#blueprint

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steel star
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yea its not in bp at all

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im just answering random questions here

slender dagger
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I think I want to start doing some C++ stuff after I've done with my current project, but I wouldn't say I've ran into a point where blueprints aren't what I need. I'm supposed to be doing some C++ work later on in my studies, but that's over a year away so I wanna try and get a head start on it

steel star
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then making a new blueprint class, for each of those

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now i have the option of doing any given thing in either place

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when i want to add a new property, i always do it in C++ though, just .. bc

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well, otherwise i dont have easy access to it, and would then not be able to do some portion of stuff in either place

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i also made a function library i can put global functions in, that i want to be able to use from any blueprint

slender dagger
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yeah I need to really wrap my head around UE5's architecture I think. I can understand it enough to make relatively basic blueprint projects, but not enough for much else. I should probably ask one of my lecturers when I go back to uni.

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Like there aren't any custom classes or anything like that in this project

steel star
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its mostly just a bunch of C++ macros to get use to, to define a property that shows up in bps and/or the editor, same but different macros for events, same but different for functions/methods

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having the whole engine codebase there as reference/sample to search through, its not that bad

slender dagger
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yeah reading things like this make me realise how little UE5 I actually know. I imagine I'll have to look into stuff like that sooner rather than later though

dreamy ice
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So I am trying to have my weapons driven purely by a datatable. Part of that is that I've stored all of the animation sequences in a struct. Is there any way to someone convert the animation variable to a pose for the animation blueprint? If not does anyone have any suggestions?

stray crane
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This code is causing a bug where my stamina starts to regenerate, even if I'm sprinting, as long as I start sprinting with any stamina value under 100.

How would I fix this?

dawn gazelle
faint pasture
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There's no reason you couldn't make a flight sim in BP.

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It wouldn't be ideal but there's no real limitation as opposed to network stuff

jagged cipher
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Is there any variable that could let me pass on a trigger refrance? I'm trying to bind a function or event that would be inside of an object in a way that will let me trigger it from a button in UI without knowing what function that will be or how many there will be. (Also a little graphic showing what i mean)

stray crane
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Why not? Also, I ended up fixing the problem with a simple branch lol

faint pasture
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Because you're basically making tick with extra steps

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Just use tick or a timer and do all your timestep based stuff there.

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Input -> set wantstosprint
Tick -> set Sprinting based on wantstosprint and other logic -> update stamina based on sprinting

cedar remnant
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Hi all,
I'm wanting to add a small continuous variance to the height of my flying pawn to sell the floating affect. is there a math function in unreal that just continuously lerps between two given floats?

dawn gazelle
spice gazelle
# dreamy ice found it i think :/

this is probably a preference thing, BUT.. you might have more luck using data assets for things like weapons.. you've got more flexibility that way.

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you can attach structs, enums, and data tables to data assets as variables, and have custom events for each item if needed. ive been on a data driven workflow kick since we started learning about it in school last week, and i'm currently obssessed with figuring out the best workflow for data driven design.

cedar remnant
fossil notch
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Hey im trying to make the saturation on the player camera decrease as they pick up items in my game using blueprints im currently trying to make it so the saturation is decresed in the item blueprint but nothing seems to work heres what i have any help would be amazing rn

spice gazelle
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with each pick up you want to decrease the value of new var?

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or just clear the saturation in general?

fossil notch
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basically the way i have it in mind rn is id have a bunch of different items in the level already and as the player picks them up the next one teleports into place and sets the saturation level a bit lower when picked up instead of subtracting from a saturation level

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if that makes sense

stray crane
spice gazelle
# fossil notch if that makes sense

so, kinda makes sense.. i think you're going about it differently though. You'd probably want to set a saturation value at either construction or begin play, or even as just a default value and then decrement the value with each pick up event trigger. I've never really adjusted post processing stuff from blueprints.. but it looks like you're just setting all the saturation to 0 immediately. your value is 0, and the range is 0 to 0..

fossil notch
spice gazelle
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i need to see more of the blueprint I think.

fossil notch
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ive been messing around as ive been looking for help so

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its diffrent but same thing trying to get saturation to change

spice gazelle
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are you referencing the post process volume anywhere? You might need to cast to it before you can adjust the settings.

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Oh i see it..

fossil notch
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the new var 0 is a

spice gazelle
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whats in the post process variable?

fossil notch
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its a variable of the post processing settings

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it should allow me to apply it to a camera but the issue im having here is getting my first person camera

spice gazelle
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try referencing the post process volume itself instead of the settings..

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and then set settings

fossil notch
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as the target right?

spice gazelle
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Right.

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If you drag of the get variable, and then right click, you'll have more context accurate options

fossil notch
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this is what i get

spice gazelle
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There's probably several different ways to achieve this.

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you could try casting to the post process volume. im not sure, I feel like im giving bad advice.

fossil notch
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lemme try this real fast

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did this

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got this

spice gazelle
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Ok.. so I added a post process component to my blueprint, and then referenced the post process component class, compiled, and then it gave me an option to select the post process component in my blueprint.

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oh. nevermind..

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In this episode we take a look at how you can disable a post process volume at runtime to allow for another post process volume to take over in Unreal engine 4 and Unreal engine 5.

Join the Discord server here: https://discord.gg/zBeebU7uv3

Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

โ–ถ Play video
fossil notch
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alright ill watch this then imma turn in for the night thanks Gnome you help is appreciated!

astral wyvern
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Quick question, how do I make it so that when I hit the a volume (box), the camera transitions to that and put it on a rail

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What's the tech to use here? I know there's the camera rail thing but is that for games or just cinematics?

spice gazelle
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the rail is just for cinematics I believe.

spice gazelle
astral wyvern
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Should I just make a spline and make a transition from player camera to a new camera and so on?

spice gazelle
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spline is probably your way to go, yeah.

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the camera rail is just a super fancy spline with a timeline, more or less.

spice gazelle
# fossil notch alright ill watch this then imma turn in for the night thanks Gnome you help is ...

this one is also probably up your ally: https://www.youtube.com/watch?v=cZsCqWqFh8Q

Please subscribe.

Unreal Engine 5 Egitim: Post Process Volume ayarlarฤฑnฤฑ Blueprint ile deฤŸiลŸtirme, materyal tanฤฑmlama

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โ–ถ Play video
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^ this one specificaly addresses your issue

frank locust
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this is the blueprint i currently have for generating a randomized spline for a path to the center of my grid. any ideas of how to make sure the splines always go to direct center of the grid instead of just going in that direction?

iron delta
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Hi all, i'm wondering if any has tips on how to best handle controller input pitch/yaw and roll for a space sim. with my current set up when i roll the ship the pitch and yaw aren't updated and act off their original positions. is there a way to have them act off the pawns current rotation?

lunar sleet
iron delta
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have them on the spring arm and camera though

glossy cloak
iron delta
glossy cloak
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Right. Sorry. I didn't see you were controling a ship.

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Is it first person?

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It might be best to look up a flight control tutorial.

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I've done a space sim before but it was top down.

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And I remember thinking "this movement will be so easy" and it taking me like a week to get feeling good.

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Especially since I had multiple ships with different scales you could swap between. It was not easy. lol

iron delta
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it definitely isn't easy haha.
I've watched quite a few tutorials and have noticed most seem to only go over pitch and yaw but haven't found any good ones that address the roll issue I'm facing. they also didn't address the 90 degree limit for controls and i had create a customer camera manager to allow full roll. it can toggle between 1st (cockpit view) and 3rd person. would setting it up as character blueprint perhaps work better? i've gone with pawn because it seemed like the right call based on my knowledge but i wonder if i was wrong?

glossy cloak
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What's happening exactly? I didn't quite follow the original problem.

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So when you say "roll the ship" do you mean a full barrel roll?

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Or do you mean just when the ship rotates on it's x(?) axis?

iron delta
fiery sierra
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Ok, so I took y'all's advice (except for the part where I am doing 2D in UE5 lol) and I'm making a small shooter, nothing big. Buttttt I have an issue with my bullets, I cannot get them to overlap with the enemy actors (sort of) I've been trying for a few hours, google has not helped either. it's a 2D topdown. It never triggers the overlap event on when shooting at the enemies. I can show code it will just take a second to send as I'm at my parents

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this is in my BP_Proj

glossy cloak
fiery sierra
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this is in my BP_Zombie class and this works when zombies touch my character.

glossy cloak
glossy cloak
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We need to see if ANYTHING is hitting the trigger at all.

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There's another issue though, but let's see if the collision is even being detected on the flipbook.

fiery sierra
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nope no detection

glossy cloak
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You might want to detect the collision on your character's capsule component though instead. I'm not sure a flipbook has a collision.

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When you look at the collision settings on your flipbook, what is the object type set to?

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Or the collision default set to

fiery sierra
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I changed it to the collision I added to the projectile and it hits my player as soon as I shoot hm

iron delta
glossy cloak
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Ohhh so you want the pitch to keep moving it according to world space, not the ship?

iron delta
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other way round, pitch and yaw move in world space i want them to be relative to the ship i think

glossy cloak
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It seems to be working as expected to me. If your ship is sideways, and you pitch it down, it'll picth to the "right", but there is no up or down or left or right in space, so this would feel totally normal if you didn't have a plane under you as the floor.

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They seem relative to me....

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Pitching down should push the nose of your ship down and the camera should follow, correct? That's what's happening here.

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Oh are you going up, down, left, right on the ship's side as well??

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Or are you going left right, up down?

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Okay I see the issue.

iron delta
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up down left right both times, its super hard without showing the inputs haha

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i should had them print to screen.

glossy cloak
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I get it now. Right. lol

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No, you're fine. I got it.

iron delta
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im not great at explaining it. so sorry if i confused haha.

glossy cloak
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Hmm... that's definitely odd. Cuz like... that's all the code, right?

glossy cloak
fiery sierra
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Unfortunately not, as soon as I shoot it hits me, so it is still an issue

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but even if I move it out so it doesn't hit me

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it still doesn't trigger the event when it overlaps the enemy

faint pasture
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You'll probably have to abandon using control rotation for space stuff

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Normal rotations can, but from my testing control rotation is "sanitized" to not allow for weird rotations

glossy cloak
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That's what I was just coming back to say. You're gonna have to manually set it up. I looked at my ship stuff as well and did the same. I didn't add control input, I'm manually changing the relative rotations of my ship.

glossy cloak
iron delta
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well atleat i know its not something stupid i'm doing on my end. that makes sense. thanks for all the help @glossy cloak @faint pasture

glossy cloak
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And the reason it's not hitting your enemy is likely because you're checking if the actor = another actor, but you actually want to either cast to it or get the actor's CLASS and compare that to the class you want. You're looking for a specific object reference, but that isn't going to work for you.

I'm honestly not sure why you're even able to use a dropdown when comparing actor objects like that, tbh.

fiery sierra
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So I did try casting, however it still didn't work. I'm not sure if maybe I did something wrong but I can definitely try a different approach. I'm try just ignoring the player when shooting the projectile.

glossy cloak
fiery sierra
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I could be. I'm not too well acquainted with them. Kind of just winging it haha

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I'm gonna throw my PC ๐Ÿ˜ญ

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it was so easy

glossy cloak
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Lol did you figure it out?

fiery sierra
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yes sir

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all I did was cast 'other actor' to BP_Zombie and used 'as BP_Zombie' to set the Actor Damaged

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and poof all my issues are gone.

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I casted wrong earlier, I tried casting into a equal check and using the bool with a branch node.

frosty heron
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I don't know the use case but if you can make it more generic, it will make the system be more modular.
Like instead of casting BP_Zombie, cast to BP_Enemy

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since enemies should be able to be hit by the projectile

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you can then have individual implementation per class

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if you want

fiery sierra
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Yea I thought about doing that too, to add like different mobs etc but I'm still early in the dev, it looks like this XD

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and I shoot a yellow ball.

frosty heron
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might want to look at how nier automata does the mini game

teal tendon
tropic peak
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I have a function with "call in editor" selected, so it appears as a button. it's a simple variable change on click, but when I press it nothing changes, does that mean that this variable is being constantly changed elsewhere and that's the reason why the button is not working?

tropic peak
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not much to show really.

glossy cloak
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You're concerned with the first time you load up PIE after opening Unreal that the game hangs for a second?

glossy cloak
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I'm assuming another function somewhere is getting access to this solar time variable to chane the day/night?

tropic peak
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yeah, during the gameplay

glossy cloak
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I'm not sure the "call in editor" functions work during gameplay. They're meant to be called when editing I believe.

tropic peak
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I need a way of setting the time of day (among other things) to "prepare the day" somehow

glossy cloak
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Is the print string going off?

tropic peak
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yeah it does

glossy cloak
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Hm.

tropic peak
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I'm using the sun tracking plugin

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that one

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modified quite a bit

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and I'm using solar time to determine the ss/mm/hh, days, months, years etc.

glossy cloak
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Never heard of it, so I won't be of too much use. You could try doing a reference search for that function and see if it's being set on tick anywhere. It likely is if that's a blueprint asset you're using and you didn't make the variable.

tropic peak
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on tick most likely not

glossy cloak
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It's a "Time" float, so it probably is being set.

tropic peak
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it's the only place it's set I believe

glossy cloak
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Is that running at runtime?

tropic peak
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yeah

glossy cloak
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I would assume that's running all the time. So yeah... you changing it once, will immediately just be changed back on that timeline.

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Timelines run every frame, so you won't even notice a manual change.

tropic peak
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do you have any ideas how I could inject the time change in there when required?

glossy cloak
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If you want a button to reset the time you should plug in an event to "PlayFromStart" in that timeline and call that.

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That'll restart the timeline.

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And restart your day.

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Assuming it starts at midnight.

tropic peak
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it doesn't have to be a button. I'm trying to use this as a feature where a player clicks "end day", and it cycles to a new one

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so changing time will be one of many things

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sort of a "game manager" type of thing

glossy cloak
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Oh. Then yeah. Just set up a widget or whatever you want to trigger the new day and have it stop the timeline and start it at whatever time you want. I've honestly never used it, but I'm pretty sure you can just make a variable for "start time" and plug it into New Time on the timeline, then set that to whatever time you want when you start the new day and trigger Play again.

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Just be sure you stop it, set the new time, play it.

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So use a sequence

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Something like this would probably work

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You'd just need to call a new day.

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I mean... you could also make the event have an input for "newTime" and call it like... "Change time" then you can reuse it to skip to night, morning, noon, dawn, etc.

glossy cloak
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Or does it happen every time you start test playing?

teal tendon
tropic peak
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yeah events.. I've never used one yet

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need to read about those

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thank you Kindred

carmine fern
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could anyone help me with this error

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Blueprint Runtime Error: "Attempted to access AudioComponent_1 via property CallFunc_SpawnSound2D_ReturnValue, but AudioComponent_1 is not valid (pending kill or garbage)". Node: Branch Graph: EventGraph Function: Execute Ubergraph Medieval Nighttime Blueprint: Medieval_Nighttime

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this is the code

glossy cloak
carmine fern
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problem is coming in branch node even the code is working perfectly but still error came

glossy cloak
carmine fern
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when player press e it stops the sound of clock which is spawned and there r many sounds which checks (by branch code is above ) after playing that if the clock sound is actively playing or not

glossy cloak
carmine fern
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yess

glossy cloak
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Anywhere you're referencing it where it might already be destroyed, either drag off and do an "isValid?" OR... right click the variable and convert it to an is valid check.

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That way if it's not valid you can do something else, or just bypass the node that's trying to modify it.

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That'll clean up the errors and is a good practice.

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You're looking for this node

carmine fern
glossy cloak
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Yeah. You can do isValid for any of them.

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And it's good practice.

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You can also do this instead

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And it gives you this. Which is just the reference with the isValid build in.

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Do you have 8 different variables for each sound?

carmine fern
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didnt used any variable

glossy cloak
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Oh okay. Yeah, then you'll just want to use the isValid node between anywhere you plug the "spawnSound2d" into anything.

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Hoo boy, though. You might want to consider some tidying. lol

carmine fern
glossy cloak
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Yes.

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That one.

carmine fern
glossy cloak
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Ha ha it happens sometimes. I like to try to keep all of my wires always going to the right. That makes it MUCH easier to read and way less prone to bugs.

Plus if you ever have a node that creates an actor, a sound, etc, and you have wires going to the left you might end up trying to reference something that doesn't exist yet, which is a big problem. lol

carmine fern
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Blueprint Runtime Error: "Attempted to access AudioComponent_1 via property CallFunc_SpawnSound2D_ReturnValue_7, but AudioComponent_1 is not valid (pending kill or garbage)". Node: Branch Graph: EventGraph Function: Execute Ubergraph Medieval Nighttime Blueprint: Medieval_Nighttime

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or might be after the delay I should use is valid?

glossy cloak
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You're checking if it exists before you spawn it.

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THe is valid can't come before you spawn it. This is why you should take some time to straighten out all your wires into a nice line.

carmine fern
glossy cloak
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It'll make more sense when you realize how much stuff you're running backward. Execution wires happen one after another, so if you haven't spawned the sound yet, then it doesn't exist in nodes before that.

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Nice job

carmine fern
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it plays one seq with 4 shots then a widget then again 1 seq with 2 shots

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pretty hard to create a skip button

glossy cloak
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What happens after the whole sequence happens? Does it load a new level?

carmine fern
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1st player have to see animation of 40sec then it they can do whatever they want in map

glossy cloak
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Oh yeah. You defiitely need a skip button if it's a 40 second animation. lol

carmine fern
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yes thats why else player would be frustated

glossy cloak
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You should be able to just keep references to the sequences and widgets and when you press skip, check if those reference variables are valid, and if they are, stop the sequence, or remove the widget from the viewport. Then just do whatever you need to do to give player back control.

carmine fern
carmine fern
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is there anything else I could do to fix that?

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or use anything else except the branch check to stop the spawned sound

glossy cloak
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You only check if it's valid immediately before you try to interact with it in some way to ensure it still exists.

carmine fern
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correct?

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but it is also not working same error idk why

glossy cloak
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That doesn't seem to need an is valid because it's not doing anything.

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Are there any spawn sound 2d nodes where the return value wire is plugged into something like "stop playing" or anything?

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Cuz THAT is the only place you need the is valid. And the alse branch ont he is valid needs to bypass the "stop playing" node or whatever the sound is being told to do, cuz you want to keep going with the logic afterward.

carmine fern
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spawn midnight clock is attached to eventbeginplay

young meteor
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Hey folks

I'm trying to build a specific effect in which I get all the Poison damage (DOT) that is already applied to an enemy, and increase it by 50% over twice the time. (let me know if this does not make sense)

I have come up with the following approach, but I'm nesting "For Each Loop"s 3 times and fear the performance hit.

Do you think it will be very bad, and can you think of a much better/easier way of doing it?

carmine fern
# glossy cloak Cuz THAT is the only place you need the is valid. And the alse branch ont he is ...

idk I tried that too didnt worked then I used this one and it is working perfectly but could u check it once tho in event begin play clock sound starts then after that there is is valid node return is connected to the clock then if that is valid other sound plays and I did that for every sound
and the return node of clock sound is also connected to stop ( Im guessing it get invalid after stopps) once player press the skip button or key

summer nexus
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"Get Mouse Position" only update every frame. Is there a way to get the between frames x and y values?

dusky cobalt
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If inside function something is set to false which doesn't lead to return node, then the function node goes trough anyway to the next node?

lethal pollen
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Hi!

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Is there a way to do a line trace inside a sphere?

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Thanks!

dusky cobalt
tropic peak
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Is there a prettier way to do this? Like enclosing the setters in a separate function that I could call via event, but how to determine which function output should (for solarTime) be used?

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select node perhaps, hmm

dusky cobalt
tropic peak
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yeah something like "adjust time" with hardcoded values in a function that represent specific time of day

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so I could call it from multiple places whenever needed

dusky cobalt
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How are you calling these SetNewDay and SetNightTime? like where?

lethal pollen
tropic peak
dusky cobalt
dusky cobalt
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you can call now Update Time Status from anyewhere and set float from all places

lethal pollen
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The problem inside the sphere is that the line trace hits and its start. I don't what exactly you need. This screenshot is inside the dome (or semi-sphere).

tropic peak
dusky cobalt
dusky cobalt
lethal pollen
dusky cobalt
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Okay, now I understand it better, can you show the code right now? And do we want to hit always from the player up straight to the sky, or where player is looking?

dusky cobalt
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Duplicate it and set scale to 0.95 of the other one

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Select both, go to Modeling Mode > Model > Boolean

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set there to 0.9 and accept

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now do Plane Cut

lethal pollen
# dusky cobalt Try something like this: Create sphere.

Thanks. I've asked this question because in Discord I can't explain all the details. https://forums.unrealengine.com/t/line-trace-inside-a-sphere/1926339

young meteor
# dusky cobalt What about setting timer by events for each of the poision dots and if it's acti...

Hmm, not sure I fully understand what you mean.

You would set up a Timer by Event for each DOT attack and have it set to looping, counting down for the amount of ticks, and then clear it when it is over?
And to have many different DOT's at the same time I would need to create a component or something for each?

  • Then when I want to do this effect I 1,5x the damage, and double the time interval or something? (the math would be off but I can fix that)

Or did you mean something else entirely?

white thicket
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Is this code performance effecient then Event Tick?

dusky cobalt
tame pecan
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timer has more overhead than tick

tame pecan
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but it all comes down to again, profile it

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but at this level, I wouldn't care to be honest

white thicket
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so should i go with tick instead of this timer as i can't increase time above 0.01s

white thicket
dusky cobalt
lethal pollen
white thicket
dusky cobalt
# white thicket I got my answer Thanks๐Ÿ‘

It really depends because if it's something that will work 24/7 then it's better to put it on event tick, but if its something you can toogle on and off its better to put it on timer on event. Depends on how accurate you also need the tracing to be.

young meteor
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And Ideally but not strictly I would like to increase damage and time individually for each DOT. So if an enemy has one effect for 1000 damage over 2 seconds and one for 100 damage over 10 seconds I would like it to end up being 1500 damage over 4 seconds and 150 damage over 20 seconds. (on the same single enemy)
Hope this makes sense ๐Ÿ˜„

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I think I will test the function and see how bad it is.
Is there an easy way to single out the performance for this function to use in Unreal Insights later?
(Meaning marking that function somehow so I can see exactly how much time/performance that very function is using up?)

dusty hazel
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Hey kind people!

Any insight as to why a ui widget doesn't show up in a shipping build, but does in Standalone and PIE?

Pertinent info: another widget in another bp is working fine

I've tried moving the text to see if it was a scaling issue

I've tried using "add to player screen" instead of "add to viewport"

The widget that is not working is the pawn widget

Thanks in advance for any light shed!

dusky cobalt
fading abyss
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Hey guys! Iโ€™m running into an issue where items a character is carrying are destroyed when the level instance they belong to is unloaded. Is there any way in blueprint to reparent actors from a level instance to the persistent level when I interact with them? The only workaround Iโ€™m seeing in BP would be spawning a copy of the actor and then destroying the original but thatโ€™s far from ideal.

dusty hazel
# dusty hazel Hey kind people! Any insight as to why a ui widget doesn't show up in a shippin...

Solved it.

For future reference:

After checking the build log files and seeing nothing related to the BP, I decided to compare the widgets EVEN more closely than before...

I thought, what if it's something silly like the material ๐Ÿค”

Even though they looked the same, the working one was using no material, and the "broken" one, a probably sketchy material.

I deleted the material, packaged to test and was right ๐Ÿ‘๐Ÿฝ

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

maiden wadi
ancient moth
#

Is there a way, I could draw a path from point A to point B that respects walls, so it is a player walkable path? Maybe something similar to what AI does in the nav volume?

dark drum
ancient moth
#

to draw a line on the ground

dark drum
ancient moth
#

ok cool ๐Ÿ™‚

#

btw is there a easy option to have ai not move so close to walls?

ancient moth
rotund harness
#

does anyone know how to make event based on blendspaces? Like if the blendspaces coordinates are x and y, and have been more than a certain amount of time, trigger an event

spice gazelle
rotund harness
#

ok thanks I'll look into it

spice gazelle
spice smelt
#

Is there any known issue with Print String on Screen not working with UE5.3?

#

this very simple thing on an actor placed in the scene won't output to the viewport, a colleague is having the same issue in a different project

rotund harness
spice gazelle
spice smelt
dusky cobalt
#

Did you use AI debugger?

spice smelt
#

yeah it is irrelevant

#

still no message

spice smelt
dusky cobalt
#

Restart reditor if you clicked ` for ai debuging toll then prints may stop printing

spice gazelle
#

It should be printing. I donโ€™t think there is a known bug

spice smelt
#

uhm ok

spice gazelle
#

Definitely try restarting the editor

spice smelt
#

restarted it already

spice gazelle
#

Does it print outside of the function?

spice smelt
#

it prints in the console

#

doesn't in the viewport

spice gazelle
#

Strange

spice smelt
#

so the function is being successfully called

#

and I never touched those settings, they should be all at default values

dusky cobalt
#

try to write ENABLEALLSCREENMESSAGES in the console

spice gazelle
#

What about if you use print text? Same issue?

spice smelt
#

ok actual wtf moment

#

the messages appear in viewport 2 if i enable it

#

asking my colleague if it's the same for him

spice gazelle
#

Is this for a multiplayer instance? Any replication going on?

spice smelt
#

nope, it has nothing related to gameplay either, we work on rendering cinematics only

spice gazelle
#

Yeah thatโ€™s weird. Never encountered that before

#

You might try to ensure that viewport 1 is your active viewport

#

Ohh hmm. Is it a cinematic viewport that youโ€™re trying to see the string print?

spice smelt
#

๐Ÿ˜† i just... why

cyan mortar
#

Hi peoples!
I can not understand, on 5.3 version of UnrealEngine everything was fine, went to 5.4.2 causes [2024.07.03-21.33.44:346][ 21]LogNet: Server connection received: ActorChannelFailure 91 [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100.133:58974, 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-8GKNTV9-80405D974EDCF07A3F0522BBDB4B7A0D [2024.07.03-21.33.44:347][ 21]LogNet: Actor channel failed: [UActorChannel] Actor: BP_playerCharacter_C /Game/Maps/Server/startMap/startMap.startMap:PersistentLevel.BP_playerCharacter_C_2147482339, Role: 3, RemoteRole: 2 [UChannel] ChIndex: 91, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100.133:58974, 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-8GKNTV9-80405D974EDCF07A3F0522BBDB4B7A0D [2024.07.03-21.33.44:380][ 22]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp. [2024.07.03-21.33.44:381][ 22]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100.133:58974, 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-8GKNTV9-80405D974EDCF07A3F0522BBDB4B7A0D

#
[2024.07.03-21.33.44:382][ 22]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.100.133:58974, 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-8GKNTV9-80405D974EDCF07A3F0522BBDB4B7A0D, Channels: 92, Time: 2024.07.03-21.33.44
[2024.07.03-21.33.44:382][ 22]LogNet: UNetConnection::SendCloseReason:
[2024.07.03-21.33.44:382][ 22]LogNet:  - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2024.07.03-21.33.44:382][ 22]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.100.133:58974, 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-8GKNTV9-80405D974EDCF07A3F0522BBDB4B7A0D```
spice smelt
cyan mortar
#

and does not allow to connect to the server, if I specify spectator in spawn actor by class everything loads fine, but if I specify BP_playerCharacter everything is bad.

runic plinth
#

can i ask for tips for what am I missing in this random destroy logic? I'm mostly sure it's because it's trying to access a pending to kill actor but I don't know what else I can review.

spice gazelle
spice smelt
#

oh nevermind found it

#

show stats

#

it was disabled in the first

spice gazelle
#

Itโ€™s usually something small like that lol

spice smelt
#

now the question is... why is it show stats and not developer > show debug messages?

spice gazelle
#

I think show stats is like an over branching thing, it wonโ€™t show anything, not just debug info

maiden wadi
# runic plinth can i ask for tips for what am I missing in this random destroy logic? I'm mostl...
  • Create a local array of integers. Populate that array of integers that is the same size as the array of components with each index.
  • Randomize a number and cache it in a local integer variable for how many to destroy.
  • Create a second local array of integers that is empty.
  • Iterate the number of times you randomized for and pull an entry by index from the first array and put it in the new empty array.
  • Iterate over the array that was just empty to destroy components by index.
dark drum
frank locust
spice gazelle
maiden wadi
frank locust
spice gazelle
versed sun
#

You can change how you plot the spline points
Say you have 10 points, Point1 is Start(Center), Point10 is Mountain?
Point 5 will be somewhere close to center between 1 and 10 (Random point in Box works nice)
Then point3 would be similar random between 1 and 5,
7 between 5 and 10... fill in the rest

frank locust
runic plinth
maiden wadi
#

I did that with our roads between places.

I have two points I need to put a road to, with optional points added in between. I get this as an array of vectors that can be 2 to 5 points long at start.

I have a while loop which will continually go over the spline from point to point. If the distance from to point is > some value then it'll divide it by inserting a new vector into the array that is PointA+PointB multiplied by 0.5.

At this point you have a straight line of points from A to B.

You can take each point and do some offset randomization however you like to offset the point. I did this with Perlin. My points are in world space. Perlin goes from -1 to 1. So you input it as a vector and get a -1 to 1 value back and depending on that, you offset it to the rightvector of the look at vector from the first to second point. This randomizes the point right if the Perlin value is greater than zero or left if it was less than zero. Multiply the Perlin value to extend the offset further.

After that you can take this array of vectors and use it to construct a SplineComponent out of that curves nicely with tangents, then apply your meshes to the road.

sage plank
#

I want to use an "animation curve" (Unity-equivalent of the feature I'm thinking of) to drive a material value on a loop - but I have two problems.:

  1. I don't know how to sample a "Float Curve" in BP, but I recognize it might not be the correct data type
  2. this object is supposed to die (and thus get destroyed) while this while loop will run, which I guess will cause me problems

How can I sample a curve and am I being silly in my nodes somehow? Thanks!

versed sun
sage plank
versed sun
frank locust
sage plank
charred cobalt
#

Hey I was trying to make the player move to a location and I dont know how to do it. I would like the player to go to the hit actors location but the player doesnt have an ai controller anyone have any ideas

maiden wadi
frank locust
dusky cobalt
frank locust
sage plank
maiden wadi
#

Is there any reason you don't just use a normal timer?

timber crystal
#

hello friends why i cant send a message from one blueprint with the interface to the other ๐Ÿ˜ฆ
i have in both an call actor of call to set the reference but cant call an message

#

The skill activator should be able to send a message to the character in order to set the boolean to true. What am I doing wrong?

dusky cobalt
# frank locust

For example I have spline with 2 points, 1st is static one always in the location of the owning actor, and the 2nd point I set at the where I click, so the spline can be as long as I want, based on distance between these 2 points I add as many mesh components as I set the offset. I use Set Location At Spline point to do that.

timber crystal
dusky cobalt
# dusky cobalt For example I have spline with 2 points, 1st is static one always in the locatio...

To add to this, splines are very flexible in the mean that you can have 2 points as main one, and then spawn additional one ''spline'' (like virtual one) on top of that by creating additional points on top of that spline with 2 points, and you can even add more layers. So I would first start with getting 1 spline working with 2 points, and then you can take that spline distance and handle adding points on it.

frank locust
#

I'm so eager to go try this. I feel like I get it now. But just to be clear lol.. I start my spline with only two points, then add points as necessary. Right on for the assistance

dusky cobalt
#

Yes

sage plank
maiden wadi
#

There is a SetTimerByEvent node which will run a custom event bound to a delegate when the timer ticks.

dusky cobalt
#

when you have 2 points, yu can get distance between these, like 1600cm, and you know that you have mesh that takes 100x100, so you divide 1600 / 100 = 16 , these are your number of points and also number of how many meshes you need to spawn,

So for each (16) you spawn static mesh component attached to the spline, just imagine this is only spawning of it so far, so the are all spawned probably at 0.0.0, now what you want to do, in the same for each, you need to set their locations, and you do it by taking starting vector, adding offset for location and rotation and there you set your meshes locations. You want to use Get Location at Distance Along Spline and Get Rotation at Distance Along Spline. This loop let's you add 1 point after another. https://www.youtube.com/watch?v=jIGYc4_DM6U&pp=ygUWc3BsaW5lIHR1dG9yaWFsIHVucmVhbA%3D%3D

I recommend watching this series it's really really good.

In this Unreal Engine 4 tutorial series I'll show you how I have created a tool for placing decals along a spline automatically. The spline will snap to the ground will have some controls over the decals type, size, spread and more! This is series might be a little more advanced but I'll do my best to keep everything easy to digest :)

In this p...

โ–ถ Play video
timber crystal
# maiden wadi You're not calling it anywhere.

i call in the skillactivtor bp the character and in the character the skillactivator both have the interface

the character calls the event and in tought that the skillactivator just need the interface

both need it as an event? or waht u mean with i need to call it everywhere

dusky cobalt
sage plank
maiden wadi
#

Clear And Invalidate Timer

timber crystal
dusky cobalt
dusky cobalt
maiden wadi
# timber crystal i call in the skillactivtor bp the character and in the character the skillactiv...

Interfaces are no different than normal events. They simply allow you to call the event on things generically without casting and only run if it can actually run. For this reason they actually run slower than a normal even due to all of the extra checks they do internally.

Regardless of whether you cast and call a custom event, or you call an interface event, you still have to make the event call.

maiden wadi
#

Oh, Diyon beat me to it. ๐Ÿ˜„

timber crystal
#

first of all thanks guys you are like maschines vallah

#

but also

#

nothing with message to call

maiden wadi
#

Isn't that what you have highlighted?

dusky cobalt
#

Aren't you calling this interface from the same place you have that interface on?

timber crystal
#

no

maiden wadi
#

I'm still on the interface hate train. I use them only when someone breaks my kneecaps and forces me to.

timber crystal
#

its the item that needs to collect after it you can use ya skill

dusky cobalt
#

Ok, and you added interface on the BP Character? Maybe you forgot to compile or something?

timber crystal
#

no both have the interface...

#

and its compiled 10000%

sage plank
#

or is this timer required to be setup on BeginPlay()?

dusky cobalt
timber crystal
#

let me try

lunar sleet
#

how is this Call Player being saved?

timber crystal
lunar sleet
#

what is call actor of class , you mean get?

timber crystal
#

yes

#

thats in the item

lunar sleet
#

k, gonna check out my old project I had some interfaces in it

timber crystal
#

thanks

timber crystal
#

im back in 20 min and check it out than @lunar sleet thanks mate!!!

dusky cobalt
#

Can you show how you implemented that interface?

lunar sleet
#

I think I may have figured it out

#

to send a message, I think the target needs to be of type Actor

timber crystal
lunar sleet
#

this doesn't work (1) this works (2)

lunar sleet
#

your variable is too specific

timber crystal
#

ok?

timber crystal
lunar sleet
#

here, I'll explain it better

#

your var is of type BP_WhateverItIs

#

far as I can tell, your var needs to be more broad in scope (i.e. Actor)

#

probably because you using get actor of class directly tells it what it is, so that kinda defeats the purpose of an interface message

#

it's almost like casting to send an interface message

limber parcel
lunar sleet
#

the message is meant to be more agnostic of the ref that it receives (it'll fire the event if implemented, and fail silently if not)

#

in my case, TestVar is of type BP_FightingUnitBase and TestVar2 is type Actor

lunar sleet
#

the former does not give a message option, likely because it already knows what it is, so you can just call the event in it directly

timber crystal
#

thanks

#

it works now like source control it sayed

#

i deleted it from the item and now i can call an message

#

in the item to the interface of the player

#

crazy

lunar sleet
#

yeah, interfaces are finnicky

timber crystal
#

but thanks a lot guys may odin bless you ๐Ÿ˜„ ^^

lunar sleet
#

I stopped using them once I got out of tutorial hell

dusky cobalt
#

you always put interface only on thing that is suppoed to be called to and not on objects that call to it

timber crystal
#

ok now i got it juhhhhuuu ๐Ÿ˜„

limber parcel
dusky cobalt
#

so the unit had player controller events and vice versa

ruby cobalt
#

how do i convert the first range into the 2nd range, using math

versed sun
#

with a Curve Float

ruby cobalt
#

ah yeah i'd settle for that.. woudl that work in material nodes?

#

i asked here for the logic mostly

#

pretty sure the function for this conversion isn't too complicated.. i just suck at math

versed sun
#

is an actor or something controlling the material , or do you want it all in material ?

ruby cobalt
#

the level at which I need this.. it would make more sense to do it within the material

versed sun
#

Hey Prismaticult! In today's episode of 5-Minute Materials we're looking at the Sine and Cosine Nodes! These node are essential in creating animated textures and can provide the basis for a TONNE of shader-based effects including fluctuating brightness, crazy patterns, remapping values/gradients, creating vertex displacement animations and MUCH ...

โ–ถ Play video
quartz fossil
#

Does anyone know if there's any way to have different cultures for audio and text? How do other people have separated options for both?

ruby cobalt
cyan mortar
#

Hello peoples!
Why character is not spawn?

#

on version 5.3 is good worked

#

but on 5.4.2 is not spawn

dusky cobalt
dusky cobalt
#

Always spawn

#

or Try to adjust location but always spawn

cyan mortar
dusky cobalt
#

something off with location of spawn?

cyan mortar
dusky cobalt
#

check variables if they are not set to 0 and they are multiplied later so you still get 0

waxen fog
tidal tendon
#

My Area have 49 tiles with same event, it is pillars going up and down when event called.
Should I make 49 different events or is there any way to call a number and apply this event to that?

sage plank
#

I have an event dispatcher within a Blueprint Component: (see first image)
I expect to run this when the event gets called in another blueprint: (see second)

It doesn't run though?

dusky cobalt
#

evem if it's the same blueprint

ruby cobalt
ruby cobalt
#

just to illustrate my issue.. I actually figured it out in TD first and then found a way to adapt this in UE lol

sage plank
sage plank
#

this is necessary??

dusky cobalt
#

Yes

sage plank
#

The event needs to bind itself?????

dusky cobalt
#

but not in this blueprint

#

before set timer by event

ruby cobalt
dusky cobalt
#

and as event you provide Set Timer by Event

lunar sleet
glossy cloak
# carmine fern idk I tried that too didnt worked then I used this one and it is working perfect...

Sorry. I went to bed so I didn't see your response. I think you've got yourself quite the mess here and you should think about this from a better, cleaner, more systematic angle.

I think you should make a new audio player (or whatever class those audio sounds are you're spawning) variable and make it an array. Add each sound as they're spawned to this array.

When the player skips and you want to turn all the sounds off, then loop through the array and check for isValid? on each one. If it's valid, stop the sound.

That method would be MUCH cleaner than this plate of spaghetti you're cooking up here.

lunar sleet
# sage plank this is necessary??

you bind the event on begin play or w/e so when the StartEffectAnim is called, the event that is bound to it (usually in another bp) fires as well

#

watch the bp comms live training pinned in this channel to understand how dispatchers work

charred cobalt
#

hey how can i move the player character to a specifc point (within an acceptance radius)?

sage plank
# lunar sleet you bind the event on begin play or w/e so when the StartEffectAnim is called, t...

I might be overcomplicating my problem.

I have a BP which already contains an "Interact" interface, and I was told to plug my functionality into the event flow of that interact interface.

I then need to access something within a BP Component which will start a timer to increment a float value from 0 to 1.

However, in all of my failed attempts, I have yet to make sense of why my timer doesn't seem to get called

#

this here is in the BP with the interface

#

and this is my BP component

versed sun
#

i would just call a normal Event, you don't need the Event Dispatcher

sage plank
#

๐Ÿ˜ญ OMG I JUST REALIZED EVENT DISPATCHERS AND EVENTS AREN'T THE SAME

#

BROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

#

No wonder, ok ;u;

#

facepalm
That was exactly it

#

or well - not it in this case, lol

Thanks ya'll!

dusky cobalt
#

How would you guys handle different jobs at the end point based on who is it, but if you had only 1 class? Switch inside that class on type? So like I send event Start Scouting, but I only want the scout to do it?
Better handle it in the component and call that event only to units that have BPC_Scout or call event Do Job and switch? Thinking about it components make more sense?

dusky cobalt
dusky cobalt
sage plank
#

I thought the problem was how I was setting up the events, I never realized that talking about event dispatchers was a different thing until Ryck mentioned it, lol

lunar sleet
#

Interfaces, casts, dispatchers, are all different ways to talk to other bps

young pine
#

i wanna make like an ingame menu that opens up when i press M but nothing happens can someon pls help me

charred cobalt
versed sun
#

there is a Simple way

valid tendon
#

so ive been working on procedural animation and i need help as i am stuck. its a lot of code to screenshot but basically i need to figure out how to add a turn in place to this, and how to tell it when i am jumping so it doesnt do that little quick run it does for what ever reason.

valid tendon
#

control rig

#

also how do i combine a procedural walk cycle with handanimated like attcks and stuff. the cats have like specials and ults that are unique anims i want to include

young pine
valid tendon
#

oops you meant him my bad carry on lol

dawn gazelle
# young pine

Inputs are normally only handled on the Player Controller or their Possessed Pawn/Character. With a name of BP_Game it doesn't sound like that is a controller or something they would possess.

young pine
dawn gazelle
young pine
dawn gazelle
young pine
dawn gazelle
dawn gazelle
#

When you go to create a blueprint you pick "PlayerController" as the parent class in the dialog box that pops up.

dusky cobalt
#

Is delegate the same as dispatcher and if not can it be used in blueprint or only in C++? Basically what I need is a event that can be subscribed to, without referencing the owner? So something calls event, and everything that listens will react to it, but without need to first know who is calling that?

young pine
dawn gazelle
# dusky cobalt Is delegate the same as dispatcher and if not can it be used in blueprint or onl...

Fairly certain they're the same. You must have the owner of the dispatcher to be able to bind to their broadcast.
There is a messaging subsystem in Lyra that allows you to broadcast a message on a channel (a gameplay tag) and with a custom structure as the message allowing you to pass any data you wish and any actors you want can easily get a reference to the messaging subsystem and send or listen for messages on whatever channel.

steep oyster
dusky cobalt
dawn gazelle
dawn gazelle
dawn gazelle
#

You'll need to create a GameMode class, then you'll have options on it for your different classes you want to use, like your character, HUD, PlayerController, etc. Then you'll need to set the game mode to use in your world settings on your level.

dusky cobalt
# dawn gazelle Correct. You need a reference to the thing that contains the delegate in order ...

Hmm, if I wanted to make it more modular and let's say in the future put that component on actor of different class, do I have to take this into consideration inside component so it switches at the moment I'm creating component? Or I first try to cast to owner BP_Unit and if it fails it means it's other class and I should try casting to BP_Building? I know it's rarely where you have lots of classes use the same component but still. Or if the component is for 2 classes then it's bad component?

young pine
dusky cobalt
young pine
#

i cant select anything in here

spice gazelle
#

your game mode override is set to none

young pine
#

so like that?

dusky cobalt
young pine
#

like that?

dawn gazelle
dusky cobalt
gray tide
#

Can anyone help me with calling a custom event form a different blueprint?

spice gazelle
#

I'm pretty sure you just have to cast to the blueprint

#

Or use a blueprint interface.

#

if you're just starting out, i'd just worry about casting right now: https://www.youtube.com/watch?v=DBIlsxj5quA

*Notice Description Contains Affiliate Link

Casting in Unreal Engine is often misunderstood. In this video, I do my best to explain and demystify everything regarding casting. We talk about why the object input is needed, what exactly it is, and why casting is needed in general. I also go over some best practices, and mistakes to watch out for...

โ–ถ Play video
#

interfaces can be confusing at first

#

If you really want to deep dive: https://www.youtube.com/watch?v=EM_HYqQdToE

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

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

โ–ถ Play video
gray tide
#

I just learned a little about interfaces and was trying to replace a cast with the a interface. I created a variable to use as a reference but its not working.

spice gazelle
#

i've been learning unreal for four years now, and interfaces can still kinda throw me for a loop..

#

in general, you want to cast as little as possible.. but learning blueprint communication is important, and interfaces are neccesary.

dusky cobalt
#

Would it be valid to do something like this:

  1. When I hover mouse over something, it has an event and switches Mapping Context of PlayerController[0] so my Right Click Mouse would do different events for what I'm hovering over? Instead of caring inside Player Controller what I clicked and switching on it?
gray tide
#

Thanks for the links ill check them out

spice gazelle
#

Same trigger, different events

#

per blueprint, that is.

#

(I think. Interfaces still confuse me a bit)

dawn gazelle
dawn gazelle
dusky cobalt
#

Yeah I was thinking about it but let's go into more details so you can judge it better:

You have Selected Actors in Player Controller.
I Right Click aka IA_Action on something, this something happens to be BP_Resource, I call event Interact from interface.

Now it feels weird that Resource has to take care of what we are doing with Selected Actors and it needs to ??call back?? to either again Get Selected Units and tell them to do something? Resource doesn't know how many actors I Selected, right? Or i'm missing something?

And in case of switching context, it would switch my Right Click from IA_Action to Input Action with IA_Gather, and IA_Gather inside Player Controller get's Selected Actors (has tag Worker) and takes them to gather on Target we clicked. I guess it makes sense?

limber parcel
#

actor components exist too

dawn gazelle
#

I don't think that's a case where you want to swap actions. The action is the thing you're doing. Right clicking on the ground should be no different than right clicking on a resource, or right clicking on an enemy. What happens after the thing that is clicked on is definitely what matters.

gray tide
dusky cobalt
dusky cobalt
limber parcel
#

i would put all the stuff for resource handling into a component and attach it to your character

#

then u can get that component directly from your actor without using a cast or interface

dusky cobalt
dawn gazelle
#

So what I would maybe do, is have a component that you attach to various actors that reports back what the action to take. You can pass in the selected units, and you'd have to consider hostility/team, what the object is (you can have tags or something to determine these) and then loop through your units and report to them what action to take.

limber parcel
dawn gazelle
#

So if I had a bunch of Peons selected along with soldiers, I would want my soldiers just to move to the resource, but the peons should attempt to start mining them.

gray tide
#

My PickUpItem event isn't firing

dawn gazelle
#

This may be something you want to pass through the interface call instead of having it as a variable.

dark drum
# gray tide My PickUpItem event isn't firing

Chances are your character ref isn't valid.

As some advice, don't setup your inventory directly in the player character, put it in an actor component instead. It'll make your life easier when you want something else to have an inventory/store items.

dusky cobalt
#

I'm gonna try to do it with Mapping Context switching at least for Building (work) and for Resource (gather) just for tests. That would leave me with how I check if something is enemy before setting attack on it but we will get there. I think it's actually cool take with context mapping, becauseeven though it's popular to use Right Click to set actions, maybe someone would prefer to click F to execute Gather for his units, maybe it makes a bit of sense. The other simply approach is just to call back to Player Controller when clicked on resource to Gather and this would get selected actors, check tag and set them to gather which would set BT Gather to work, I would need to send back BP_Resource or maybe just Actor referenee back could work.

dark drum
#

The resource can pass it's type through the dispatcher and possibly other data that might be needed.

dusky cobalt
dark drum
dreamy ice
spice gazelle
#

You could reference the animation directly in the data table, if you insist on using datatables. Same with a data asset, only itโ€™d be way easier to access it on a data asset

dusky cobalt
spice gazelle
#

Data assets arenโ€™t as memory intensive either, just for future reference

dreamy ice
spice gazelle
#

so where are you running into issues with populating the animation data? Is it just not working, or not working as intended?

dark drum
dreamy ice
spice gazelle
#

Thatโ€™s what I was saying, just fyi lol

dreamy ice
spice gazelle
#

In OOP, you should stick to objects as often as possible. Using datatables isnโ€™t great for memory reasons. And theyโ€™re a bit more finicky

dark drum
spice gazelle
#

They also cause unreal to pause until the data is loaded. Which becomes obvious as you have more datatables being referenced

#

As a side note, if you do use data assets, be sure to soft reference as often as you can, and use the async load asset node to load them into memory when needed

maiden wadi
spice gazelle
#

Ohh? Ok.

#

Thanks!

#

There are a lot of them out there that say it.

#

@maiden wadi is there a specific video i should watch on the issue? Searching YouTube gives me a bunch of random videos

dry sleet
#

This blog post looks like it covers the gist of it.

dawn gazelle
#

Sounds like a movie title.

dry sleet
#

Fantastic Refs & How to Cache All of 'Em

spice gazelle
#

๐Ÿ˜‚

#

this blog says to avoid casting whenever possible and to use interfaces. lol

#

maybe i misunderstood Authaer..

dry sleet
#

Well, no, it's just not a black and white issue.

thin panther
#

Great, that article doesn't even fully understand it

dry sleet
#

Maybe it wasn't the best article, I just skimmed it a bit I'll admit

dawn gazelle
#

It is however perfectly safe to cast to native classes such as a regular APawn, AActor, APlayerController UTexture2D etc, or one of your own natively defined classes AMyPlayerController.

thin panther
#

Always have a code only base class that you cast to, and the issue of loading assets disappears

dry sleet
#

Overreliance on interfaces to avoid casting will make your project very cumbersome.

dry sleet
#

If you donโ€™t have access to C++ or do not feel comfortable working with it to implement a native C++ solution, you can instead create a BP_PlayerController_Base. Defining the class variables and functions you need to access there instead.

maiden wadi
# spice gazelle <@143471961723371520> is there a specific video i should watch on the issue? Sea...

Unsure. Try things related to the Sizemap.

The core issue is that people cast to classes that have heavy assets referenced like sounds, textures, particles, etc.

The main thing you should try to do is create code only classes you can cast to, or use composition by getting components generically from their actor level pointers so that you avoid linking to the heavier classes. Then your code only classes stay loaded at all times, but it doesn't matter because they're small. And you only load the heavy ones when you actually need them in levels and whatnot.

spice gazelle
#

this workflow idea is totally new to me. So have two different blueprints, BP_PlayerController, and BP_PlayerController_Base. Populate one with code, and populate the other with data?

#

Couldn't you soft reference a data asset with the variables on the blueprint to avoid that?

dry sleet
#

Wouldn't the blueprint then just need to resolve that soft ref and create a hard ref?

maiden wadi
#

Your PlayerController shouldn't really ever have assets in it. So, that's not a good example.

dark drum
# spice gazelle this workflow idea is totally new to me. So have two different blueprints, BP_Pl...

I would look into hierarchy. Epic uses it for its class, you just have to continue it for what you need.

Take the character base class. Even though it has a skeletal mesh component in it, it doesn't have a skeletal mesh specified. It's down to the children to specify it. This also means that class doesn't force a specific asset to be loaded that might not actually be used. It also means other classes can safely get a ref to it (and cast) without it forcing said asset to be loaded while still being able to access all its functions.

spice gazelle
#

OH.

#

That makes sense.

dusky cobalt
#

so almost every class should be created with a parent that has only logic and child with assets, and we spawn the children but reference parent when needed?

dark drum
dry sleet
#

Yes, that's what I meant, I was a bit vague.

#

When resolving, it still causes a hard ref to be present.

spice gazelle
#

my mind was doing mental gymnastics to everything but simple inheritance and heirarchy lol

dark drum
dry sleet
#

We do use it haha, I use a lot of soft refs to cross level boundaries.

spice gazelle
#

LOL.. I was like: Oh, i found a video on youtube that explains this... https://www.youtube.com/watch?v=eDSrwDQZCVg

In this informative video, delve into the fundamental concepts of hierarchy, casting, and interfaces within Unreal Engine 5 (UE5).

Unlock the power of organizing actors and objects in hierarchical structures, master the art of casting to interact between different classes and blueprints seamlessly, and explore the versatility of interfaces for ...

โ–ถ Play video
#

it's Pattym's..

thin panther
dry sleet
#

I can agree with that, the information is there but doesn't really clarify enough to be useful.

spice gazelle
dark drum
spice gazelle
#

im gonna grab a drink, and dive into it! Thanks for the info!

maiden wadi
spice gazelle
#

what does it mean native classes? excuse my ignorance.

#

like classes native to the engine, not user defined?

dark drum
spice gazelle
#

gotcha

rapid hollow
#

Why isnt this working? Im trying to set up a character with flying movement and make it to where they go up when you press space and down when you press ctrl.

lunar sleet
rapid hollow
#

I just followed a tutorial, and this is exactly what they showed to do and it worked for them. But fsr it's not working for me

lunar sleet
#

Also debug by printing the actual value or right click and watch it live at runtime

dusky cobalt
#

Guys if you are using Data Assets, do you split the parts of DA even if it's all for one actor? If I want to get that DA and use somewhere, then it will load everything that is inside it even if I need 2-4 things from it? I'm right?

dawn gazelle
dusky cobalt
dawn gazelle
dusky cobalt
dawn gazelle
#

That's the idea. There is some caveats to it, like if your soft reference variable type is of a specific asset type, then it has to load that asset type in order to be able to store it. Eg. If you had a soft reference to an object like "BP_TestObject" then it would have to load the BP_TestObject class anyway, but any child objects of that class that you store in that variable wouldn't necessarily be loaded.

#

If you're just worried about things like meshes, textures, sounds, etc. then yea, just setting to a soft reference will mean it won't load anything extra until you request to load it.

dusky cobalt
#

Damn, okay.. thanks. I wanted to already restructure my Data Assets into 4 parts.. xd

thin panther
spice gazelle
#

@dark drum The video explained everything pretty clearly! Makes total sense.

wintry talon
#

When interacting with an this specific object, it prints out the actor name and removes an objective despite in not being hooked up to almost anything

lunar sleet
cerulean cape
#

Hi, may I know how can I add a collision box to a cable component? or is there a better way to create a physics-enabled cable?

frail onyx
#

Anyone know how to go about making a modular mining/harvesting system for tree's and rocks and different types of ore's so its easy to make one type of ore/rock and then be able to add a bunch more very quickly?

dawn gazelle
# frail onyx Anyone know how to go about making a modular mining/harvesting system for tree's...

All you'd need to do is make a single "resource" class, and give it a gameplay tag variable to identify what resource it gives. It would also need all the logic for harvesting and gathering.
You can then create child classes that have different visuals and set a different variable for the gameplaytag for when they are mined.

A more advanced version would be to use the same single blueprint and instead give it a data asset to give it the details about resource it contains. Then you only need to create the blueprint once, have it generate itself based on the values from the Data Asset, and then you can create many data assets that contain the values you want.

frail onyx
#

thanks, sm! ill see if i can get something like that to work

iron delta
#

Hoping someone is able to point me in the right direction. this is my current solution and I'm sure there must be a better way. i have a ship with a turret. the ship can rotate fully and i want to be able to lock my turret between 0-30 on its pitch but relative to the ships current rotation. so that it doesn't try to shoot through the ship. the two are separate actors and the turret is spawned and attached on the begin play of the ship. if i can provide any more info to make this clearer please let me know.

shy aurora
#

im trying to create a simple door opening system but i honestly have no clue what im doing and i saw somewhere that you need to make a blueprint to do it. im basically a beginner so any help is appreciated

iron delta
lunar sleet
karmic pebble
#

I dont see a Packaging Channel anymore so I am not sure where to put this, but this just started happening and I can't tell where this is to see whats going on, any idea's where to look?

Packaging (Windows): [164/165] Link [x64] TwlightStarHE-Win64-DebugGame.exe
UATHelper: Packaging (Windows): TraceUtils.cpp.obj : error LNK2005: "struct FCollisionObjectQueryParams __cdecl ConfigureCollisionObjectParams(class TArray<class TEnumAsByte<enum EObjectTypeQuery>,class TSizedDefaultAllocator<32> > const &)" (?ConfigureCollisionObjectParams@@YA?AUFCollisionObjectQueryParams@@AEBV?$TArray@V?$TEnumAsByte@W4EObjectTypeQuery@@@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z) already defined in Module.Engine.42.cpp.obj
UATHelper: Packaging (Windows): TraceUtils.cpp.obj : error LNK2005: "struct FCollisionQueryParams __cdecl ConfigureCollisionParams(class FName,bool,class TArray<class AActor *,class TSizedDefaultAllocator<32> > const &,bool,class UObject const *)" (?ConfigureCollisionParams@@YA?AUFCollisionQueryParams@@VFName@@_NAEBV?$TArray@PEAVAActor@@V?$TSizedDefaultAllocator@$0CA@@@@@1PEBVUObject@@@Z) already defined in Module.Engine.42.cpp.obj
UATHelper: Packaging (Windows):    Creating library D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.lib and object D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.exp
UATHelper: Packaging (Windows): D:\UEProject\TWSHE\Binaries\Win64\TwlightStarHE-Win64-DebugGame.exe : fatal error LNK1169: one or more multiply defined symbols found```
gentle urchin
#

Native = c++ class, no?

shy aurora
iron delta
# shy aurora i would try that but my only issue is my door needs to move upwards instead of r...

you could still use the same basic concept and alter its location rather than rotation upon interaction. but as @lunar sleet recommended there are some good tutorials on here that could help you out if your still learning the concepts of blueprints, i'm still quite new so i'd follow his advice over mine. I tend research each new node as i use them to get a better understanding of them.

karmic pebble
#

I keep forgetting about that.

#

Hate that damn feature.

lunar sleet
#

If itโ€™s just moving up and down, you really only need the Z

dark drum
# gentle urchin Native = c++ class, no?

Technically no. From my understanding its down to context. In terms of UE native refers to the base classes developed by Epic as we're using their engine/system.

You could create your own c++ classes but they wouldn't be native to the engine.

lunar sleet
#

*notโ€ฆright ?

gentle urchin
#

i could be mistaken but that's how i've understood it.

#

engine class is ofcourse different, but im not sure there's any difference between an engine native class and just a native class when it comes to casting

primal hare
#

How can I reset a sequencer to starting position in a BP ?

gentle urchin
#

BP has some overhead regardless

#

You can see this reflected when a bp class is hovered in the content browser. There's a parent class (which is a parent bp), and native parent class, which can be any c++ class that is the parent

#

regardless of if its an engine class or not

primal hare
#

Is this the correct way?

primal hare
#

this was it solved!

edgy field
#

Is there a way to make the AIMoveTo node .. use forces/impulses ?

steady night
#

hey

#

ive got a projectile

#

that after begin play im setting actor rotation

#

the projectile rotates but not the "movement" or whatever

edgy field
tame pecan
steady night
#

ah ok thanks

#

makes sense tho

steady night
#

also why is this not wroking :/ ?

#

trying to se if target is infront of

urban compass
#

Hello i want to add debug print string to this method to get which enemy do damage to my player but how can i do that

olive pasture
#

hello everyone. i have 2 questions about the character movement component and jumping...

  • what does Braking Deceleration Falling actually do? it seems no values (even astronomical ones?) make a discernable difference.
  • Is there a way I could increase my fall speed? or create more of an exageratted arc of zipping up, holding in air and falling quickly? I see there is this 'gravity scale' but unfortunetly it is also applied when not jumping.

any thoughts welcome, thank you

dark drum
dark drum
olive pasture
dark drum
olive pasture
#

oh i only need to bind once, got it ๐Ÿ‘ thank you @dark drum
if anyone else knows about the Braking Deceleration Falling pls lmk

olive pasture
#

@dark drum interesting you bind to apex each time, it appears not neccessary? any reason you chose to do this? i am unsure if its like a memory leak or not

dark drum
olive pasture
olive pasture
prime plume
#

Can anyone help me?
I need to find the skill in the inventory, edit it and save it back into the inventory

urban compass
dark drum
dark drum
# urban compass its like this

Just put a print string between the any damage event and the do once. Pull from the 'Damage Causer' get display name and connect to the print string.

urban compass
steep oyster
#

What would be the best way to make mesh booleans at runtime?

vestal breach
#

Hi first time using unreal 5 and blueprints. I have created a character control for a unicorn (don't mind the hair it's work in progress) and I used several tutorials to make it. So far the unicorn turns using mouse and A D. It works great, but there is one more components missing. I want to press a button that stops the mouse moving the unicorn and instead moves the camera around. So far every tutorial for this makes you to use the existing blueprints and I really don't know what part of my blueprints I should be using. Any help?

dusky cobalt
#

Does anyone changes cursor during run time in their games? I have problem with when I change for example Default Cursor Widget to Sword (this happens when On Mouse Over so that thing is calling to PC), and when I On Mouse Over End i change it back to deafult. The problem is that when I click during the change (when Over something), then the On Mouse Over End doesn't trigger the change of cursor back to default. I set the widget to be not-hitable, but it looks like it when I click it consumes my cursor and that is why the On Mouse Over stops working? And when I hover over on back and out, then it starts working again.

#

Nevermind, found it, I had logic that if the resource is selected (and after clicking), then some things On Hover End weren't happening (like changing cursor back).

steep oyster
#

Or a boolean logic

#

Basically, when you press the key you set a boolean to true, which causes the branch to not further rotate the unicorn

#

Just stop the blueprint from "Set Actor Rotation"

limber parcel
vestal breach
gentle urchin
#

a branch is what they're talking about

#

basically all you'd want to do is add a "AND" to the ">" Check you already got

#

and check if the key is pressed

#

and invert that value with a NOT

#

in this section

vestal breach
#

Yeeeeep that's me right now ๐Ÿ˜‚
But yeah I'll try to figure this out with your instructions. Thanks!

gentle urchin
#

Im rusty on giving instructions these days, so pardon me if they dont suffice ๐Ÿ˜›

limber parcel
vestal breach
#

No no, it's pretty clear my mind just isn't ๐Ÿ˜†

gentle urchin
#

Codesys Engine โ„ข๏ธ

limber parcel
gentle urchin
#

No, not working on game dev ๐Ÿ˜ฆ

obtuse oriole
#

is dynamic keyframe value a thing in UMG animation? I have this one pointer image I want to animate the translation value between its current state to new state, the two state can be anything so making animation for individual movement is not really a choice

clever rose
#

Hi. I'm having an issue making a light switch (I'm pretty new don't judge. I currently have a blueprint interface that is used for an interaction system. When the player is in a collision box that is a part of the blueprint, the interface is accessible. Now, the problem I'm having is that the switch blueprint and the light blueprint are two different blueprints. I don't know how I'd be able to set visibility of the light since it's part of a different mesh. Help me please.

vast bone
#

The game language wont change at runtime , it only changes if i change editor preferences preview language to the other language

#

At runtime when i change the language to russian, the editor language changes instead of the game

vestal breach
#

Thanks @steep oyster and @gentle urchin, I got it working!

gentle urchin
#

(you can NOT the value directly)

#

and ditch the "AND NOT" setup

#

like so

#

paint skills ftw

#

can hardly see that i did it in paint

#

the AND should be connected to the output of the > check

#

and the output of this new NOT

vestal breach
#

Oooooh I see okay thanks again ๐Ÿ˜†

hushed topaz
#

Get Character as Number doesn't seem to work on strings? Am I mis-interpreting what this node does?

dusky cobalt
versed sun
#

its the Alt Code

#

i think

#

ยฐ (Alt+0176) is 176

hushed topaz
clever rose
# clever rose Hi. I'm having an issue making a light switch (I'm pretty new don't judge. I cur...

I'm close to fixing this by using this website but now I'm getting the issue "Editing this value in a Class Default Object is not allowed" when I try to change the default value. Help
https://www.versluis.com/2020/08/how-to-reference-a-blueprint-from-another-blueprint-in-unreal-engine/

Imagine we had a Lamp object in our scene, and a Switch we can flick so that it turns on. Both objects are instances of a Blueprint, so the switch needs to know which lamp weโ€™re talking aboutโ€ฆ

dusky cobalt
# clever rose I'm close to fixing this by using this website but now I'm getting the issue "Ed...

Inside Switch Blueprint, you need to add array of Actors Lights and set that array to be Instance Editable, that way, you can put Switch and Lights (multiple) in the level, and then manually asign each Light to the switch that will activate it.

Inside the switch you would take array of lights, and for each set Light On or Light Off with the interface event. You don't need to put this on event tick.

The part with foreach would be activated with the Interface Event > For each > Update Light

young pine
#

is there a blue print that let me make new strings so i can make like more strings from mz event begin plaz

dusky cobalt
#

you can create array of string and edit default values?

young pine
#

i just wanna make a new string so i have like another event that starts when the game starts

dusky cobalt
#

Sequence

young pine
kindred galleon
#

found it constantparam

cyan mortar
#

Hello peoples! Who know this problem, character not spawned and client turnoff of server

#

This Server side

#

If i create character on client, client side is not turnoff server, but not spawned character

#

But on UnrealEngine version 5.3.2 work good

#

on version 5.4 turnoff client

trim matrix
#

I have a rteally hard time

cyan mortar
trim matrix
cyan mortar
gray tide
#

Does anyone know how to create a reference for a widget so I can communicate to the widget from another blueprint?

trim matrix
versed sun
trim matrix
#

same problem

worthy jasper
trim matrix
#

even this doesn't trigger? ๐Ÿ’€

worthy jasper
#

thats why im asking

#

guessing thats a c++ function you made

trim matrix
worthy jasper
#

I see ok

#

This an animbp?

trim matrix
#

yes

worthy jasper
#

you assigned it to your character?

trim matrix
#

correct

#

and I spawn that character which contains the Anim BP...

dusky cobalt
worthy jasper
#

there a reason you using that node specifically

#

and not blueprint init animations

trim matrix
worthy jasper
#

if the event isnt firing something else is up

#

seems to work ok on my end ๐Ÿ˜„

dusky cobalt
#

Put a delay is my guess

#

it doesn't ahve reference of the Player Controller in the first 0.1seconds

#

but still executes

worthy jasper
#

yeah could do something like that

#

and use that node

trim matrix
#

BP debugging is weird

dusky cobalt
#

but probably the best would be to call from Player Controller custom event that initializes it

#

so you dont count on begin play and delays

trim matrix
worthy jasper
#

yeah probably want a delay until next tick

#

im also grabbing a component from the owner

#

in an animbp

trim matrix
#

it still isn't valid tho

#

it triggers at least, but not valid

worthy jasper
#

what triggers?

trim matrix
#

'Initialize Animation'

worthy jasper
#

i doubt this is your issue but i wouldnt set the var before checking its valid

#

see if your component is valid

#

if it is

#

set your var

#

semantics but ๐Ÿคทโ€โ™‚๏ธ

worthy jasper
#

rather than an owning actor?

trim matrix
#

bp is fcked, the string gets printed but not the breakpoint right after?

worthy jasper
#

then its valid and your getting it

timber crystal
#

Hello i want to remove the Widgets by death
why i cant remove it in that way?

trim matrix
worthy jasper
#

print strings usually do the job for me

#

to figure out whats going on

#

or ill handle it in rider if i need more exhaustive testing

trim matrix
#

ok so quick tip: Breakpoint on function do nothing...

worthy jasper
#

ive used breakpoints so they do work

trim matrix
worthy jasper
#

sure they do

#

not sure why in your specific case

trim matrix
#

inside of a function or an event sure, but not on a function call

#

1 more question, how is it possible to set the Left Leg 1 (by ref) in another function in BP?

granite frost
#

get control rotation is giving me 0,360 angle. But I want -180,180, How do I do that?

granite frost
#

below 0 its 360 but I want negative terms

trim matrix
worthy jasper
#

and they do work on fucntion calls ๐Ÿ˜„

trim matrix
#

well, I'm in 5.4.2

worthy jasper
#

same here

trim matrix
#

I'm in an anim instance

worthy jasper
#

me too

#

off the exact blueprint event

trim matrix
#

see, the breakpoint in a normal BP works but not there

worthy jasper
#

I just showed ya it works XD

lofty rapids
#

i have seen breakpoints be unreliable a few times on here

#

i just print string

worthy jasper
#

yep ive found print strings get me where I need to go

trim matrix
#

is there a way to set it by ref? (the LeftLeg1)

worthy jasper
#

change it too pass by ref if thats your function?

worthy jasper
#

in the function properties

#

dropdown on the input var

trim matrix
#

OHH

#

didn't know there was a drop down menu

obsidian mulch
dusky cobalt
#

Any idea why this execution is still going even after invalidating the timer? It still red like on the left when it hits Clear and Invalidate.

versed sun
#

CLEAR and Invalidate
you just have Invalidate

dusky cobalt
#

holy shit, i'm blind

#

thank you

remote meteor
#

Clear : Actually cancels the timer in FTimerManager
Invalidate : Removing the handle details so it can be identified as not valid.

lofty rapids
#

not just the camera

dusky cobalt
buoyant tiger
#

Hello guys, I am pretty novice with UE5 and I am facing a weird issue with "Set Leader Pose Component". I have a BP for my armor masters with event that is called when the player drag and drop a armor piece to a slot. Everything works fine but the armor is not attaching to the mesh and its not animated. I use a mesh child from Daz3D over manny skeleton and I think it might be the cause of my issue. Runing the code, after equiping the armor cause a runtime error "Accessed None trying to read property".

Anyone has a idea how I can fix this?

little moat
#

Can I ask help about anim bp here?

wise ravine
eager python
#

Is it a PITA to add a delay to a For Loop in UE5? It looks like my 5 second Delay is only executed once, or is somehow otherwise breaking the loop.

little moat
dusky cobalt
eager python
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No difference. Wtf. You'd think adding a delay to a loop would be a pretty standard thing though right?

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Wild.

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Oh, figured it out. Just gotta manually create a loop. Lawl.

wise ravine
little moat
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People usually don't learn by just watching

final berry
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Hello!
I have the following issue. A tower is trying to shoot target B, but on rare occasion A gets in the way. It's rare and barely noticable, but because the bullet stops when hitting any enemy it stops there and will never reach B. It can then either ignore target A and not do damage, but then it wont hit B either because it stopped moving. I could also go for that it damages A even though B was the target, however because of strategy and gameplay decisions I made that is not favorable. Is there any way for static actor with Projectile Movement(the bullet) to only stop on its actual selected target? (that would mean that it would ignore A, even go through A to hit B which is fine for what I want, even though its not realistic)

wise ravine
final berry
eager python
remote meteor
final berry
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Also, changing it to an overlap makes it not work anymore ๐Ÿค”

devout tide
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Make sure it generates overlap events if using physics and that the collision profiles are set properly between projectile collision component/target collision component

dusky cobalt
devout tide
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overlap is probably the best approach in this case, but you can also check the Ignore When Moving node, even though that takes direct reference of actors, so probably quite heavy to do if you have multiple towers/projectiles

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Also, you can confirm CCD on your collision component in the projectile to make sure no projectiles bypass the target

dusky cobalt
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You need to make this logic inside projectile so it checks what it hit, then when you spawn projectile (anywhere else) you feed Attack Target to it.

final berry
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Yea the projectile is aware of the target

dusky cobalt
devout tide
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Server tower attack is a multicast? Why?

final berry
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Wait how do you get your attack target in there? I set it after spawning ๐Ÿค”

devout tide
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Make the variable Instance Editable and Expose on Spawn

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then right click and refresh on the Spawn Actor node

dusky cobalt
final berry
devout tide
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Yeah should be server only in 99% of the cases

final berry
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"Make sure it generates overlap events if using physics" How do I do that?

devout tide
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theres a checkmark in the Collisions

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if you are using a projectile component though, this should not be necessary

final berry
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Oh well I do have a projectile component, and doing that checkmark did make it work again ๐Ÿ˜›

lunar sleet
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I need some rubberducking here.
I'm GET-ing Index 2 from this Array which corresponds to "Right" but the return value says Get Item 1 : Bot, even though it doesn't even match that

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oh I wonder

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๐Ÿคฆ it's prly the pure function pitfalls

devout tide
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reruns each time its used ๐Ÿ˜„

lunar sleet
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I knew I had to promote the random int to var before using it, deep down, but I was like nah, it'll be fine

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thx for the ๐Ÿฆ†

devout tide
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yeah I always promote to a local var, hard to tell sometimes if you miss it

lunar sleet
lofty rapids
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i don't know but it looks like the capsule is jumping, probably when you move

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when you go back down does is stop ?

obsidian mulch
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?

final berry
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Did I misinterpret that this first node is used to get the launch speed? Because I don't see how I can put that vector in the launch speed float

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Also I'm kinda confused on how to use the vector out on my projectile ๐Ÿค”

faint pasture
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Instead of sweeping a shape, you can just do line traces on tick. Then, you can just choose to keep going if you hit something thats not your intended target

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I'd just live with it though, I would prefer to just hit the first thing, not only the thing you're aiming at.

shy aurora
final berry
shy aurora
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alright one sec

frosty heron
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you never set the alpha...

faint pasture
# final berry I understand you'd say that, but its on a tower defense and I dislike unpredicta...

Here's the general form and is pretty much what the CMC does anyway.

Tick -> Calculate new desired position (current + velocity * timestep) -> trace from CurrentPosition to NewPosition -> did we hit TargetActor? -> yes -> do the hit logic
-> no -> CurrentPosition = NewPosition

If you want gravity, then you can just update velocity before calculating new position.
Also, this basically "becomes" a hitscan if your velocity is high enough. I love this approach to weapons tbh.

ionic nacelle
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howdy, Im trying to increase the height of a cube while the trigger key is being held

shy aurora
frosty heron
# shy aurora

Plug the door alpha to alpha, make sure the value is from 0 to 1