#blueprint

1 messages ยท Page 193 of 1

solemn folio
#

maybe i will, but only as a failsafe

native wigeon
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so events are just.. stupid

remote meteor
#

it needs to be a function for it to be actually passed by ref

native wigeon
solemn folio
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oh alr

native wigeon
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walk before you run

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just right clicjk your shooting event and click convert to function

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test it again and hopefully it works

radiant bear
#

i checked task manager it seems its only running one instance

native wigeon
#

they had half of this already done so just stick to learning and understanding structs before moving on to other stuff

solemn folio
#

a childhood thing

dark drum
dark drum
solemn folio
#

i rememebered it as a crocodile eating a human or smth

remote meteor
#

when i found out serialization, struct based inventory feels like a century back

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saving and loading objects couldnt be easier

native wigeon
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Can you do serialisation with uobjects in blueprints?

remote meteor
#

you just need some c++ made function library

dark drum
remote meteor
#

copying/saving/loading data couldnt be easier

native wigeon
#

Oh interesting

remote meteor
#

this tick is not for show

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for every variables, you can tick those, when you do serialize the object it will save it

native wigeon
#

I've literally just started work in my second game and I was trying to decide on the best way to do inventors and saving/loading. Which I think we talked about before, pattym

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Maybe I should consider paying for some more advanced training ๐Ÿ˜„

remote meteor
#

those 2 blueprint node is just these

solemn folio
#

is this like a problem with structs or a skill issue in my side

remote meteor
native wigeon
solemn folio
#

yes

native wigeon
#

And it's still "by-ref" in the input?

dark drum
native wigeon
solemn folio
#

please send

dark drum
# solemn folio please send

This is pretty much how I handle most of my inventories. Not a fleshed out series yet but might still be worth a watch.

https://youtu.be/egDxfhr4kzM

Welcome to this tutorial on how to create an inventory system in Unreal Engine 5! In this video, we'll go over the concepts of setting up an inventory system using Unreal Engine's powerful Blueprint visual scripting language.

In part one, we go over setting you an item object that will house our item data. So whether you're a beginner to Unreal...

โ–ถ Play video
dusky cobalt
dark drum
fallen glade
#

is it possible to extend the little guys in timeline editor?

fallen glade
#

like make the tengent longer

fallen glade
remote meteor
#

weighted tangent

#

should be a checkbox on right click menu

fallen glade
lunar sleet
#

I didnโ€™t even know you could use tangents like this ๐Ÿ˜…

remote meteor
#

oh, dont have ๐Ÿ˜“

#

i suppose you have to use external curve if you really want

fallen glade
#

you know unreal it's an amazing software but then you get stuff like this and I just don't get it

remote meteor
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why is it not in there, idk ๐Ÿคทโ€โ™‚๏ธ

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you can use an external curve in timeline

fallen glade
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Fair enough, thank you!

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I appreciate it!

dark drum
remote meteor
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yeh

#

can

dark drum
# remote meteor yeh

Nice, I've been using Float Curve objects a lot recently so it's nice to know of another use for them.

remote meteor
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technically you could also just spawn the UTimelineComponent, set the curve and bind the respective events to use it anywhere else. pls dont

native wigeon
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So you can use this node if its a static mesh, but not if its a skeletal mesh (from character class), so how can i adjust the scalar parameter of a material on a skeletal mesh? ๐Ÿค”

remote meteor
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Mesh Component is the parent class for both Static Mesh and Skeletal Mesh

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should be fine?

dark drum
native wigeon
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i thought so too but its giving me loads of

remote meteor
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that just mean somehow mesh is nullptr

dark drum
dark drum
native wigeon
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its just the reference from the character mesh from the character class

trim matrix
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Really odd thing is happening

native wigeon
trim matrix
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this function is being called

native wigeon
trim matrix
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yet within the function this breakpoint seems to not be breaking to let me step through

native wigeon
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i wonder if i have to get something else from the "Mesh" ?

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i tried this as well but not compatible

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is it only available to get from the animation blueprint, i wonder?

remote meteor
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sure its getting the error from there? breakpoint the set scalar param and see if you still have mesh reference?

remote meteor
dark drum
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This works fine for me. Just starting the timeline on begin play and setting the tint parament on the manny material.

native wigeon
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i'll close and reopen

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had a stupid issue yesterday too that wasnt my fault

dark drum
native wigeon
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i dont :/

native wigeon
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okay i also just confirmed it works on manny in his blueprint too

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something weird going on

remote meteor
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if you recreated another bp and it doesnt happen, and you sure you did not destroy the mesh component at some point, might be something to do with bp corruption i suppose

native wigeon
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yup. just duplicated the asset and that one works

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urgh

remote meteor
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duplicate works..?

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shouldnt though ๐Ÿ˜‚

native wigeon
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yeah weird right? haha

remote meteor
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should duplicate the bug anyway

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if that was the issue

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๐Ÿคทโ€โ™‚๏ธ

native wigeon
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oh wait

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the issue is with a child of that actor, the original one works, but not the child

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but the child doesnt have any changes

tidal vector
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Running into a bit of an issue with my project. I have four enemies spawn at runtime. When they're spawned, they're assigned a waypoint group, which is an instanced Blueprint with four child actors acting as waypoints. The enemies then patrol between the four waypoints until a player approaches them. This works fine in the editor, but when I try it in a build, it fails and I get this in the log:
[2024.07.02-16.40.08:612][218]LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetChildrenComponents_Children' of length 0 in '/Game/Blueprints/BP_Enemy.BP_Enemy_C:ExecuteUbergraph_BP_Enemy'!

In my Enemy Blueprint, I'm calling GetChildrenComponents, which is what the error seems to be pointing to. This error doesn't appear in the editor. I'm still new to Unreal, so maybe Unreal handles children components differently. Let me know if more info is needed.

native wigeon
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so it must be corrupted

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yup, reparented to something else and back to that class and it works ๐Ÿ™ƒ

remote meteor
tidal vector
dark drum
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It's always fun when doing some binding gymnastics lol. And yes, I ended up with an infinite loop. ๐Ÿคฃ

remote meteor
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Slider update > set ratio on generator > calls ratio updated > updates slider > eternal we go ๐Ÿ˜†

remote meteor
# tidal vector Placed

that message can only mean the root component doesnt have child components. doublecheck i suppose, not too sure with less information here

dark drum
remote meteor
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add a "gate check", if you edited the ratio from code, updates the slider, but dont call OnSliderUpdated

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or have an enum added to OnSliderUpdated, to know where this change source is

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dont react if its from code or something

tidal vector
dark drum
remote meteor
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that depends if the slider set isfocusable or not

marsh pilot
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How do you add "folders" like these for functions?

remote meteor
dark drum
marsh pilot
remote rapids
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hey i need help
i create a ball
and i create some walls around him
and i add physics material and i have a problem
i dont want the ball to change is velocity
and if the ball hit the wall so all good but if i hit the wall from a little angle so the velocity change
if the ball hit where the blue arrow so all good
but if the ball hit where the red arrow so the velocity change

frail onyx
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Anyone know how to make a custom keypad with a 4 digit code? This is what i have so far, but im not really sure how to do the logic for it

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most tutorial's ive found show people using widgets, but Im trying not to have any widgets for this and just have it as a 3d mesh in world space

desert juniper
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the ui portion may not be too relevant, but the code behind it all will be

frail onyx
desert juniper
frail onyx
desert juniper
#

you can even use tutorials from other game engines. again the game engine specifics may not matter too much, but the logic implementation behind them will.

desert juniper
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if each button is instead a component, and passes off a delegate to the parent actor, then you don't even need all those events. just need a reference to which button index (or numerical value the button refers to) was pressed.

frail onyx
frail onyx
desert juniper
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then the movement / animation logic can all be handled within the component itself

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so in short
Learn Inheritance and Event Dispatchers (also known as delegates)

frail onyx
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ok thanks!

remote rapids
tropic peak
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I'm looking to add "spawn actof from class" node in my BP, but it's not there. Is the name different in UE5?

thin panther
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What's the parent object?

tropic peak
dusky cobalt
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How usually is situation like this handled?
Click Button > ? Activate ''mode'' after which where we will click something will happen > We click somewhere > Stuff Happen

For example:
I want to click button, which will enable mode after which I click it will set new location of point.

Not sure what to use here? Just bolleans and mode?

tropic peak
#

okay I must be sleepy. it was in construction script rather than event graph. my bad

grim crane
dawn gazelle
# frail onyx yea each button is a static mesh component

A "code" is not much more than an array of numbers. To set a code, you'd just need to create an array and put the 4 digits you want the code to be in it.
When inputting a code via your buttons, you'd add the value of the button pressed to a second array and check if that array size is == to the length of the code you want to check, and if so, you then do the logic to check whether or not the input code is == to the set code. If so, you unlock whatever it is you want to unlock, if not, they failed to input the correct code and you'd need to clear the input array to try again.

What I would probably do different from what you have currently is have each component manage its own animation so you don't have to do it a whole bunch of times in the main actor. Then I'd also add a number variable that is set to "Expose on Spawn/Instance Editable" that you can then set in your main blueprint for each button and return that value through your event dispatcher so you can know which button was pressed. Finally, instead of having all the dispatchers being bound like you've done, I'd make an array of the buttons, loop through them, and bind to their dispatchers so that you can now use their value to do the same action, namely, adding their value to an "Input" array like I mentioned above.

worn quarry
#

Dumb question: is there a blueprint script that lets me know whether the session is Play In Editor or not?

maiden wadi
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Don't think there is by default. Very easy to make one if you have ability to make a C++ BP library.

worn quarry
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Yeah sure. I can. How can I do that?

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Or what is the CPP function that lets me know?
I suppose I can find that online

maiden wadi
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@worn quarry
.h

UFUNCTION(BlueprintPure, meta=(WorldContext=WorldContextObject))
static bool IsPlayInEditor(const UObject* WorldContextObject);

.cpp

bool UAuthaerUtilityLibrary::IsPlayInEditor(const UObject* WorldContextObject)
{
    UWorld* World = IsValid(WorldContextObject) ? WorldContextObject->GetWorld() : nullptr;
    return IsValid(World) ? World->IsPlayInEditor() : false;
}```
maiden wadi
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Whoops. Misnamed the header one.

worn quarry
#

All good ๐Ÿ˜

dawn gazelle
frail onyx
remote rapids
#

hey i need help
i create a ball
and i create some walls around him
and i add physics material and i have a problem
i dont want the ball to change is velocity
and if the ball hit the wall so all good but if i hit the wall from a little angle so the velocity change
if the ball hit where the blue arrow so all good
but if the ball hit where the red arrow so the velocity change

faint pasture
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changing direction is changing velocity

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what are the restitution and friction parameters for the ball, the floor, and the wall?

cunning juniper
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I wanted some help with making an image slide with the cursor movement but couldnt find a tutorial for it could any one help me with it saw the sliding image in a game and found it quiet interesting and wanted to use it in my own game

grim crane
dreamy sail
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how do you fix the " file name too long " error if the path itself has too many characters ?

tropic peak
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I'm building a system that will allow me to spawn BP_StreetLight along the spline. It kinda works, but as I'm spawning a blueprint actor and not a mesh I can't see the street lights in the editor until I launch the game. Is there a way around it so they are visible?

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right screenshot is the game running.

dusky cobalt
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Did you try to put it inside Construction Script?

tropic peak
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I'm spawning them on beginplay, my construction script is empty

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I'm not doing it in construction script because you can't spawn an actor in the construction script

dusky cobalt
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Try to spawn them on construction script, you might need to use (not sure), some function to clear / clean / delete them at the start of the function.

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I think you could try to hack it, and just put Spawn Actor of Class in the Event Graph, but call event from Construction Script that will trigger this spawn?

tropic peak
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yeah I was thinking about that

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I'll check this out brb

spark steppe
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do NOT save the BP until you are sure it works

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just compile and test it

dusky cobalt
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Just I think you will need to delete all spawned units at the start of construction script, because it might spawn them each time you move the bp.

spark steppe
#

this is an nice way to brick your BP/Project

tropic peak
#

yeah that didn't work.

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this is quite problematic

glossy cloak
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So I reparented an actor, and now whenver I change the parent or the child's blueprints it's making changes in both. They're now identical and I can't customize the child. Is this an engine bug? Should I delete the child and make a new one?

dusky cobalt
#

Seems like good idea

cunning juniper
remote rapids
#

a physic material
and i apply that for the walls and all the necessary objects

trim matrix
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If I have a string lets say Command_UnlockDoor_Door1A

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is there a way to isolated parts of it without using the chop left and right ?

trim matrix
versed sun
glossy cloak
#

Yep. That was my next suggestion. Couldn't remember the name.

versed sun
#

if Delimiter is "_", will break into 3 parts

trim matrix
flat coral
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Why can't I add a call to the parent function for an event like this?

dry sleet
#

Isn't that a delegate?

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They're not overridden as such.

flat coral
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It's an event dispatched by an actor component

ivory spoke
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Whats the best way to bind a interaction widget to actors (I have differnt actors but mostly the same widgets)

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Should I put the widget within the actor?

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I want to interact with the actor -> widget will open then I can put items on it

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or are there other ways to do this?

dry sleet
fiery oriole
#

does anyone know a fix for when you dodge roll on a hill to keep the player on the ground. when im at the top of a hill and i roll it doesn't follow the slope, same goes for when going up the hill but he doesn't roll as far. i dont have an animation for it im just applying root motion atm

hallow jungle
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Hello, does anyone knows if it is possible, during an unreal engine game to create a blueprint, again, during game, that I can create a camera and export an animation? I know that a screenshot is possible, but to animate a camera and export an mp4...

glossy cloak
#

^ Durng runtime.

hallow jungle
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i was thinking like a game mode where the player could throw a camera in the map, create sort of a sequence for it and export it as an mp4 movie..

glossy cloak
#

Yeah. Players could modify a spline or something that a camera would travel across. Or control a camera themselves and store waypoints for the camera to lerp between, etc. All that is easy and definitely doable in-game.

Where you're going to run into issues is exporting an mp4. Pretty sure you need a plugin for that.

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Or some C++ knowledge.

hallow jungle
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hmmm I will look into the export parts, if I find anything I will share here!! Thanks Kindred!

glossy cloak
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It records the screen, so you'd have to make the player sit through the sequence they created while it's being recorded and exported.

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It'll probably record all UI elements too, so you'd have to hide any on-screen controls during playback, unfortunately. Which would probably be the biggest downside.

hallow jungle
#

Oh but that's easy to work around! Im impressed with this plugin actually

glossy cloak
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There seem to be other options. Search for MP4 in the marketplace before you buy that one.

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Just in case there's something that works better.

hallow jungle
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Sure! But thanks a lot, you pushed me into the right direction!

gaunt hull
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wondering if anyone could help me get my camera to be controlled by right mouse button, and not stuck to the character in third person

frosty heron
#

You can remove the part that moves the camera

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Check your enhanced input stuff

inner sandal
#

I'm having a hell of a time getting spawned timelines to play/update in another blueprint.

I think I need to spawn a timeline whenever one (of many) buttons are pressed to update a float and then destroy the spawned timeline, but I'm struggling to actually get the spawned timeline to play and update in the BP I'm spawning it in.

frosty heron
#

Also look for camera manager to add behavior you desire

frosty heron
#

What's the purpose of this

inner sandal
#

@frosty heron Basically I'm insane and am using MIDI input to animate a material when any of the 88 keys are pressed, it's very easy to just set scalar material parameter to 1 and 0 when a key is pressed and released but I've wanted to animate it up from 0 to 1 on pressed and down 1 to 0 on released, the only way I can think currently is to use timelines, and I don't really want to make 88 timelines in a BP manually and I'm sure there's a better way

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Key 12 animates material parameter 12 etc,

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I'm absolutely ready for someone to say it's not the right direction, any guidance would be moist welcome.

spark steppe
#

it's not the right direction

inner sandal
#

little prod in the right direction?

remote rapids
#

hey i need help
i create a ball
and i create some walls around him
and i add physics material and i have a problem
i dont want the ball to change is velocity
and if the ball hit the wall so all good but if i hit the wall from a little angle so the velocity change
if the ball hit where the blue arrow so all good
but if the ball hit where the red arrow so the velocity change

faint pasture
#

the velocity will change any time you hit something

#

show what happens when you hit like the red arrow

remote rapids
#

the speed of the ball is changing

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@faint pasture

faint pasture
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or just override the restitution combine mode and set it to maximum

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that way it doesn't matter what it hits, it'll be bouncy AF all the time

remote rapids
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this is the problem

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if the ball hit on the side of the paddle so the speed change or the velocity i dont know what is the differnece

faint pasture
#

speed is the length of the velocity vector

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velocity is speed x direction

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does the speed change or just the direction?

dusky cobalt
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I think this is his problem that he is trying to describe.

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Do you want to ball to go only up basically?

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and not change direction

remote rapids
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The problem is the speed

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the speed change

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much slower

dusky cobalt
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and without physics material everything works as you want?

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try to set this to 1

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maybe it's less dense or something on edge and it bounces it slower

remote rapids
#

that not fix the problem

autumn hawk
#

Anyone have a tip on how one interpolate a vector on tick with an ease-out of any sort (custom curve preferably?). I've got a camera follow system that is using VinterpTo on tick to seek a constantly moving target. This works fine until the camera makes a big move and the lack of ease-out becomes visibly distracting. VinterpToConstant is too rigid, but I thought it might be able to drive another easing method? Breaking my noggin a bit - is this actually even possible?

remote rapids
#

@dusky cobalt @faint pasture

versed sun
frosty heron
#

Lyra dynamic camera saved my project

#

Spring arm is pretty bad and not a solution when you hit corners.

autumn hawk
autumn hawk
deep vine
#

Is there a way to delay the player spawning? (PlayerStart)

frosty heron
autumn hawk
deep vine
#

Thanks, I'll look into it.

dusky cobalt
#

Can anyone make sure I'm not going insane with this idea?

I'm experimenting with the Input Actions and Mapping Context. Imagine that I Left Mouse Button click to Select Resource. If I click on the Ground I want to Deselect Resource, but right now it's set that it will call event Deselect All which will call Deselect Units, Deselect Building, Deselect Resource, even if they are not selected (it check isValid of course).

What I'm thinking of doing is make a Mapping Context and switch it depending on what is selected, but because I still want to Select Resource even if I have Selected Unit, I will have to copy and paste some parts of code so it works. This would make it more clear when we switch to other interactable object, we would deselect only what we had selected.

I feel 50/50 about this idea, even if it makes me copy things, it kind of let me be very specific what can happen in different situations. I guess I could also collapse some things to functions so it will look even cleaner and easier to call. Can someone judge?

frosty heron
#

@dusky cobalt instead deselect all why don't you check the object that is currently being selected?

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Also it feel like deselecting is a generic action regardless of what you have selected

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Shouldn't it just clear the selected object and attempt to see what's being clicked on at the present time?

autumn hawk
dusky cobalt
frosty heron
#

Do they share the same base class? If not maybe you can use interface or component

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Have a variable called selected actor

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It can just be an actor type

dusky cobalt
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Yeah I have these Select and Deselect as interfaces.

frosty heron
#

When deselect -> get selected actor -> get component -> deselect

Or when deselect -> get selected actor -> deselect (interface)

versed sun
dusky cobalt
#

Yea my problem was instead of using 1 array for any selected thing I separated it into 3 variables.

frosty heron
#

Deselecting can just clear the selected actor and update the UI. Unless you want to do something special

dusky cobalt
#

I think I'm not specifically using these hard references anywhere in this bp so changing it into 1 generic array will fix it.

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Good I asked because in this context my idea wasn't good. Thank you for help.

inner sandal
#

furthering on my timelines being a bad idea, I've had more results with this using a TMap to keep the piano key names (to be used to set the scalar parameter values) and a float for each

Only issue I'm having with this is that multiple keys pressed too fast together like a chord do not update all the relevant material scalar parameters

frosty heron
#

Because u are only updating 1 material in the graph you showed

inner sandal
#

ah my material has many parameters, one for each key (only 44...)

frosty heron
#

Assuming each key have their own material, you want to get the reference on the materials

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Doesn't matter tho if each key have their own dynamic material

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It would be DCM_1 for key 1 DCM_2 for key 2 and so on

inner sandal
#

this is less of "animate key emissive 0 to 1" and more big stupid shader that uses all the keys as inputs to drive a shader effect.

frosty heron
#

If you need to update key 1 and key 2 materials when they both pressed you will need to get a reference to each of their material

inner sandal
#

sadly it's not multiple materials, more multiple scalar values in 1 material.

frosty heron
#

What I meant by multiple materials are one instance for each key

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Seeing that you are using dynamic material here

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Show how you set the dynamic material

inner sandal
#

It's just one plane currently with a material with many parameters to input to create the effect

dawn gazelle
inner sandal
#

Each one of these spikes being 1 key parameter in the material instance

inner sandal
frosty heron
#

Do each key have an instance of dynamic material?

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Play Ur game, eject from your controller and show the key materials

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Screen shoot that

inner sandal
#

@frosty heron no each key is just a name in the TMap, I might be misunderstanding but there is no physical keys with their own materials, just the one large plane with a material with multiple parameters, each one has the same name as the "Note Hit" name variable

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so I press Note 12, it gets the float from note 12 in the TMap, animates it up and down if key is pressed or not and shoots that through to the material parameter with the same name "12" etc.

frosty heron
#

So you have 88 parameters in your material?

inner sandal
#

I have 44 just to make it "less" complex

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performance really isn't a thought here, it's more about driving fancy effect with MIDI.

frosty heron
#

Anyway there looks to be design issue

inner sandal
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I think so

frosty heron
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If you need to edit a collection of something

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You will need to go through every single one

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So not seeing an array or any of the sort makes me question the limit that you seems to impose

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Looking at your event tick I can't tell how that can accommodate multiple key press

inner sandal
#

yeah I doubt it can, it will and does cut them off if I change key too fast

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but I feel the way that would work would be to have 44 of these MIDI listeners spawned in the world and assign each one to the corresponding key material scalar parameter, that'd work but feels crazy?

frosty heron
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Honestly I can't visualise what you are trying to do

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Not even a piano or instrument

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Gl tho

inner sandal
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lol thanks, it's very esoteric for sure.

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and also a big thanks for the feedback and talking this through with me.

dawn gazelle
#

With your current set up it seems like what you'd end up having to do is keep track of which keys are currently pressed in a separate array. Loop through them and make sure they're doing your "hit" logic.
Then you'd have to loop through all the keys that aren't pressed (basically get the keys array from your Map and remove all the currently pressed keys) and do the not hit logic.

inner sandal
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@dawn gazelle that sounds terribly involved but I thuroughly believe you know more than me.

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worst thing is each key has a "velocity" I'd like to visualise so that'd add a while 3rd float into this, but that can wait for all I care.

autumn hawk
# versed sun awesome, it came to mind because I was just playing with it

Yeah, def solves a specific use case but upon more testing isn't ideal more broadly. I went down a road of attempting to use VinterpToConstant > measure distance > > Ease but it is not winning the day. Lyra camera doesn't appear to fit the bill either. I guess there's no other method for achieving an ease-out running on tick?

frosty heron
#

Lyra camera has curve you can use for the transition

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Ease in, ease out , ease in ease out constant, w.e curve you need

It will probably take you a while to actually see how they handle camera. All of the action is in cpp

dawn gazelle
inner sandal
#

Ah that looks lovely Datura

frosty heron
#

Smooth your camera movement with position and rotation camera lag just like for the spring arm component.

Lyra doesn't use a arm spring component (which supports camera lag), but uses camera modes that can switch to and from each other. It allows better fine tuning for where we want our camera to be based on camera mode data.

In this video: w...

โ–ถ Play video
autumn hawk
jagged cipher
#

What do i need to use to get what player mouse is pointing at is 3d game? Is there an event or something for that?

inner sandal
#

@dawn gazelle you sir are a genius! fuckin' fantastic work there and an absolute BAMF for the guidance, I've got it working exactly how I needed now and learnt a lot more. Thank you @frosty heron also for the help too.

topaz condor
#

hey guys i created an animation thats basically a hand coming up and holding a flashlight, in my flashlight function i call play montage and it all works fine. issue im having is when i move camera to look up the arm is in the same position set in montage, whats a easy fix for this?

silver garden
#

How can I create objects from a Data Asset blueprint at runtime?
I have a Data Asset derived from PrimaryDataAsset, called DA_TankGameplayData, and I would like to create a runtime 4 objects from this base class and start assigning data and using the Functions inside said data assets.
How could I achieve this?

gaunt hull
#

how to freeze/stop/lock, mouse from changing position/ in ue5

fiery sierra
#

like when you're ingame?

#

so you can control the character?

dreamy ice
topaz condor
dreamy ice
#

Okay, so your character blueprint has a mesh for the hand and a camera correct?

stoic ledge
#

disable it?

autumn pulsar
#

Is there a way to add physically simulated chains to a character? I know you can partially simulate bodies on a mesh, but wasn't sure how to go about with a chain as it has attachments on 2 parts of a body

frail onyx
#

is there any way to detach this object when the player pressed a key? Currently i just have a interaction interface and component that will let me pickup and item with a linetrace by attaching it to an arrow i have on my player. Is there a specific way i should be going about detaching this so it's easier to drop/detach all other future bp's/grabable objects i want to make?

topaz condor
frail onyx
graceful sage
#

Use a blueprint interface?

frail onyx
#

im trying that, but how do i make it so it works in my player?

#

could i just make a variable on my player and on the item that i pickup once it attaches to the component have the variable be assigned to the thing i just grabbed?

graceful sage
#

Depends how you want it to work ig. On your interact trace you could if there's no hit or hit actor isn't valid drop instead of pickup

#

Typically you have a variable called interactable that you set

frail onyx
#

wouldn't it not drop it if my linetrace hits some other object while im holding something?

graceful sage
#

Probably want a variable stored on your character of the object currently holding

#

So on the pickup function add a input of your character and in the event from the input set a variable on character called picked up item or something and set that as self

topaz condor
#

you can probably just use a tag also, no?

graceful sage
#

Then on the input action to drop get that picked up item variable and just detach it there

frail onyx
#

would this work?

graceful sage
#

I believe so but I can't see the whole picture

#

Don't think you really need a interface function for the drop. And I'd do a is valid for the hold item at the beginning of the inputaction

true pewter
#

Is this a good place to ask a question about blueprints?

lunar sleet
true pewter
#

okay this seems to be the place. So I have a mechanic that allows me to swap characters on the fly (think Genshin i guess). To do so, I spawn the character actor, possess it, then destroy the old one.

However, when the new character spawns, any movement button im pressing isn't registered and needs to be repressed. Is there a way to "reset" the enhanced input actions so the movement is a bit smoother on swap?

#

is there a better way to do the swap?

lunar sleet
true pewter
#

"triggered" only happens when the button is pressed. it doesnt check to see if the button is down. so spawning the charcter while the button is down bypasses that initial check?

graceful sage
#

Probably would have the change the trigger type in the IA itself but not sure it would work when possessing a new pawn

frail onyx
#

Anyone know how to make a smooth transition when picking up an item instead of the insta snap that attach component to component does? I tried using a lerp before attach component to component but the main problem is if i dont stand still and i pick something up and then keep moving my camera around while the lerp is happening it wont be able to make it to the correct spot in time and will snap at the end anyways.

lunar sleet
true pewter
frail onyx
#

my main goal is to just make the item pickup a smooth transition between the current position of where the item was when i grabbed it to the current position that my item pickup point is on my player which is parented to my camera

#

and then i attach it to the item pickup point so it follow that point around when im looking around with my camera and moving

graceful sage
#

Might need to set the location point as a variable where you're lerping to on update

frail onyx
#

like set the item pickup point's location and rotation to a variable?

graceful sage
#

Yeah and set it off the update pin

#

Not sure tho

vital ingot
#

Do these quality settings influence anything out of the box, or am I expected to get them & pump them into places as variables? Also if they do influence things is there a way to find out what they influence by default?

graceful sage
frail onyx
frail onyx
#

there has to be a way to do it, cause tons of other games have a feature like that, but im just not sure how to do it

graceful sage
#

Wym by snapping?

#

Is it going to the correct location?

frail onyx
# graceful sage Wym by snapping?

uh im not sure how to describe it exactly, but if i pick it up and stand still it goes to the location correctly and then attaches to the location

#

but if i move my camera or my player around, its like the location is running away while the object is trying to lerp to it, so it doesn't fully make it to the exact spot that it is going to attach to, which makes it look like it snaps a bit

frosty heron
#

The value must be fixed otherwise you will not get the desired result

worldly skiff
#

Is it normal that Parent's BeginPlay always gets called when a Child is spawned?

frosty heron
#

So for your case, forget about timeline all together and just interp on tick

frosty heron
worldly skiff
#

Hm thats kinda weird

#

Its Parent -> Child -> Parent with this setup

#

thats kinda counter intuitive for me

frosty heron
#

Nah

#

That's child parent

#

U prob just read it wrong

#

Show me screen shoot

worldly skiff
frosty heron
#

You seems to have multiple instance

#

The one in the middle is the child bp

#

It first print child

#

Then it print parent (the top bit)

neat stream
#

Quick question. I'm creating a class-system for my game where characters can pick up and remove classes almost at will, at runtime. I was thinking of doing this via actor components that could be attached to a base character BP when they pick up classes. Is there a better, easier, or more efficient way to do this?

I am using the Gameplay Ability System and it needs to be replicated for multiplayer. Mostly working with BP with basic C++ knowledge. Enough to implement GAS...
Any input would be helpful.

frosty heron
#

The one at the very bottom probably got printed by some actor that is derived by the parent class in the world

#

Test with empty level and drop child to the scene

worldly skiff
#

hm I'll try to print names

#

I'm a dumdum

#

and for Dummy I don't call Parent:BeginPlay so its not overriden and therefor is called, right?

frosty heron
#

Use append string

#

Anyway Ur hero chiller us the child

#

It print child first then the parent

worldly skiff
#

Ok so no confusion is here

#

but there is a problem still

#

Custom Events for some reason are not getting called if they are called from Parent:BeginPlay

frosty heron
#

None sense

#

But I'm out of time. Gl

worldly skiff
#

they were Private so I figured that might be an issue, but still no call with Public

frosty heron
#

Debug, break point

#

Make sure u drop the right actor

#

Only have the instance that you are testing to the world

vagrant cobalt
#

Hi, I have a rotating platform with chaos using a timeline but every time I step on it it's glitching does anyone know what could be the cause of this and how to fix it?
I have the same thing on non-chaos platform and it doesn't do this glitch
I set it to Kinematic and it did fix the glitching but it will not break at all even if I put it back to Dynamic on runtime

worldly skiff
#

It is super weird behavior. For Dummy unit it works as intended, both functions are getting called. But for Chiller the custom event is completely ignored

#

nvm, fixed

#

turns out if you create a Custom Event in Child with identical name, it overwrites Parent's custom event

#

makes perfect sense, but won't know until you know I guess

#

guess gotta add Prefixes to custom events if I want to use them for OOP stuff

lunar sleet
granite frost
#

I have been looking at layer blend per bone but I don't understand what is blend weight and blend depth? Also how does it know that it needs to blend the part above the bone and not below the bone?

lethal pollen
#

Hi!

#

Is there a way to get the polar coordinates where the player clicked?

#

Thanks!

#

I've read that I can do it using a line trace by object setting a distance and I will get the location on the hit, but I won't hit any object.

lunar sleet
tropic peak
#

I'm building a spline based spawner for street lights. I'm handling the mesh spawning inside a constructor for streetLamps, and I need to attach BP_streetLight to a socket (socket: streetLight) in event graph via a custom event. I'm storing all of my streetLamps (Static mesh) inside an LampsArray array. I'm having difficulties with figuring out how to get this to work when I'm working with multiple elements from an array and not a single component (because they are not a component of my bp_streetlights). This took me like 5 minutes to write but I feel like I'm not explaining it right.

#

I don't understand how I can reference a socket from each static mesh in the array, and then connect an actor to it.

lethal pollen
lunar sleet
lunar sleet
lunar sleet
tropic peak
#

yeah.

tropic peak
#

it is done in the constructor, but in the event graph I want to attach an actor to each of the meshes from an array

lunar sleet
#

Why arenโ€™t you just making an actor street light

#

And then attach actor to actor

tropic peak
#

I tried that, had issues with them appearing in the editor (only appeared at runtime) which was problematic

lunar sleet
#

Ah youโ€™re doing this stuff on construct?

tropic peak
#

yeah :/

lunar sleet
#

BPUE is very difficult to view on mobile

#

Does it have to be on construct rather than like begin play ?

tropic peak
#

yeah because it will not appear in the editor if it's not in construct

#

I'm spawning them along the spline

lunar sleet
#

Oh right you want editor time

#

So, are you trying to procedurally attach lights to the poles ?

tropic peak
#

I don't know what procedurally means in this context, but I want to iterate over array of streetLamps and attach BP_StreetLight to StreetLight socket

tropic peak
#

I'm tempted to just drop it and place the lamps by hand in the level ๐Ÿ˜

lunar sleet
#

Or dynamically, that is. As opposed to manual placing

tropic peak
#

yeah, that's what I'm trying to do

lunar sleet
#

But afaik anything you place in the world whether by hand or dynamically gets wrapped into a container actor

#

So those lamps youโ€™re generating are not components per se

#

In outliner it should show them as Static Mesh Actor or such

#

Point being try using attach actor to actor

tropic peak
#

they aren't actors either I think

lunar sleet
#

They should be once they exist in the world

tropic peak
#

I mean they are not visible in the outliner at runtime, just the spline BP that spawns them

lunar sleet
#

Oh

tropic peak
#

yeah..

lunar sleet
#

๐Ÿ˜ฌ

#

Idk then sry, maybe someone else here knows more about it

tropic peak
#

no worries, thanks for tyring to help

#

I need to figure out how to do it differently

#

unless i just sacrifice being able to see the lamps in the editor

#

and spawn the entire streetlamp BP

#

which seems to be the only available option

lunar sleet
lethal pollen
final berry
#

Hello! I was wondering, is using an interface by definition better than doing a cast? ๐Ÿค”

tropic peak
#

yes

frosty heron
#

Different tool for different job

#

You don't use interface to replace casting

#

That's mostly perpetuated by blueprint youtubers that doesn't know what they are talking about.

dense garnet
#

Hi all.

I am not sure what is happening. I have been trying to solve this for 2 hours now.

I am creating a BP "ball" pawn.

The problem is not about movement speed i.e. IA_Move (it works fine, no issues) but the visual rotation.

It visually rotates very fast.

I set up a "Set Physics Angular Velocity in Radians" and attached a Float Variable "Max Angular Velocity" and set it to 10.

But it did not have the desired effect. Um, help? lol I am doing something wrong but I am not sure what I am doing wrong.

dusky cobalt
#

So I'm thinking between using Generic interface for situation like this.

Depending on what actor I have selected I want to do different things with the same key. Doing it like above would work, but doesn't it kill the idea of Enhanced Input Action like there should be different IA_SetMoveLocation (for unit) and IA_SetRallyPoint(for building)?

I guess I should use context switching here because then if I let user change the hotkey bindings, then he will change RightMouseClick and suddenly it will change for 6 things.

**So the problem is because I'm using generic interfaces for selection, I don't really know what was selected. Should I then call from the Selected Actor back to Player Controller so it sets mapping context from there? Is this viable solution? **

Or should I just send back maybe Enum of type that was selected, and based on that inside Player Controller switch / add / remove context mappings?

Like in the Resource there is event Select This and at the end it calls Get Player Controller, input mapping, add input mapping, and on deselect it would remove that mapping. Makes sense?

dark drum
dark drum
frosty heron
#

Some devs don't actually use interface all together. Just make use of inheritance or components.

I would personally use interface for some specific task but anything bigger than a few lines I would probably use component

dusky cobalt
# dark drum The thing you are calling the interaction on can handle adding and removing inpu...

Fortunately it's made so you can either select only 1 building or 1 resource or multiple units, but you cannot add them.

^This is inside Actor that can be selected. Do you think it's viable for this actor to handle that job, or the actor should just send info to Player Controller and Player Controller should to the job of switching. Or this is just creating not needed additional steps?

Additionally if you click anything else than what you have selected, I call Deselect on that thing, and inside Deselect there is Remove Mapping Context.

dark drum
dusky cobalt
#

The only problem I have is with removing these ICM, because if I have 3 IMC like: IMC_SelectedUnit, IMC_SelectedBuilding, IMC_SelectedResource then it get's ''problematic'', because each time I want to use 1 of them, I have to either remove 2 of them (or just make sure they are not working), either change priority of one to 1 and the rest to 0. Since I already use even more IMC, I cannot just easily ''clear all mappings''. I wish there was Return after Adding Mapping Context so you can promote it t variable. Or maybe this is just the way of handling these.

faint creek
#

Hey guys, somebody may explain me what is the difference between "Radius" and "Acceptance radius"?๐Ÿ™ˆ
Thanks

dusky cobalt
# faint creek Hey guys, somebody may explain me what is the difference between "Radius" and "A...

First one is the radius where you want this node to look for random location. It basically looks for random vector inside circle with radius you specify.
The other one, is when you send unit to some location, this is basically a margin that you set for unit so it can say, ''okay I think I arrived'' so it doesn't need to click the location with a 0.01 precision. As soon as it get's in radius of location it will call I arrived. If you set it to 0, then it will try to get exactly into set location.

graceful rampart
#

Hey Guys I need a help in an issue I am facing.
I am spawning the niagara system that is of smoke and then destroying the same niagara system but its not destroying. I have used destroy component node.
PING ME WHEN REPLY
THANKS

dusky cobalt
graceful rampart
dusky cobalt
#

try setting Auto Destroy on Spawn System Attched

graceful rampart
#

Okay

#

let me check it

#

Its not working

#

I think I need to create a component and inside that component I will self destroy it.

dusky cobalt
#

Yeah try to add like invisible sphere, attach system to it and destroy the sphere

#

I think I'm doing it like this

faint creek
dusky cobalt
vernal lotus
#

Is Destroying an Actor, then Spawning it From Class and setting its variables from a save slot later a good way of Loading/Unloading actors?

#

Or is this a very dumb way?

dusky cobalt
# vernal lotus Is Destroying an Actor, then Spawning it From Class and setting its variables fr...

If it's just 1 actor every time it may not be problem, but if there is a lot of actors you may thinkg about Object Pooling https://www.youtube.com/watch?v=f797l7YTcgc&ab_channel=AliElzoheiry

The Object PoolPattern:
Software Design Patterns are like a guide on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

This video goes over the Object Pool Pattern which is used to optimize performance and memory by reusing objects in your game.

Download the project files and support my ...

โ–ถ Play video
vernal lotus
#

I'm need a system for loading/unloading a world generated at runtime

#

And from what I read World Partition doesn't work with that

small mica
#

I'm not sure if this is the right place to ask this, but when using a physics constraint that limits something to move on just a single axis, is it possible to absolutely lock all other axis, even if they receive some kind of force?

For example, as these suspension/wheel components fall downwards and the wheels collide, they easily roll along each other and the suspension shafts tilt to accommodate for the lateral force, even though the x/y axis are locked on the physics constraint.
(The physics constraint only allows movement on the suspensions Z axis, and I have the actor locked for Z axis movement just so they don't fall over)

dark drum
teal tendon
#

I seem to have a bit of problem with add mapping context, the thing is on the first playthrough after I open Unreal 5 Engine it always hangs for few bit of frames but after that it runs smoothly even after I rerun the whole playthrough can anyone help me with this, I have a bit of guess why is this happening but I am not sure this is the reason I maybe wrong but I think it has to got be with how Unreal 5 creates cache for the play through

vernal lotus
#

Procedural mesh generated once

#

And buildings built by player

dark drum
# vernal lotus Both

I wouldn't recommend doing fully procedural generation with BP. You'll struggle just to keep the game running above 30fps without multi-threading.

halcyon vapor
#

Is there a way to do async code on blueprint?

vernal lotus
#

It runs fine

dark drum
# vernal lotus Both

But having said that, you first need to chunk up your world (you can use uobjects for this) that manage the actors/meshes for that specific chunk. You can then have this spawn all the relevant actors where it needs to when requested. You can look at reusing actors if possible (and update values and move) if other chunks are being unloaded.

The biggest issue is that the forloop (and for each loop) are pretty slow in BP so when you're looping through 10,000s of data entries it'll tank you're game thread especially when you're spawning actors as well.

Other things you can look at is spreading it across ticks so instead of handling all the data in one go, you do x amount each tick until complete.

halcyon vapor
dark drum
halcyon vapor
#

Alright, thanks for the answer, gotta start grinding the C++ tutorials

vernal lotus
#

Pooling is the way for me

#

Many thanks

dark drum
tropic peak
#

is there an easy way of getting names of the days of the week?

grave relic
#

Does anyone know how I can turn the player and change their velocity to the direction I turned them? I currently do this when I jump to the side. I take the rotation of the camera to get what direction the player is looking when they intend to jump. Then I can take that rotation to set the players rotation when the jump is over. The issue is that when the player lands they keep their velocity they had when they initially jumped. So if your going north and jump west, then your velocity will still be north. But I want it to be that if the player goes north and jumps west then the direction should be west.

maiden wadi
harsh coral
#

I still need help overriding variables set in a blueprint actors construction script in sequencer, so I can render it out using MRQ....
If you have any idea, pleas let me know.
Iยดve been trying to figure this out for weeks and I keep going back and forth because nothing consistently works...
https://discord.com/channels/187217643009212416/1243693045925412875

young meteor
#

Hey

I know it is not ideal, but do you guys foresee me running into issues if I use a Map like this?
"This" meaning using a BP as the Key, and a Struct as the Value?

I can't include the BP when I define the Struct in CPP (guessing it is not created at that point), so thought I can maybe get around it like this?

dusky cobalt
remote rapids
#

hey i need help
i create a ball
and i create some walls around him
and i add physics material and i have a problem
i dont want the ball to change is velocity
and if the ball hit the wall so all good but if i hit the wall from a little angle so the velocity change
if the ball hit where the blue arrow so all good
but if the ball hit where the red arrow so the velocity change

#

The problem isnt the directiob
the problem is the speed, if the ball hit on the Red arrow in the angle with the paddle so the speed change and its miuch slower then the original one

gleaming crescent
#

I need help to make a simple gathering and inventory system for a 2D game (it needed to make a crafting system), I tried some from Youtube but the closest I got to want i wanted was for a first person view system and it wouldn't pick or even destroy the item, any help, or a different video would help, thank you in advance

maiden wadi
#

Anyone happen to know if there is anything that functions similar to a SplineMeshComponent? EG the ability to bend a plane along a spline. Running into an issue where I need to create a lot of them, and they're incredibly bad for performance. Trying to consider alternatives that don't make me create a dynamic mesh. But I might need to resort to that. ๐Ÿ˜ฆ

midnight kiln
#

Has anyone had issues where Unreal randomly corrupts function calls / structs? I wrote this a month ago, and now every time I restart the editor it corrupts these two nodes & I have to recreate them manually to get it to compile

thin panther
#

beat me to it :P

maiden wadi
#

If yes, your issue is 99% likely to be circular dependency issues.

#

If it's C++ defined, you have a module loading out of order somehow.

midnight kiln
#

I think it's a C++ struct -- it's from Epic's merge mesh plugin. Both it and the Merge Meshes node are

maiden wadi
#

I would throw a wager that the load order of the plugin is off somehow. IE something is causing this BP to load before that plugin has a chance to. Thus no function/struct is defined and it errors out. But by the time you open the BP and go to add the function again, it's available and ready.

sand slate
#

Hello, maybe simple question: Is there a way to get a player index (integer) from a player controller?

thin panther
#

Why?

maiden wadi
#

Not really and you never should.

thin panther
#

You can just get the controlled pawn

#

The player index is highly dependent on context

limber parcel
mild valve
#

Hey guys! Can someone give a hint, is there any possibility to unlock mouse from game window in packaged game? I'm running windowed VR preview, but on every startup, mouse locks inside the window and will not go anywhere, window border blocks mouse cursor

stray crane
#

I asked this in the general chat but, how do I reference a variable in my character blueprint, to my widget blueprint. I know its basic stuff lol but im new.

So I'm trying to set a stamina bar to disappear when stamina is full, and reappear when it's under max. I just don't know how to get the stamina value over to my widget blueprint.

#

Also I was told I should be using playerstate and gamestate for this, but I'm not sure what that means or why it's more effective than just regular variables.

hard kettle
#

Are you familiar with pass by ref?

stray crane
#

Unfortunately I'm not familiar with anything blueprint related. I just started on ue about a week ago, and have just been copy/pasting tutorials so far lol.

hard kettle
#

So when you make a function, you can click the down arrow on the inputs/outputs to have that variable "pass by reference"

#

that means that if you modify that variable inside the function, it will affect the outside variable, which I think is what you want?

#

Oh I see, you're asking about something else

remote meteor
#

if this widget is supposed to be the player of the screen

#

Owning Player is a thing in widget

#

you can get pawn straight away, or if pawn changes, you can use on pawn changed delegate

stray crane
hard kettle
#

lAsaka provided you with a good answer, I feel

#

If you'd like something more in depth, this tutorial seemed fine: https://www.youtube.com/watch?v=vO1i9Wcx4Xc

In this Unreal Engine 5 Health and Damage System tutorial, we'll learn how to create a health and damage system for our game. We'll use the Health bar and damage system to show the effects of injuries and damage on our character.

If you're interested in learning how to create a health and damage system for your game, then watch this tutorial! W...

โ–ถ Play video
hallow jungle
#

hey folks, has anyone ever seen this minimap problem? If I load a level via another level, the minimap wont send the character arrow to the right place nor move the hotspots (made them with targetpoints), but if I open the level individually, it works fine, whats up with that?

hard kettle
#

I'm not familiar with whatever system you're using

limber parcel
steady night
#

hey do i need to do something special to use a Gamepad controller while using UE ??

analog badger
#

hey, is there a way to have the drag and drop operation blueprint not consume all other events on the level? Currently trying to get the user to be able to drag a card onto a object in the world but the event "On begin cursor over" doesn't fire if the user is dragging a card

hallow jungle
limber parcel
cyan mortar
#

Hi peoples!
I can not understand, on 5.3 version of UnrealEngine everything was fine, went to 5.4.2 causes [2024.07.03-16.36.35:288][ 12]LogNet: Server connection received: ActorChannelFailure 23 [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100. 133:57918, Name: IpConnection_2147482439, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482518, IsServer: YES, PC: PC_x_C_2147482433, Owner: PC_x_C_2147482433, UniqueId: NULL: DESKTOP-8GKNTV9-78C48C504D3E1014EED61E98A983F4F5 and does not allow to connect to the server, if in spawn actor by class I specify spectator everything loads fine, but if I specify BP_playerCharacter everything is bad.

silver crest
#

hey all! - i'm trying to switch my player character's sword's material once it gets hit by a niagara effect during an anim montage, but how can i reference the sword when it's a separate BP that gets called by my player?

narrow igloo
#

Hello Guys, i m making a little Multiplayer game, is Race car game, i would like how i can make that matches are made on server and not hosted by player, i ve tested it by hosting with players lobby, but i would like how to make marches on servers, so all players can join, how can i achieve it? Thank you, do u have some tutorials or docs?*

waxen fog
foggy escarp
#

If a player hosts a server they become the host/server. This is p2p and the most common hosting setup for small games.

#

@narrow igloo

#

Any player who hosts a server should be able to be joined by other players.

silver crest
jagged cipher
#

Hi all, this code only destroys every second fence (all of them are children of fence root object). Any ideas why that could be?

narrow igloo
jagged cipher
foggy escarp
# narrow igloo Txh a lot! i have achieved this but i would like to get "custom servers" like "...

The next level of hosting would be a dedicated server. This would enable games to be hosted more efficiently around the world. There's a lot of solutions for this. They pretty much all cost money, but if you want to test this you can run a dedicated server on your own pc. The real test would be to get a hosting subscription and clone your repository on the remote server.
Theres some good long tutorials on this on YouTube. Ide recomend finding a good 2 hour video that goes into all the details.

narrow igloo
gaunt hull
#

Hello, if you are familiar with Robloxโ€™s camera system where you are only able to move the camera around when you hold down RMB, additionally when you hold down RMB the cursor stays in the place while you are holding down RMB. I am trying to replicate this in unreal, and Iโ€™m running into problems with the mouse staying still while the players holds RMB.

foggy escarp
#

And it can talk in any language

narrow igloo
dusty hazel
#

I must be missing something, haven't done this in a while...

Trying to add a mesh to my splines, nothing coming up in asset browser, even though everything checked...

Assets come up in other bps ๐Ÿค”

Do I have to create a spline mesh for it to show up?

I don't remember doing that before, but memory can't be trusted

Thanks in advance!!

maiden wadi
frank locust
#

How do i manually set an end location for a randomized spline like this? idk why i'm drawing a blank. but instead of just having a general direction, i want the points to be linked between two specific points

thin panther
thin panther
dusty hazel
foggy escarp
#

I know p2p is the least secure

thin panther
#

Listen servers are also quite insecure. Though a dedicated server on the player's machine is equally insecure :P

foggy escarp
#

Yeah, anyone that really wants to dedos can probably do it.

worthy jasper
foggy escarp
worthy jasper
#

But yeah hacker have all kinds of
Motives

narrow igloo
thin panther
#

You find little things because its generally a bad idea. The games involving them are hard and expensive, and often times you'll be burning money without a team and funding

maiden wadi
#

Realistically though. It's not hard.

#

You set a server map in the config. You cook a dedicated server. You launch said server how you need.

thin panther
#

Oh no, setting it up is not hard. Just generally speaking the game attached is. Those official game servers often spell things like competitive multiplayer which is expensive and hard, as that's the most common use.

#

Shipping community servers is a great thing more games could do though

spice gazelle
#

Could someone explain to me the use cases of soft references and loading them. When and what do I need to soft reference, and when do I need to load them? What are the conditions that cause them to stay loaded in memory?

maiden wadi
#

You have 3,721 items in your game. You don't really want to keep 3,721 textures loaded at all times.

So when you show items you async load the softref. It returns immediate if it's loaded, else it returns when it's done loading from disk.

When it's done loading, you set it as the texture in the Image widget which places it in a hard pointer within the Image widget. Once you remove the widget and the widget is collected, it is no longer around to hard ref the texture and thus leaves it free to be collected as well.

#

You can apply the same thought to like an avatar customizer. EG something like Fortnite or similar games. The player character is identical and generic, but skins are used. You don't want to load every single skin in the game if there are thousands and only 100 players.

spice gazelle
#

Ahhhh, It makes sense to a point.. so is it mostly just a widget thing? Or are soft references recommended as often as possible?

#

I've only ever seen it referenced when talking about data assets and loading data, which is all recent info for me, so I'm confused.

silver garden
#

Hey everyone!

How can I create objects from a Data Asset blueprint at runtime?
I have a Data Asset derived from PrimaryDataAsset, called DA_TankGameplayData, and I would like to create at runtime 4 objects from this base Data Asset and start assigning data and using the Functions inside said data assets.
How could I achieve this?

spice gazelle
#

Use a construction script to pull the information from the data asset, and set the variables on your actor blueprint.

summer nexus
#

"Get Timer Elapsed Time by Handle" Always give me 0 as result what am I doing wrong?

silver garden
spice gazelle
#

Then have an event on play that pulls the information from data assets, and have it set the information on the actor blueprint.. data assets shouldn't be edited at runtime..

#

if you need information to change, then have a structure with the data asset reference and the modifiable variable, and load both as a component to the blueprint in need of this feature. Base your logic around this knowledge, using what you need from the data asset, and what you need from the variable in question to get your result. You can edit data tables, but it's recommended you don't.

#

errr data assets

#

you cant edit data tables.

narrow pendant
#

question about box trace:

how in the world is the hit registering below the box shape? shouldn't it be limited to the shape of the box?
this only happens when the character is close to the box. the trace is set to ignore self

maiden wadi
untold fossil
#

Does anyone know what the hell is wrong with 5.4 and post process components acting all batshit crazy? I add a post process material, remove it and the post process material is still applied even though it's gone from my post process volume component. Refreshing, compiling, reloading doesn't work....

spice gazelle
frosty heron
spice gazelle
#

You canโ€™t, Iโ€™m pretty sure. It could cause catastrophic failures.. even changing data tables at an editor level sounds risky, if youโ€™re adding or subtracting from the structures.

#

At least thatโ€™s what Iโ€™ve gathered over the last few days. Could be wrong.

normal badge
#

can anyone help me? i'm trying to make a card game like heartstone, here i wanna click on an actor and if its in your team, you will select it, if you than click on an enemy actor i want them to deal damage to each other.

i am having issues with replications i believe. sometimes the damage doesnt come trough.

normal badge
# normal badge

this will trigger when a user clicks on the hitbox with his mouse on the spawned actor

normal badge
frank locust
pine trellis
#

anyone know?

frosty heron
normal badge
spice gazelle
#

sorry, i meant you cant edit datatables at runtime. some tutorial made it sound like editing dt's at an editor level could brick your project. Thought that was kind of weird and concerning.

steep oyster
#

In 3 years of Unreal Engine I havent used a single datatable

spice gazelle
#

it's got it's uses, but data assets seem to be the way to go.

#

I've been coding RPGs since the late 90s, in various formats, and DT's have always been kind of a weird concept for OOP.

frosty heron
#

Most games I see are data driven

steep oyster
frosty heron
#

All projects that I see made use of DT or DA.

Wanna change the A.I name? Hp? Damage?
Want to create new A.I?

DT or DA it is.

If you hardcode them then you are just beta coder.

spice gazelle
#

If your game is simple enough to not need data driven programming, then yeah, but if you ever plan on making games of any real complexity, you might want to consider it for your workflow.

spice gazelle
#

I'm not sure Greamos. I looked, but I assume it has something to do with the replication.

frosty heron
steep oyster
#

Because sometimes I am perplexed by my own code

frosty heron
#

Ppl can just use the cheat engine and look at some memory

steep oyster
#

"In order to confuse others, you must first confuse yourself"

spice gazelle
#

That is a very very bad way of looking at programming. lol

frosty heron
#

Defending against cheater for single player game is useless

#

And if your multiplayer game runs on listen server, you are wasting your time as well

spice gazelle
#

Making code you can't understand later down the road is the killer of so many projects.

#

can't hack a game that isn't released

frosty heron
#

You don't know that

#

Maybe hacker just not interested in hacking your game

worthy jasper
#

they use injection its not like reading code

frosty heron
#

It won't even matter if you scramble with spaghetti somehow.

With cheat engine, just do a memory look up. Find the hp memory address and change it to 999999

steep oyster
frosty heron
#

The game instance run in your machine

#

You can do what ever you want with it

#

Change any memory you like

#

That's why defending in single player game is useless

steep oyster
spark steppe
#

also, let them cheat in single player if they want to

#

why do you even care?

slender idol
#

When testing netmode is there any possible way to delay the startup of the 2nd client instead of both clients starting on the same time?

steep oyster
worthy jasper
spark steppe
frosty heron
#

In multiplayer game client value doesn't mean much if it's server authoritated.

But then the listen server can still cheat as it hold the truth

worthy jasper
#

then add whatever they want

spark steppe
#

only multiplayer cheats that you may want to detect are aimbots and exploits of server bugs

steep oyster
#

Of course this one has an Anti cheat

frosty heron
#

K but my statement was single player and listen server

steep oyster
#

Honestly, I find dedicated servers for PvP just better

spark steppe
#

because they are

frosty heron
#

But they cost money

spark steppe
#

and?

steep oyster
#

Games like DRG can use listen servers because it's people vs machines

frosty heron
#

Nothing, if I have money I do love to use dedicated server

#

And even make my own backend

spark steppe
#

don't make MP if you can't afford dedicated servers...

frosty heron
#

But as a solo dev with no certainty that the game will sell. I will go with the safer route

spark steppe
#

P2P games are the worst in every regard

worthy jasper
#

I think it highly depends what kinda game you are playing

frosty heron
#

I'm doing PVe casual game with no regards to cheaters

worthy jasper
#

if your making a party game

#

who cares if its a listen server

#

If you want a competitive shooter then yeah listen servers are....problematic XD

spark steppe
#

anything with public lobbys is problematic

steep oyster
#

With a PvP shooter I really have to worry about the server type. Depends on how casual or competitive it gets

frosty heron
#

I think multiplayer is kinda important skill to have, im just learning because most of the job boards require networking knowledge

spark steppe
#

with p2p you also expose your players to the risk of getting hacked because you remove one layer of security

#

i think even GTA had several remote code execution bugs

frosty heron
#

Yea if the game is not connected to backend or authorised dedicated server, I wouldn't bother dealing with cheaters

worthy jasper
#

Well yeah if your players control the server then of course

steep oyster
#

I dont want a GMod-type disaster

worthy jasper
#

Well you cant do p2p with unreal so you fine ๐Ÿ˜›

#

XD

#

outta the box that is

spark steppe
#

ofc you can

worthy jasper
#

where

steep oyster
spark steppe
#

listen server and steam

worthy jasper
#

thats listen server

#

not p2p

spark steppe
#

listen server IS p2p

worthy jasper
#

no it is not

spark steppe
#

it is

frosty heron
#

The model is server to client still

worthy jasper
#

Unreal is Client-Auithoritative

worthy jasper
frosty heron
#

I think we are talking about different p2p

worthy jasper
#

p2p is peer to peer

#

client talking to client

spark steppe
#

yes

worthy jasper
#

unreal is ALWAYS client to server

steep oyster
spark steppe
#

and?

worthy jasper
spark steppe
#

the server runs on someones machine

worthy jasper
#

Right

spark steppe
#

so it's P2P concept

steep oyster
worthy jasper
#

no lol

spark steppe
#

they are just seperate tasks

frosty heron
#

Yea in terms of hosting

slender idol
#

When testing netmode is there any possible way to delay the startup of the 2nd client instead of both clients starting on the same time?

worthy jasper
#

A listen server has a client AND server

#

on the same machine

#

a p2p

#

would be client only

#

and you connect to the client

frosty heron
#

P2p networks is peer to peer. Client talking to other client. That's not supported out of the box

steep oyster
#

p2p would be a splitscreen, technically. Or a Lan-Party

frosty heron
#

Unreal is server to client model out of the box

worthy jasper
#

unreal does not do p2p out of the box

spark steppe
#

dude

worthy jasper
#

split screen is local multiplayer

spark steppe
#

if your server code runs on the client

#

and has exploits

#

then it will be executed on the client who runs the server

#

so the P2P problems apply

worthy jasper
#

im not arguing that lol

#

im arguing that we keep saying p2p and its not p2p XD

spark steppe
#

it is

worthy jasper
#

yes if you use a listen server

spark steppe
#

from a network point of view

steep oyster
worthy jasper
#

no its not

worthy jasper
#

your not talking to the client

#

your talking to the server that happens to be on the same machine as the client

spark steppe
#

but you are talking to that machine

worthy jasper
#

Yes

#

But the server on that machine

frosty heron
#

You are talking to server

worthy jasper
#

not the client instance

steep oyster
frosty heron
#

Client can't directly communicate with other client

spark steppe
worthy jasper
#

no it isnt

spark steppe
#

it is

worthy jasper
#

its exactly the point

#

and the key difference that seperates this from not being p2p

gaunt hull
#

Hello, if you are familiar with Robloxโ€™s camera system where you are only able to move the camera around when you hold down RMB, additionally when you hold down RMB the cursor stays in the place while you are holding down RMB. I am trying to replicate this in unreal, and Iโ€™m running into problems with the mouse staying still while the players holds RMB.

frosty heron
#

Roblox has soo many games

spark steppe
#

name me one game with a true P2P implementation where each client talks to another without a server instance

#

in context of games P2P, is one client running a server instance

worthy jasper
#

you need to read docs

#

show me where you can do p2p in unreal

#

im not gonna continue to clutter this channel with this XD

frosty heron
#

I only play mainstream game so dunnoe

spark steppe
#

Peer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network, forming a peer-to-peer network of nodes.
Peers make a portion of their resources, such as processing power, disk storage, or network bandwidth...

#

do you see the 2 images on the top right?

#

both DONT apply to games

worthy jasper
#

doesnt look like an unreal doc t o me

spark steppe
#

unless the 2nd for dedicated server games

#

that's not an unreal specific thing

worthy jasper
#

see that?

#

BETWEEN PEERS

frosty heron
#

That's why we said p2p is not supported out of the box in unreal

worthy jasper
#

which unreal does not do

frosty heron
#

But there are people making gamed out there p2p without central authority

worthy jasper
#

unreal is:

spark steppe
#

this is how the p2p game image would look like

worthy jasper
#

not listen client

spark steppe
#

while bottom left is the server AND client

worthy jasper
#

listen SERVER

#

alright im out XD

frosty heron
spark steppe
frosty heron
#

K maybe I'm wrong

spark steppe
#

where's the server?

frosty heron
#

Bottom left comp?

spark steppe
#

what happens if it has an exploit with RCE?

#

then the client who runs it might be fu**ed

frosty heron
#

If a client can talk to another client without central figures, that's already p2p

spark steppe
#

oh, so now it's P2P

frosty heron
#

We not talking about securities or exploits tho

#

And that's what p2p lack. A central authority

wheat sierra
#

Hello, I got a question about BPs that I cant figure out
I got this interaction set up as usual, but i have this large delay between interactions when that comes from the branch. How can i reduce that delay? - removing it ruins the rotation animation

ivory spoke
#

I have an actor that should produce items if a item is in his "inventar" is this only possible with a check on event tick?

spark steppe
#

whatever handles your item inserts could check for that specific item

#

and either register the tick event for that actor, or start a timer

#

and when that item get's extracted you do the opposite and unregister tick/timer

gaunt hull
#

Is this type of camera system possible to recreate within ue5

ivory spoke
#

my actual plan is to make a widget which I create on Interaction, set the interacting actor ref as variable and then display Input and "output" of this actor

#

so I trigger the production event if I add the item, set timer and after timer is over I can recheck is there another item an so on, if no more item is there the timer loop ends?

spark steppe
#

that would be one way to handle it, yea

ivory spoke
#

ok sounds simple ๐Ÿ™‚ I will try it

#

thanks

dusky cobalt
#

I need some help ๐Ÿ˜„

I have 10 actions on the building. 1-5 produce unit 6-10 do something.
The first ones 1-5 can change to Upgrade something (like technology).

I was thinking about making it like this:

Event for Action1:
Get selected actor (0) because it's building it's gonna be always 1.
Interface: Handle Commander Action.

Now inside Building Iwould first switch between type of building with tag, and then handle these 10 events indyvidually with functions. Any feedback?

gaunt hull
steep oyster
gaunt hull
frosty heron
#

You can set your input mode to UI and Game

#

When you left click you can drag to rotate your camera. That's already the default at least for tps

#

Only issue is your cursor will be consumed eg invisible.

#

It serves my purpose tho so ๐Ÿคทโ€โ™‚๏ธ

gaunt hull
frosty heron
#

Then think of a way

#

Workout some algorithm that involves tick and mouse delta

steep oyster
frosty heron
#

When using UI and Game, when clicking with the mouse and you are not clicking on any UI. It will try to switch to game mode which hide the cursor

sweet dagger
#

Hey, can someone please explain why this happens? I'm setting a variable inside the construction script, which works. But when I make a child blueprint, the variable is not set

waxen fog
dusky cobalt
sweet dagger
#

yea, all the logic runs but the variables are not set

dusky cobalt
sweet dagger
#

all the logic runs like it should but the parent has a changed variable when I make an instance of it but the child instances dont

dusky cobalt
#

You can show a bit more, it's easier do judge (name of bp, what variable you connect to Wheel Amount)

sweet dagger
#

oh wrong image but yea it's 0 on the rigth

frosty heron
#

What value do you pass from for the wheel?

#

Show larger picture..

#

It's soo inconveniently cropped

dusky cobalt
#

It's a guess game

sweet dagger
#

yea sure, here's the parent constructor and the function SplineConstr which it calls

#

mbmb

dusky cobalt
#

well you are setting it here to 0

dawn gazelle
# spark steppe in context of games P2P, is one client running a server instance

This is incorrect. P2P in games still refers to the underlying network in which each player establishes a connection to all other players and there is no central authority of the state of the game. Instead, the state of the game is shared among all computers, each running their own instance and communicating what they're doing to the game world so others can duplicate it on their end. In this kind of system, you can have players join and drop out randomly from the game and the game can still keep on running so long as any single player keeps that particular game "alive".

An example of this is Diablo 1. You did use Battle.Net to make connections to find games and connect with other players but the games themselves were peer to peer. So if I started up a game, and you joined me, and then I left, the game would still be active because you're playing in it still and when others would join, you'd send them the game state - if you left after someone else joined, the game would still be active. There is no "central authority" of the game running at all, just each copy of the game running as it thinks it should and stating what they've done to the state. You could very easily cheat in Diablo 1 and there were no repercussions as your player data was stored locally anyway. This is why P2P is not used much any more, it's easy to cheat and ruin games.

The Client-Server model is where you have a single authority of the game state. Clients only communicate to the server and cannot communicate directly with eachother as a connection is only established to the server. Unreal only utilizes clinet-server for its networking model, whether it is running as a dedicated server or as a listen server, the server is the single authority of the game state, regardless if there is player playing on the instance (listen server) or not (dedicated server). If the host or server is shut down, the game is "finished" and players cannot continue playing.

sweet dagger
#

I tried the same thing with just setting a bool to true instead of the wheel amount and the same thing happend

quasi steppe
#

I'm trying to throw the item in the inventory to the chest with the shortcut, but I'm stuck in this part.I can send items from the inventory to the chest, but I can't send items from the chest to the inventory.How can I solve it.The function called Add Item allows me to spawn items to the empty slot.

sweet dagger
#

This bool is false in the child and true in the parent

dusky cobalt
dusky cobalt
sweet dagger
#

yea the bool proves that it really isn't about how many times the loop runs or that it is set to 0

dusky cobalt
#

can you show screen of wheel amount inside variables on the left after you create new one?

sweet dagger
#

It's inside a function inside the parents constructor script. A fresh child will still not get it updated

sweet dagger
dusky cobalt
#

works out of the box

sweet dagger
#

yea but did you set the default value? I want to set the value inside the constructor, I dont know the amount of wheels beforehand

dusky cobalt
#

are you not able to edit the variable in the child then?

spark steppe
sweet dagger
#

or well, it's supposed to be set automatically, not manually

dusky cobalt
#

automatically based on?

sweet dagger
#

based on the amount of wheel bones in the skeletal mesh

#

It has to work for many diferent meshes

dusky cobalt
#

where are you getting number of wheel bones ?

#

and if you put the child into the game it doesn't work? did you try that?

sweet dagger
#

they are named things like 01_wheel_jnt, 02_wheel_jnt

#

so I have to do some string fkery

dusky cobalt
sweet dagger
#

haha sry I'll do the full zoom out

dusky cobalt
#

and where it is coming from? some mesh?

#

also it doesn't work if you put it into the game?

rapid hollow
#

I'm having a weird issue, I have it set up so that the player can pick up objects with a physics handle, but if you turn the camera and release the object, it gets launched into the next universe. I've tried a couple of ways to stop it from getting launched so far, but nothing's worked.

sweet dagger
#

the mesh has bones like this and I have to search through them all by name and see how many there are. Then I set the int based on the amount of wheels

trim matrix
#

I'm following this tutorial about a procedural animation and I can't get it to work well:
https://youtu.be/vKiqs_h1WXM?t=564
in my case, the forward vector of bones are Y, the top vector is Z, the side one is X, I have no clue what is wrong here... Any help would be higly appreciated

Full length course on procedural animation for human characters: https://www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D

Discord server centred around procedural animation: https://discord.gg/YaEQ8DZWuv

Free download of the spider model: https://twitter.com/LincolnMargison

More coming soon, subscribe, follow, all ...

โ–ถ Play video
dusky cobalt
sweet dagger
#

what is not gonna update?

dusky cobalt
#

the values of the variable

#

but if you put it into the game then it will update

#

but it will execute code every time you move it 1cm

#

so you have to set it to 0 before for example

#

so then if you move it it will always display what supposed to be

sweet dagger
#

Alright, thanks for the help! I'll look more into it tomorrow

gaunt hull
rapid hollow
steel star
#

if its being launched into the next universe, clamp its max speed

#

linear velocity*

rapid hollow
#

im not seeing any options for that

steel star
#

i dont even use the normal physics component in my project, but im certain that setting exists somewhere

#

you could always hack it in the blueprint tick

rapid hollow
steel star
#

try speed

#

or google

slender dagger
#

anyone know why my default map removes all the lighting and floors when I open my project file? it's just the basic thirdperson template map

steel star
#

also, check the console output for any warnings or errors

rapid hollow
slender dagger
#

I'm not even sure if this is even related to this channel, this was just the last one I had open in this server

steel star
#

well it looks to me like you somehow saved the level with a bunch of stuff deleted. either that or you have some partitian/level-streaming setup that is crapping things up (but i dont know anything about that topic)

gaunt hull
#

trying to recreate this camera system in ue5

steel star
#

so, an orbit camera? select something in the editor, press f, then hold alt down and drag left mouse -- like that?

slender dagger
steel star
slender dagger
steel star
slender dagger
steel star
#

dont email me '-/

#

but thats it

#

it will create the repository for you

glossy cloak
#

begins emailing

spark steppe
#

should have registered you to the unity newsletter ๐Ÿ˜„

glossy cloak
#

If you use a local repository can you still see history on your blueprints? And revert/roll back changes?

steel star
#

yes

glossy cloak
#

Huh. Why have I been paying for Plastic SCM for so long?

slender dagger
#

oh that seems pretty simple tbf. Honestly I don't know why but repos scare me. Messed up a merge 2 hours from the deadline on a game jam and so I've stuck with a USB stick whenever I can. Then again, I don't wanna have to set up a repo after I actually need previous versions.

steel star
#

no idea ;D if its a one man project you dont need someone to host it, asside from you know, protecting against total hard drive failure

gaunt hull
slender dagger
steel star
#

well if you plan on not sharing your entire project to the world (ie. a public github repo) you do actually have to pay for that

#

still its not a bad idea

slender dagger
#

wait you have to pay for private GitHub repo?

steel star
#

yes

slender dagger
#

oh

#

okay I have to do something rq

#

wait no i don't

steel star
#

i could be out of date, as i havent even had payment info on my github profile in forever

#

but also dont have any private repos either

#

anyway there 'could' be a certain amount of private repo that is still free-ish but i wouldnt expect it

slender dagger
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yeah I can probably find that out if I'm dead set on private repos when I come to setting one up

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I think I'll just go with a local repo for now though

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and then I need to figure out how to get physical animations working :/

steel star
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dangit back to making an actual game ... lammme ;D

slender dagger
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well I wouldn't call it a game, moreso a remake of a single game mode because I couldn't be arsed to come up with something of my own when I started it lmao

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but yeah I've kinda hit that point where all the fun stuff is done and it's mostly tweaking little things and adding more of what already exists

steel star
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nice. im at the stage of "theoretically, this math is possible .. stares longer"

slender dagger
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I'm dreading the point where I have to do advanced math. Right now I think the most advanced math I have is my health regeneration macro

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I think this project I might not need to do much with math, but I know I will if I want something that's a lot more presentable than what I already have

steel star
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im writing C++ code to simulate a passing-as-realistic aircraft, and the controller steering it to engage a target or fly/circle a point -.-

mental trellis
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I'm not sure BP is the thing to be using for "realistic".