so i'm getting confused with saving stuff

#

obvs theres load and save game to and from slot

#

would this be the slot ?

#

so the slot I put in is the name the file will end up being ?

#

just cause I'm trying to thing how I want to save if I simply just have a global save file for everything not player related

frosty heron
#

And yes for multiple save files too

trim matrix
#

so let's say I have an options menus would I save that with a different slot name

frosty heron
#

You want separate save file for your user settings

trim matrix
#

say to the actor values ?

frosty heron
#

I have my volume and game settings as a separate save file

frosty heron
#

What are you confused about

#

When you want to save your volume or display settings, just dump them into your gamesettings.sav or w.e you name it.

#

You can also make separate sav file for achievements and the like

#

So even if you can have different game save slot, they all share the same achievement

trim matrix
#

I think it's cause the way I'm thinking of it is I have multiple save game derived classes

#

and also multiple slots, thats prob whats messing me up

frosty heron
#

@trim matrix you can have as many slots as you have but when you are looking to load the volume settings, you are just going to load and overwrite that one file.

#

Think about the games you played

trim matrix
#

which was why I was trying to in my head work out best way of doing it

frosty heron
#

Like you are in menu option

#

You have different save game objects to use

trim matrix
#

so for instance I am using level streaming and want to do persistent across game sessions so player unlocks a door they save and when they come back it's how they left it as it was to a certain extent

#

or level unloads and loads it's how they left it roughly

frosty heron
#

Yeah don't see any issue with that

#

Just store shared stuff into another .sav

#

Game slot would be a different .sav file

trim matrix
#

in my head trying to work out would I have a derived save game for this useage of world persistence or use the one game settings uses ?

frosty heron
#

It can contain individual inventories, name, etc respective to game slot

frosty heron
#

A sound menu would have volume settings

#

Where and why would inheritance be of use here

#

Sounds a bit confusing to me

trim matrix
#

thats what i'm kind of in my head trying to work out which is best

#

either one derived Save Game object where literally all values being saved would live

#

or one for Game settings and one for world persistence and obvs the respective values would live in the respective object

frosty heron
#

Containing them to relevant data is probably more desirable

#

Than to just dumping everything into one .sav file

trim matrix
#

so I'd be best with roughly specific use save game objects

#

plus it would prob be neater

frosty heron
#

Save game file use save game object yeah

#

Create a class for each .sav for the data you want to save

trim matrix
analog prism
#

i have a blueprint whos parent class is "Actor" and i don't know what to put for the object, i tried get objects of tag "Actor" and it failed the cast.

#

I'm trying to cast to the blueprint which has a parent class of "Actor"

frosty heron
#

Get the object reference of w.e you trying to cast

analog prism
frosty heron
#

Unitiliazed pointer will just point at nothing

analog prism
#

i got it working

#

dw ab it

frosty heron
#

K

floral stump
#

what's the difference between these two samples?
why they behave not the same?

versed sun
#

first one is: Not Proning AND Not crouching
second one is : you ARE proning AND ARE crouching, NOT!!

floral stump
#

so the second one take only the crouching as ! into account right?

versed sun
#

2nd one you have to be crouching and prone at same time to make it False, else it is true

floral stump
#

if prone is already false and i changed only crouching to false, it still not working as the first one

versed sun
#

AND has to both be True for it to be True

dusky cobalt
#

it works only when these first ones are TRUE and TRUE and makes them NOT if they are both TRUE, but if any of them is false, then this is false and makes it true

floral stump
#

well i will go with the first one, use to cpp, bp is kinda strange for me 😄

dusky cobalt
#

If I have 5 Input Mapping Contexts that use the same hotkeys ASDFGZXCVB, after I switch to one, I have check to remove 4 others every time?, since I cannot promote to variable return of add maping context I cannot save it as Current Maping so I have variable to remove?

dusky cobalt
#

Hmm, I have Main Input Mapping (most of hotkeys) and then 2nd input mapping with 5 variations. I would need to add the Main again after clearing mapings.

versed sun
#

yup, that should work

#

the Clear All Mappings was the only way I saw to remove old IMC

dusky cobalt
#

I guess there is no better way. I just wanted to avoid having to copy paste 50 keys x5 if I want to change 1 mapping or after adding new one to not have to add to each mapping new input.

native wigeon
#

Why does this only work if i cast self to actor even though it derives from actor??? (its class is Character)

#

if not, the instigator variable just returns none

frosty heron
#

This case you are doing redundant operation

#

Read the warning written in your blueprint compiler window

native wigeon
#

i know that, but it doesnt work without the cast, which is why i'm asking 😅

frosty heron
#

There is no point to cast an actor type to as actor

#

The cast doesn't do anything here

#

You must have done something wrong else where

native wigeon
#

and again, works fine with the cast, so i'm a bit confused

frosty heron
#

Yeah I guess that make sense

#

Since self can be anything

#

Self refer to the instance of the blueprint class it's in

native wigeon
#

So whats the best way to pass a "self" reference through interfaces?

frosty heron
#

Not sure tbh, I thought it is interpreted before

#

Never come across your error before. Maybe someone else did

native wigeon
#

i also thought i'd done this before, but maybe it wasnt an interface, and just a normal function call 🤔

frosty heron
#

Is your blueprint derived from an actor?

#

Or is it an object?

native wigeon
#

its derived from character, which afaik derives from actor

frosty heron
#

Yeah that's right

#

I have no idea then

native wigeon
#

ah.. one of those......

#

right click, "Refresh node", and now it works 🙃

frosty heron
#

🐱

#

Pretty sure I pass self as instigator many times

#

Not for interface sure

native wigeon
#

yeah, it seems to work fine now anyway, no clue what was happening! i'm sure this must be used a lot

grizzled roost
#

Hey this is probably really stupid but how do I get this OnComponentBeginOverlap node?
I called it 5 minutes ago and worked with it but then Unreal crashed as it usually does and I lost that progress, and now I just...can't find it?
I can only find the actor overlap node.
Am I doing something different?

dreamy ice
#

select the sphere in the components panel, scroll all the way down in your details panel and add the event

#

the button you are looking for will be in the events section of the details panel

grizzled roost
#

Though I'm confused how I called before simply by right clicking the even graph and searching...probably didn't even get the right component.
Eh, no matter.

faint pasture
#

turn the AND to an OR on the bottom one and it'll be equivelent

#

but prone and crouch should be an enum, since they are exclusive

floral stump
dreamy ice
#

If I make my player hud by nesting user created widgets within a main hud widget, how should I pass variable through to the nested widgets? Is there a best practice for this?

opal pulsar
frosty heron
#

Make an init function or expose on spawn the variables if not too many. If a lot use the former or wrap the data in struct

dreamy ice
#

Is there a way to decide where I want my widgets beforehand and then construct them during the construction the of main hud?

#

How would I predefine that?

dry hatch
steady thicket
#

Hello everyone,
How do I add a randomizer on the left side of my switch node?

silk cosmos
frosty heron
#

Random int in range, then convert to bytes

dull kraken
#

im learning ue bps. whats the best way to create a vehicle camera system with different inputs changing the camera view? should I use multiple cameras in different areas around the vehicle and transition them depending on the input? Would it make sense to make it within a scene component so its universal across different vehicle systems etc..

autumn thunder
#

Hi there! I have what feels like a dumb question. For some reason, this doesn't work in a packaged build. It does work in editor, both in PIE and Standalone Game modes, as well as when cooking a build via editor and launching a development client from my IDE. it only breaks if I package a build on it's own. in the log of the buidls where this fails, I get errors like this:

[2024.07.02-01.04.29:605][ 72]LogStreaming: Error: Couldn't find file for package /Game/Enemies/Fisher_00/Fisher_base_Data requested by async loading code. NameToLoad: /Game/Enemies/Fisher_00/Fisher_base_Data``` 
FS_Item is set up as a C++ base class (UFS_EnemyData, which is a UPrimaryDataAsset), and implements GetPrimaryAssetId with this: ```return FPrimaryAssetId("FS_Enemy", GetFName());```, however the class I use for my data assets is a BP child class of that.
visual crest
#

is it possible for the end of this to execute before the function is done?

lunar sleet
#

depends what's in the CallSave

#

or in Save DroppedItems for that matter

#

if there's any latent or async actions going on, yes

visual crest
#

I mean the save dropped item function

#

so I should not have this in a function but instead have the others exe when complete?

#

or does the return nod force it to finish before exicuting the rest?

visual crest
#

I could easily end up having a around 100 items on the ground if the player goes crazy so it might take a few mili secs to finish

lunar sleet
#

yes, the return node is supposed to make it complete the execution first, however functions usually need to finish within one tick

#

also, for something like this you should use cpp

visual crest
#

CPP?

lunar sleet
#

c++

#

it's about 10x faster, so even at 100 items you shouldn't have too much trouble

visual crest
#

So this will finish before it moves on then?

burnt abyss
#

Is there any way to detect if the mouse is being captured by a widget / button / slider / whatever? I've been banging my head against a wall for like an hour and a half trying to figure out how to detect it.
Alternatively, is there any to use the Get Mouse Position even while the mouse is being captured?

lunar sleet
visual crest
deep void
#

Hi Unreal fam,
Any tips for finding the location and rotation of a possessed pawn?
I have a character that possesses a drone pawn.
This doesn't work (neither does get focal location), just throws up the numbers for the character, I've tried multiple nodes and cant get any results for the possessed drone pawn 😦

tropic token
#

hey guys, I have a code like that and sometimes if I push the button, the action won't trigger, this function won't get called(I have log statement inside at first line of the function). What can be a possible reason for it to happen?

keen widget
#

did anyone know is there any ai assistant for ue5 blueprints?

queen heron
#

what variable type must I use in order to set the location of existing level instances at runtime?

queen heron
queen heron
queen heron
# deep void yes

in that case you need to get the reference of that pawn with "Get Actor Of Class"

tropic token
queen heron
#

you need to get the enhanced input subsystem first in order for the inputs to work yes

topaz condor
#

whats the best way to put a robe on a metahuman? so that it doesnt look like its ripping down the middle when the legs move

queen heron
#

and then from that you Add Mapping Context and select the Mapping Context asset

queen heron
#

you should find tutorials for it

topaz condor
#

i was praying someone wouldnt say that lol

#

cloth sim is a headache

queen heron
#

setting up the cloth simulation isn't as tedious as you think

topaz condor
#

ya but my asset is a skeletal mesh and it bugs out

queen heron
#

cause of the physical bodies

topaz condor
#

how can i remove them?

#

or just convert it to static

deep void
queen heron
#

when you import a skeletal mesh, you'll be provided with a physical body asset to where the skeletal mesh is located

#

if you open it, you should see a nightmare of physics bodies misplaced

queen heron
deep void
queen heron
#

how are you setting up the nodes?

deep void
# queen heron how are you setting up the nodes?

thanks heaps for the replies, I think I finally got it.
For some reason get actor location (of the pawn) is returning the character.
I just tried getting the world location of a component of the drone and that works perfectly.

Documentation says getactorlocation 'Returns the location of the RootComponent of this Actor'
Im guessing when the character possess something, they're still the rootcomponent.

queen heron
#

btw, controlled pawn node only applies to pawns that are controlled by an AIController

primal hare
#

I'd like to use "CAST TO" on a blueprint which is a public variable (so I can pick it). How does one go about it?

#

Hope I'm explaining it right, basically have the BP a pickable variable in the "Cast to"

queen heron
#

the return value being "As (name of the blueprint)"

primal hare
#

but which BP to pick for the initial "Cast to" node

queen heron
#

you must create it if you haven't

primal hare
#

an empty basically

queen heron
#

yes

primal hare
#

oh makes sense

#

haha thanks!

queen heron
#

Actor type would be the best approach (in my opinion)

topaz condor
topaz condor
#

thank u!

vagrant cobalt
#

is there a reason why set rotation does not work on Geometry collection on run time?

tropic peak
#

I'm thinking about building a daynight cycle based on "current game time (HH:MM:SS)" and timelines. would that work? any tips you could offer? I'm struggling a bit with the implementation that makes sense.

thin panther
# primal hare but which BP to pick for the initial "Cast to" node

A cast is a type check. You take an existing reference to something and ask if its of a more specific type. For example "Is this Actor reference my character"

You can't pick a bp in a drop down in the cast to, as it has no knowledge of the scene and you need to cast to a specific instance in that scene.

bright hamlet
#

This one should do some good 😊

#

Now about current game time is prob something you can set within this I’d assume (he shows how to set it up, with your irl time I’d think it was)

tropic peak
#

I have the game time set up, just need to tie it to a sun movement

slow bolt
#

Hellow! With a very large spline length, I noticed that the spline points twitch when the object moves along the spline. If the object does not move, the spline points do not move. Does anyone have any ideas why this is happening?

slow bolt
dark drum
glossy cloak
#

Seems like you might be pushing the limits of the spline and getting some unexpected results. There also might be a better solution than a spline if you just need a mesh to orbit something. Maybe parenting the planet to a center point with an offset and rotating the center point. Though maybe not at that scale. Might not be very smooth.

slow bolt
# glossy cloak Seems like you might be pushing the limits of the spline and getting some unexpe...

Yes thank you. The fact is that I want to have a complex orbit (elliptical, incline, off-center, etc.). Therefore, the spline is ideal for me, as it exactly follows the shape of the orbit. I looked for the problem in my blueprint. It seems that it consists in the fact that I assign the planet as the center of the actor (SetActorLocation (target - Planet)) and use the defaultSceneRoot's zero coordinates as the center of rotation. It seems that I will have to rebuild the blueprint logic.

glossy cloak
#

Dang. But at least you figured it out. And yeah. I see how a spline is definitely the best way to go.

slow bolt
primal hare
#

I have a reusable BP_Text for onscreen text (widget is a public variable).

But I'd like this text to only appear if a condition has been met in another BP (BP_A, BP_B etc.). But rather than specifying a "particular BP", I'd like the BP to be a public (pickable) variable.

So when I pick a BP, it's variables become available to be used in the BP_Text.

#

Is this possible?

#

Am I correct in thinking that, "Event Dispatchers" also live inside a particular BP, so one has to reference that particular BP always to use them?

glossy cloak
glossy cloak
#

As far as your text with conditions go, you could make a blueprint interface with a function called "checkTextConditions" with a bool output. Then you'd have an exposed actor variable you can eyedrop on the actor with the text and when you're ready to check the text you call that interface function on the condition actor.

#

On every condition actor you'd add that interface and set up the condition function.

primal hare
#

Thanks, yes now I was moving towards BP interfaces, seems to be the best solution for this

glossy cloak
#

Yep! A couple other solutions could be a case actor class called bp_conditionActor that has a function for checking. Then you're condition variable you eyedrop would be of the type bp_conditionActor. Then you can call that function to check the conditions. Then you can make children of that class with new custom functionality like components, etc.

#

And you can do the same similar thing with a component. Make a condition actor component and snap it into any actor you want to have conditions.

#

That works best for generic actor uses though. Things you can get through "get owner" like visibility, location, scale, etc. otherwise you have to start casting or using an interface and now you've just created more work for yourself.

dense garnet
#

Hi all.

Can please ask for your opinions on "Event Tick."

I am still kinda new at visual script. I heard once - during a tutorial - that "Event Tick" should be avoided as much as possible.

If you use, it have a dramatic impact on your game's performance -- any of this true? Please, I would like to ask for your opinion on this.

Thank you.

primal hare
frosty heron
#

Event tick runs every frame. It is the place to run something that needs to run or updated every frame.

Eg movement, interpolation, time, physics, etc.

It shouldn't be misused but not avoided. There are myths from tutorials that you don't need to pay attention to.

"Casting is bad" and "avoid tick" is one of the most common bullshit from tutorial.

Read pinned material for more info

maiden wadi
frosty heron
#

try /n if you mean line break

carmine fern
#

in map details section I can change the text so here I wanna add it lines

carmine fern
glossy cloak
#

For a line break just hold shift when you press enter.

#

Never tried /n

carmine fern
#

I did that didnt work

frosty heron
#

Ye use shift enter then

carmine fern
frosty heron
#

I might have done that on rich text with some formatting.

glossy cloak
#

Where are you entering the text?

frosty heron
#

Shift enter should work, you are probably changing a string not text

carmine fern
frosty heron
#

My money say notedescription is a string not a text

glossy cloak
#

Oh. You could try copy pasting the text from notepad. I did that to figure out formatting for an in game book system I built

carmine fern
#

heres the code

glossy cloak
#

Shift enter should work on a string as well. I believe I've done it in print string nodes.

#

Huh

frosty heron
#

My old game is visual novel, I've done it with shift enter

#

And yea it's a string iirc

carmine fern
#

but it aint working here idk why

#

code is totally diff tho I might use that code if this doesnt work

frosty heron
#

I can take a look when I'm home

carmine fern
#

alr ty

carmine fern
frosty heron
#

Sure

carmine fern
carmine fern
grave relic
#

Hey I need some help, I'm having the character jump to the side. I do this by getting the actors rotation and then either adding or subtracting 45 to get the character to jump left or right with a custom jump function.

But now when the character lands the velocity when it lands is in the same direction as when it initially jumped. But I need it to be like this: If I look right I want the character to jump right, this is currently how it works. But Now I need the characters velocity to be the same as it was when it first jumped, but its new forward vector with the same speed has to go in the direction that the camera was looking when the jump was initiated. Any ideas?

severe wagon
#

Where/what do I need to look for to learn about character movement to be able to switch between walking and the default "creative mode" flying around?

I used the FPS template to have simple FPS controls of moving around (arms and guns removed) but I want to be able to hit a button to swap to the default kind of flying mode you get when in the editor.

I can't seem to find a tutorial where it just toggles between these two states.

wraith loom
# severe wagon Where/what do I need to look for to learn about character movement to be able to...

https://www.youtube.com/watch?v=F8HNzXAdcGc I used this tutorial to learn how to fly. Toggling is just a matter of changing between code. For example, you could use a branch to see if you were in flying or walking mode to decide what code to use.

This is how to set up flying controls for your projects in Unreal Engine 5. Including starting and stopping flying, as well as moving in the air. Plus how to customise all of these settings for you!

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

#UE5 #UnrealEngine5 #UE5Tutorial
_____________________...

▶ Play video
severe wagon
harsh coral
solemn folio
#

hello everybody i am working on a first person shooter and i am currently trying to figure out the ammo system in the game but it doesnt subtract past the forst two shots. anybody can help me?(btw i am using a variable in a struct to keep track of the ammo

queen heron
#

anyone knows why I'm unable to move existing level instances in-game through blueprint?

#

I have the references, they are valid, it doesn't give errors after ending the simulation, yet the instances remain where they were placed manually

queen heron
#

cause unreal warned that they are static

queen heron
solemn folio
#

yeah

queen heron
#

try having the blueprint live while running the simulation

#

see where it stops firing

solemn folio
#

it doest subtract from 10 to 8, it just immediately jumps to 8 in the first shot and stays that way

queen heron
#

try taking a closer inspection into your blueprint setup
make sure you're not setting the integer anywhere else at the wrong time

solemn folio
#

yep its not anywhere else

queen heron
#

is the default value of the ammo integer set to 8?

solemn folio
#

for the specific gun its set to 10

queen heron
#

does it fire only once?

#

or everytime you shoot?

solemn folio
#

everytime i shoot

queen heron
#

are you still able to shoot after shooting more than 10 times?

solemn folio
#

yeah i can rapid fire it if i press the shootbutton enough

hollow cove
#

there has to be a better way to draw pixel by pixel onto a render target??

queen heron
#

there might be an execution order that no longer fires the struct

#

did you put a branch before decrementing the ammo?

solemn folio
#

no becuz when i put the branch it suddenly doesnt fire

queen heron
#

can you show the whole node setup where the ammo is decremented?

solemn folio
queen heron
#

when you have the blueprint window as separate and have it run live while simulating, how does it fire when you try to empty the ammo value?

#

does the tick stop at some of the nodes? or does it not fire in the custom event?

solemn folio
#

it does fire the node, i can tell because i set the line trace to draw, everything except for the ammo decrementation works

#

is it like a thing with structs?

queen heron
#

it should fire completely fine

solemn folio
#

the same thing happend when i tried to add a cooldown between the shots

#

everything except the cooldown worked

queen heron
#

maybe try getting the struct variable instead

tropic peak
#

Why is this "not in scope" happening?

solemn folio
queen heron
#

and try setting the variable

#

instead of set member

solemn folio
#

in a struct, i can only use set member because the value is IN the struct. I tried using the set ref by var(didnt work). The ammo var is seperate from the first person character and its in the inventory array whenever i pick it

queen heron
#

grab the struct variable and have it as Set
then from the struct pin get the "make" node

solemn folio
#

oh ok

#

its practically the same thing, epic introduced it to make setting structs less tedious

#

i tried it

queen heron
#

something else is going on then

solemn folio
#

yeah

native wigeon
# solemn folio sur

from my experience the "Set member in struct" doesnt actually update the struct ref, even though its a ref. you then need to set the struct from the output pin..

trim matrix
#

So apparently this is a valid reference

#

i'm trying to see if a level is being streamed in so I can either unload it or load it

native wigeon
# solemn folio elaborate please

for example in my own code:

i had issues with the set members not actually being set. so i had to set it again (in this case add in back into the map by the same key). Maybe its related

remote meteor
native wigeon
#

i thought it could be relevant but i'm likely wrong then @solemn folio

solemn folio
#

oh so should i use get (a ref) rather than get (a copy)

native wigeon
remote meteor
#

yes you should use (a ref) if you want to modify the original data

native wigeon
solemn folio
#

ok

#

lemme try it

#

it now returns -2 again and again

#

in the first shot

remote meteor
#

with that said, the printing had an extra subtract

#

since you already modified it with the set member, the print subtrated again before printing it

solemn folio
#

i never knew it did that

native wigeon
remote meteor
#

if we write that as a code,

int ammo;
ammo -= 1
cout << ammo - 1 << endl
native wigeon
#

think about it logically, it does the "Set members in struct" first, to the ammo -1. then next it does the print node, which is printing the string of ammo -1. so you are -2

solemn folio
#

so if i remove the print it should work?

wild sage
#

why launch character not work when called outside the character class ?

native wigeon
solemn folio
#

Oh

hollow cove
frosty heron
#

last time I tried reading pixel data from texture, my computer froze for 4 seconds

frosty heron
#

there's probably a proper way to do it 🤷‍♂️

native wigeon
#

if you want to print the ACTUAL "ammo" you need to just change it to that

solemn folio
#

i added a branch in the start of the function which detects if it has ammo or not, if it does it shoots, but if it doesnt, it prints "Hello". The value was set at 10, but it still printed hello in the first shot

native wigeon
solemn folio
native wigeon
# solemn folio

why would you be able to shoot if ammo is = 0, though? 😅

faint pasture
solemn folio
#

oh mb

native wigeon
#

oh you thought about it in a different way

#

why not
if ammo > 0 True: shooting, false: "hello" ?

solemn folio
#

yes

native wigeon
#

instead of checking if its less than or equal to 0

#

which seems.. bizzare haha

solemn folio
#

yeah my bad

#

but it still says -1

native wigeon
solemn folio
#

yeah

native wigeon
#

and its definitely just > and not >= ?

solemn folio
#

yep

faint pasture
#

Show your current code

solemn folio
native wigeon
#

why are you still checking if its less than 0

#

i dont get it

solemn folio
#

i mean i'll change it but the subtraction still says -1

#

the print

native wigeon
#

because you're letting it go to -1

#

which is then < 0

faint pasture
#

The computer is doing exactly what you tell it to do. No more, no less.

native wigeon
solemn folio
#

no i meant i didnt shoot it 10 times

#

i shot it once

native wigeon
#

okay then your ammo is 0 in the struct

solemn folio
#

nope its 10

native wigeon
#

and youre letting it shoot still to -1 because your branch is bad

#

first change your branch

solemn folio
#

changed to less than 1

native wigeon
#

what?

#

if ammo > 0 True: shooting, false: "hello" ?

#

i'm trying to help but.........

solemn folio
#

ye sorry bout that

native wigeon
#

if you want to learn you have to listen

#

after this is done, you can try and debug if your ammo is actually 10. cus it seems like its 0

solemn folio
#

yea i did it but it still prints hello

native wigeon
#

are you setting the ammo to 10, but its just a get (as copy) and not by ref?

#

then your ammo is 0

#

its as simple as that

#

somewhere in your code, you arent setting it to 10

solemn folio
native wigeon
solemn folio
#

no its from the pickup of the gun

native wigeon
#

then somewhere the pickup isnt setting the info right?

solemn folio
#

it gets added to the array when i pick it up

#

the pickup itself doesnt change anything in the struct, all of the editing is done in the player

native wigeon
#

for quick debugging just do this for now:

#

and you can check the ammo before shooting

dark drum
#

This is why I don't use structures for my inventory. Causes to many headaches for me.

native wigeon
#

what would you do instead?

dark drum
native wigeon
#

but you cant save uobjects?

solemn folio
#

yeah it prints 10

#

but also prints hello

native wigeon
dark drum
frosty heron
solemn folio
native wigeon
#

why cant you just change it to what i told you several times? 😭

solemn folio
#

oh right i changed the greater

halcyon heath
#

I followed this tutorial to get a blueprint to dissolve a mesh: https://www.youtube.com/watch?v=N_pq2RYTG04&

However I've discovered it only works with one copy of the blueprint, is there a way I can make it work with multiple copies?
(Left working correctly, right not)

Project Files: https://www.patreon.com/posts/mesh-dissolve-79848177

Forum Post : https://forums.unrealengine.com/t/rotator-transform3x3matrix-boxmask-3d-rotations-reversed/224097

How to Dissolve a Mesh Using Signed Distance Fields in Unreal Engine 5

In this video, I will show you how to dissolve a mesh using any static mesh or a box mask. T...

▶ Play video
solemn folio
native wigeon
# solemn folio

share as much of this graph as you can because idk where the left nodes are connected to

solemn folio
#

the scene or blueprints?

native wigeon
native wigeon
remote meteor
solemn folio
remote meteor
#

why is this empty btw, also remember to pass by reference

native wigeon
remote meteor
#

ugh

dark drum
native wigeon
#

somehow that went by me

solemn folio
#

now it goes 10 and 9

remote meteor
#

people new to these stuff should probably not use references to start with, unless familiar with it

native wigeon
solemn folio
#

i am

native wigeon
#

its not a diamond pin shape

#

unless you just changed it now

solemn folio
native wigeon
#

..

remote meteor
#

tell me you are clueless without telling me you are clueless

let me fire up the editor

native wigeon
#

your input into the shooting function is not pass by ref

dark drum
#

I feel like you need to do this.

solemn folio
#

i did, i just disconnected to show

native wigeon
#

i think he did that already

#

ah

native wigeon
solemn folio
#

ok

native wigeon
#

tick it* obviously

remote meteor
radiant bear
#

i get this error when i try to save and it only happens with projects i upgraded from 5.2/3 to 5.4

solemn folio
#

i set it but still it doesnt work

native wigeon
dark drum
native wigeon
#

or a game instance running in standalone

solemn folio
#

is there anything i can do or should i try a new approach?

native wigeon
#

well each time i keep asking you to share more of the graph because we cant see it all, you just share the same cropped area of the graph

native wigeon
# solemn folio

so we dont know exactly where some of your stuff is coming from in the second image here for example

solemn folio
#

the reason is bcuz when i zoom out too much, you cant make out whats written

native wigeon
#

show it in a few screenshots?

#

1 by 1

#

better than nothing

#

or edit them together in paint etc

solemn folio
#

the shooting code

dark drum
broken wadi
solemn folio
burnt abyss
dark drum
# burnt abyss doesn't work

As far as I know, the widget needs to be in the focus path and not be consumed/handled before reaching the widget. (This is assuming input mode is set to UI or Game & UI)

native wigeon
burnt abyss
# dark drum As far as I know, the widget needs to be in the focus path and not be consumed/h...

It's not an issue of the mouse being consumed by something and not registering clicks where I want to, I just need to tell if it's being consumed by something. For some ungodly reason "Convert Mouse Location to World Space" and other similar functions stop getting the mouse position when it's being consumed by another widget, so I'm trying to do a work around. If there's no way to detect when the mouse is being captured though, that's where the trouble is.

native wigeon
#

i personally still just believe that "Set members in struct" acts as a copy, and by ref. cus i use it here in an event too, and set it again

native wigeon
#

you can know if its being consumed if those nodes stop working

solemn folio
#

so what should i do

burnt abyss
#

That's the problem

native wigeon
#

thats one solution anyway

radiant bear
#

i tried that but let check task manager

solemn folio
#

so you just set members in struct and set that value to set array elem

remote meteor
#

oh well what a blueprint stupid moment

its because for events, passing by reference is not passing by reference

native wigeon
#

My next suggestion was "try converting it to a function"

dark drum
remote meteor
native wigeon
#

functions do have the diamond shape