#blueprint

1 messages · Page 197 of 1

wise ravine
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works fine without out

old sand
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Oh that's it? Thanks!

dark drum
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Because if you place an item in the world and don't specify the item class type, there shouldn't be any uobject with the item. However, this might not be needed. You can remove the set item object if it's invalid. (I believe I do this later in the video)

maiden wadi
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Lol, maybe I'll write a post on it or something.

old sand
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Would this be setting it back to visible? When done, the text box stays on screen, how can I remove it before and after talking to an npc?

dark drum
old sand
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I got it to stop being timed, but now how do I interact to close the dialogue? After the sentence finishes, it stays on the screen

crystal grove
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hello
who has ever used hive keychain wallet integration to ue5?

mystic panther
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Heyho!

Unsure if this is the best place to ask, but figured why not.

I'm looking for some help regarding a tutorial online (https://www.youtube.com/watch?v=kDFmMI1QdZQ) to make a conveyor belt system for my project. I've followed this part and the previous part and got it working, with one slight hitch. At the end of the video, he makes a 90 degree turn with his belt and it works. When I try that, my spline gets all messed up (https://imgur.com/a/ue5-conveyorbelt-patisanoob-tutorial-4ZOl2mW).

I was wondering if anyone would be able to give me a hand figuring out what the problem is and what I've done wrong. I've uploaded my project to a google drive (https://drive.google.com/file/d/1gPrnQEvCQojSSZvbBRNGzSario1GpLTo/view?usp=drive_link). In order to test the building, look at the ground and push "B" and select the conveyor belt.

Any help would be great!

In this tutorial, we will be making the conveyor belt from Satisfactory. They will be spawned in by the player at runtime and adjust to rotation and location.

Timestamps:
00:00:00 - Material & Parent
00:04:30 - Components & Variables
00:11:00 - New Functions & Overrides
00:37:00 - Update Spline Shape
01:01:20 - Update Spline Visual
01:16:00 - I...

▶ Play video

Imgur: The magic of the Internet

frail onyx
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Do you know what kind of force I can use to do that? I tried looking at a negative radial force but that doesn’t seem to achieve the effect I want because the shape is a whole sphere, and I kinda want it to be pulled in from a like cone/rectangle shape, in a similar way to how the physics would work if a hole opened up in a space ship or something and stuff got sucked out straight through the hole

dark drum
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Does anyone have any suggestions on how to handle movement of characters and the camera in varying gravity scales?

I was thinking of switching to flying movement type if the gravity scale is between -0.25 and 0.25 (until it hits the floor and or ceiling) but as the scale can be negative I'm not sure how best to handle being able to walk across the ceiling.

Would just rotating the character cause any issues?

dark drum
ashen aspen
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how can i add my custom variable as a paramter in my custom event?

dark drum
frail onyx
ashen aspen
dark drum
dark drum
frail onyx
unique yoke
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Hi! I'm currently working on a FPS and am looking for an offscreen indicator. The idea is that the indicator would always point to the actor, even when not in the screen field. As you can see in the attached video when I'm turned away from the object the widget just stays at 0,0 in the viewport (just freeze)

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Any ideas?

spice gazelle
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Might need to look at the code to be able to tell whats going on behind the scenes

dark drum
unique yoke
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It's just an actor on Blueprint

fiery anvil
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I imported a backpack model off the sketchfab plugin for UE and it worked perfectly but when i restarted rhe engine it deleted the texture. i found the texture files on my computer and reimported it. im now trying to fix the material. so i added them and it worked fine up until i added the Base Color. i tried adding just how the previous base color was added and for some reason it keeps showing an error labeled "Arithmetic between types float 4 and float 3 are undefined" help me please

spark steppe
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use the RGBA output from the texture sampler

fiery anvil
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how im still new to this 😭

spark steppe
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you currently have RGB Connected to the multiply

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use RGBA instead

fiery anvil
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oh ok let me try

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it worked

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thanks

gaunt hull
eager python
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If I'm creating a Dungeon generator but want each Room to be controllable individually (add/remove walls, traps, themes, etc...), this means it would be best to have each Room be its own "Room Generator" actor BP, and then have my "Dungeon Generator" actor BP just spawn and manipulate a bunch of Room actors, right?

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Assuming so, does that mean I can't really use the Construction Script to build it because I can't spawn Actors until BeginPlay? I was hoping to at least have a debug grid visible in the editor rather than needing to click Play all the time, but maybe that's just a silly QoL thing I don't need.

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Conversely, if I were to use the Construction Script to do all the math and planning, and get the nice debug grid going, wouldn't that mean I may as well not use separate Room actors at that point?

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Paging @maiden wadi because this is relevant to what you were helping me with last night (thanks again btw).

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Basically, I think I'm going to start over with a different approach to generation. Rather than [creating a large pool of randomized Rooms and dropping them where they fit], I will be [creating each individual Room sequentially based on the need].

young pine
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how can i make that the hands of my character follow the mouse

dusky cobalt
eager python
dark drum
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Does anyone know what it is that keeps the character upright?

maiden wadi
dark drum
maiden wadi
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Something in the CMC most likely. I'd imagine it has some simplification for setting the capsule location for speed.

lunar sleet
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And you can’t change that capsule so I doubt you could do it that way

dark drum
ionic nacelle
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howdy, trying to get the "Is Falling" event to work on a first person project, and I think Ive found where my missing pieces are, but not sure how to go about this

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This is what the tutorials screen looks like on his AnimBP

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Im trying to piece together the top part (which I think is the issue), but I cant find the 'target' - 'character movement' node

surreal peak
ionic nacelle
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so far

surreal peak
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And pulling from Character, searching for CharacterMovement doesn't give you anything`?

ionic nacelle
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thats the full bit

lunar sleet
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I think it’s try get pawn owner if you’re in anim bp (not owning actor)

surreal peak
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GetOwningActor is also fine in theory

ionic nacelle
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ffs lmao

lunar sleet
surreal peak
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It's a Variable that points to a component and that is part of the ACharacter class

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So you gotta search for it with that as a context

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BP_FirstPersonCharacter is inheriting from ACharacter

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So that's why that works

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You can also find it from the AsBP... pin from the cast (use the Character variable though)

surreal peak
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AnimBPs tick during DesignTime

lunar sleet
ionic nacelle
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now I cant find the plain "Set" variable

surreal peak
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That's a Member Variable of the Blueprint that person is in

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Meaning the AnimBp

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Which is created by them

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You gotta make that variable

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There is a quick way to do that by dragging the pin off and release it, like you'd when searching for the node

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Then press "PromoteToVariable"

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And name it

frail onyx
surreal peak
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Then add a check if "IsSimulatingPhysics" before calling the Force stuff on it

frail onyx
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Wouldnt it always still be trying to loop through anything that goes through it that isnt simulating physics, but just not adding the force?

ionic nacelle
dark drum
dry sleet
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superb, ship it

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somewhat reminiscent of what happened in our old demo after dismounting a train

dark drum
frail onyx
dark drum
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Not sure why he just spins around though. o.O Either way, i probably want to control the pitch of the capsule from and animation anyway.

young meteor
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Anyone know how to keep a destroyed mesh from chaos destruction as a permanent thing?
I've seen a video a while back where they blew up some meshes (rocks etc.) and I'm guessing the did it with the Chaos Destruction thing.

Then they kept it as it landed afterwards instead of manually placing meshes everywhere to make it look like there was an explosion.

(So not caching to reuse the explosion later, but more as an environment creating method)

frail onyx
# dark drum Yea that should work.

do you know how i can destroy the primitive component object reference when it hits a different box collision? I tried doing Destroy component but that doesn't seem to work, the things I'm using for my objects are just normal cubes from the add menu that have simulate physics checked, down the line im probably going to add a custom mesh for it, but im just using cubes to test for now. When i want to have a custom meshes that can be moved around with physics would i need to make them actors, or can i just do what im doing now and drag the imported static mesh into the scene and turn on simulate physics?

dark drum
frail onyx
dark drum
frail onyx
frail onyx
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cool ty!

old sand
dark drum
old sand
surreal peak
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Bruder, klick doch nicht jeden scheiß spam link...

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And yes, the German comes out with that shit.

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Freaking spam bots

frail onyx
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anyone know how to fix this/a better way to do what im trying to achieve? im trying to scale down an object when it enters the collision and then destroy it once it's fully scaled down, but if one object enters and then another one enters immediately after it messes with the timeline and the one that entered first stop getting scaled down.

steel star
frail onyx
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works fine if there is just one at a time, but if multiple hit it before one can finish it gets all messed up

steel star
frail onyx
steel star
frail onyx
steel star
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well, you need one ;D make a new blueprint class with parent of actor, or static mesh if theres a special actor already for that

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or you need to edit that animation node to have an input actor pin -- and debug it

balmy onyx
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so i tried to equip a sword to my players hands when i press a button in a widget. the spawned bp_sword is shown in the outliner but not in game. anyone knows how to fix that

warm kayak
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I have a BP_InventorySystem with a InteractionTrace function that calls "Get player camera manager" and it works fine with the third person camera alone, but when I add a first person camera toggle, it seems to detect everything twice. Not sure if the double detection is the 2nd camera but I assume so.
How do you get the index from the camera manager to make sure?
Thanks.

Edit Figured out that the duplicate print to screen was caused by the second BP_Character on the level.

shut quarry
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I am creating a better knockback system (previous methods such as add impulse was moving the player wayy too fast) so I've come up with this method (img) where I create a custom tick function and it will vinterpto the new location.

To achieve this i have created two variables _Actors and _TargetLocation and will loop thru and vinterpto there.

What do i need help with? I am trying to get the DELTA Time but i have no idea what an animupdatecontext is (which is apparently needed to get deltatime) . Any solutions? and any recommendations / issues with my approach to a better knockback system?

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forgot this img

old sand
cosmic dirge
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I am having a really beginner question, i am trying to make a AI move with a behavior tree, and i do got a NavMesh and i have set the "Enemy" to the AiController i have created, anyone want to help me quick? 🙂

shut quarry
dawn gazelle
# frail onyx Do you know what kind of force I can use to do that? I tried looking at a negati...

It would be just "Add Force" that you probably need to use on the actor when they overlap. The "force" vector on the node would need to be a calculation based on the position of the actor to be pulled and the location of where you want the "force" to pull them to and get a direction from that and additional math to determine the strength of it (you probably want it to be stronger the closer they are). You'd do this on tick as well for all actors that are overlapped.

Something like this should do it

frosty heron
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Use event tick if you gonna do something per frame, not timer

shut quarry
lunar sleet
dusky cobalt
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Is there any way to use Enum created in C++ in the blackboard?

lunar sleet
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You can also bind and unbind dispatchers if you want to be fancier @shut quarry

frosty heron
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Check if it's derived from uint8

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Also check if it's blueprinttype

dusky cobalt
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I can see it in other places but not in the blackboard

dawn gazelle
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Might need that E?

lunar sleet
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Always start with the first letter if you’re using camel search

dusky cobalt
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Unforunately no

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I found workaround, because I cannot ''specify'' it here then I will just set enum first and then switch on it

shut quarry
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much easier

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to just set a timer that executes every frame and use ^

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and it'll work

frosty heron
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@shut quarry stop using timer to replace tick

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It's more overhead

shut quarry
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alr

frosty heron
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Also you can just cache the delta second from the tick

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Probably can get away with get world delta second but they are not exactly the same

mental trellis
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Why would you do that when you have that node?

frosty heron
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An actor can have different delta

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For context look at time dilation

mental trellis
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I guess if it's dilated separately.

shut quarry
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imean the things is if i have 100 monsters and each of them are doing are setting a variable of deltatime every frame its gonna be laggy as shit. My method will make eveent tick do nothing unless the player is actualy facing the monster

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hence why i wanted to create a seperate timer

frosty heron
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Your method calling timer with 0.0 second is actually more harmful than tick

mental trellis
frosty heron
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Use sequence and bool on your tick. Then collapse the function to a graph

shut quarry
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alr

ionic nacelle
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has anyone had trouble getting a FirstPerson_AnimBP to correctly work with when trying to get string print out of "is falling" and "landed"

dawn gazelle
# shut quarry imean the things is if i have 100 monsters and each of them are doing are settin...

This is a misconception of tick. It's not so much that it's bad to have things running on tick, rather, what you might be trying to execute on tick could make it bad. If it's something you need to do every single frame, then you really don't have a choice. A timer is just tick with more steps as starting a timer up forces the world timer manager to check every frame if that timer is ready to trigger.

Depending on what leads up to your variable being set determines whether or not that tick could cause lag - for example if there is complicated math or plenty of loops (or large ones) happening - then that's when you may start to see signs of lag from your tick event.

fiery anvil
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im following a tutorial on Hand IK (https://youtu.be/3NWEvuX2dmA?si=bQ4p6ugv0gSxeXF0). i got to minute 43 and now im at a part where he opens the BPI Get essential values on locomotion easiily, where as for me it wont open. ive rewatched it. im in the exact samr bp with the same settinggs. whats wromg here?

dawn gazelle
fiery anvil
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thats what im supposed to do arent i

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he did that in the tuto

dawn gazelle
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Check if there is a tab already opened at the top with that name. If not, try restarting the engine and try again.

fiery anvil
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its not open, ill try restarting rn

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still wont budge. ive seen one guy in the comments with the same issue but no responses

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I FIXED IT idk what i did i just right clicked and tapped implement event

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hopefully it dosnt break

shut quarry
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whhen im launching my AI backwards he continually tries to move forward thus ruining the ideal parabolic shape of the knockback. Any suggestions on how to make my AI stop moving forward until eh reaches the ground?

candid quarry
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does omebody know why spline mesh is not in the middle of the spline whewn i make

violet axle
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Hi all, I'm new.
I have been stuck on this for a while now, so thought I should reach out for help.
I have it set up so that when i push "E" on a specific door, it takes me to another level.
My issue comes with when it goes to the new level, it wont take me to the door on the other level I want.
I put a "Player Start Tag" on the location I wanted it to spawn to, however, when it actually goes to the new level, it
spawns in a random 'Player Start" point, rather than the one I wish.
Here is my logic. (The string "this ran" indeed runs when i spawn in new level)

marble tusk
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I'd want to say it's the spline mesh that's scaled, but the code says it's not

frosty heron
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If you need to send data across, you can use game instance

versed sun
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also try World Space

candid quarry
marble tusk
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Ah I see something to do with world space/local space since the spline mesh is being placed farther away from the world origin

queen vault
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It seems when my player respawns one of my other blueprints fail. This is the error I get as well as corresponding blueprints that might be the reason. The last screenshot is how my respawn function works.

spare sentinel
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all codes what i get from chat gbt are wrong? all... is this normal?

marble tusk
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Duh, chat gpt spits out random garbage. Never trust those stupid ai bots. They just throw shit together to make cohesive statements even if they don't make sense

spare sentinel
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i think you are right.

versed sun
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i remember having the same issue....

queen vault
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Basially I want it so when the player restarts, the collision type gets reset to default collision.

hollow pecan
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The satisfaction one gets after spending hours trying to get something to work and finally getting it working is 'Unreal' 😄

queen vault
lunar sleet
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I’m confused

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What is the issue

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Which part doesn’t work

queen vault
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Basially I want it so when the player restarts, the collision type gets reset to default collision.

lunar sleet
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Yes, what is default collision

queen vault
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Overlap

lunar sleet
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So why are you setting it to block?

queen vault
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That is when the person enters the arena area. I want to change it to overlap when the player respawns.

lunar sleet
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So why are you showing the wrong screenshot then ?

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Show the code that is the problem

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Or are you saying you don’t know how to write it?

queen vault
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I guess I don't know what to write?

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Sorry

lunar sleet
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No need to apologize just trying to understand your issue

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If you spawn the player again it should come with default collision. Do you have a respawn logic in place ?

queen vault
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In the game mode blueprint

lunar sleet
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On a side note

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If you’re doing the spawn twice just because the transform is changing you could just save the xform into a variable and SET that variable before plugging it in

lunar sleet
queen vault
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It is overlap in the details pannel

inner vessel
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I have an array of vertices from when I generated my terrain. I want to somehow get collision within a certain distance of a location in space to see which of those vertices are inside of it. I have a reference from my terrain blueprint inside this new blueprint, but I'm not exactly sure how to execute this properly

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What nodes might be able to help

lunar sleet
queen vault
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I just placed a node changing the overlapping manually before the respawn logic and it worked?

lunar sleet
queen vault
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Sorry I probably miscomunicated something. I'm trying to change collision for a different actor and not the player. The outcome I want is when the player dies, the different actor's collision changes.

lunar sleet
queen vault
inner vessel
lunar sleet
queen vault
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Anyways, case in point my problem is fixed and appreciate you for being there! Sorry for my terrible miscommunication.

inner vessel
lunar sleet
inner vessel
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The ONLY thing I can think of, that seems VERY resource intensive, is doing a for each loop and checking EVERY SINGLE VERTICE and checking that vertice to see if there is a spline point near it, and if there is, adjust it to that points height. But that seems crazy

lunar sleet
lunar sleet
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How would you even be getting all the vertices?

inner vessel
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I have a terrain blueprint and a spline blueprint with points creating a road.

In the terrain BP there is a variable called "Vertices" with a bunch of coordinates. It then creates triangles and uvs between those coordinates to make chunks. The variable is a vector array.

I made a function in the terrain BP and added an output to a return node that accepts vector arrays then plugged the variable in.

Then I just called the function in the spline BP and there's an output pin with our vertice variable.

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let me attach screenshots it'll make it easier prob

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Pretty simple

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but the vertices are literally just coordinates in space not physical objects or anything so it's just weird

lunar sleet
inner vessel
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Dang that sounds WAY above my head 😂 thanks though maybe I can look at that. Idek what EQS is

lunar sleet
gaunt hull
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looking for help creating a free look camera

subtle shoal
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Please, help.

Blueprint Text Export: https://pastebin.com/7uC8KAyV

Output Log (Warnings Only): https://pastebin.com/5hcpaLcF

Version: 4.26

Purpose: Mass-edit files from a game for a mod whenever said game is updated

Problem: Several Set Editor Property nodes fail to find properties that exist and there are no typos

winged vale
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Is there a way to do Dynamic State Trees, like the Dynamic Behavior Tree?

true kiln
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Does anybody have an idea how to return an enum value using chooser tables?

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I need to send and input as an enum and then return another enum based on the chooser table I designed .

lunar sleet
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I’ve never heard of a chooser table

true kiln
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I'm currently creating some dummy objects to be used as enum return values! 😩

lunar sleet
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Oh it’s a plug-in, makes sense

foggy grotto
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Hello, I'm having difficulty with shooting projectiles. When strafing, the projectile shoots sideways. How can I make it shoot towards the center of the camera no matter what?

quaint fable
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How could I make it so when I fire off an input action, it only fires once, even when I'm holding down on the key?

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I have a door that opens when you press E, however, if I hold down on the E key it reads as if I were pressing it 100 times per second

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Oh I figured it out, it's so simple lol. I just had the input action set to triggered instead of started

foggy grotto
true kiln
foggy grotto
dawn gazelle
frosty heron
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Well, if we are talking physich, as long as the ball remain in the barrel, you would have to keep the ball in the path of the barrel

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If the speed is constant, you can probably use timeline to move the ball from the start till the end of the barrel

foggy grotto
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Hmm OK, I see.. Would you suggest using a timeline and a vinterpto to move it to the barrel?

frosty heron
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On complete, fire away using impulse or w.e u have rn

foggy grotto
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let me try

dawn gazelle
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I think the only other thing you could do is take the velocity of the actor and add it to the projectile at the moment of launch but then you'll have the opposite problem if the player stops moving immediately after it gets launched - it'll then look like the projectile is travelling away from the straight path the player is now facing - it'll also make the projectile go faster or slower if the player is moving towards or backwards in the same direction as they're firing.

foggy grotto
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thank you for your advice

crystal grove
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hello
I want to send the http request to the game server when I press the verify button
I make the blueprint
it makes sense?

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but It doesn't work. server can't listen to the post request from ue5 game

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what is the mistake?

surreal peak
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You gotta provide what doesn't work. What does your webserver expect? Do you need to specify proper Request Header Attributes? What is the result json string, does it match what your server wants? Is there an error on server side or do you not even get a response etc

crystal grove
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yeah that's right

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it doesn't work

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when I send the my user name to the game server, then game server send request to blockchain to find my asset

surreal peak
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Welp, that doesn't answer my questions. And since it's blockchain shit you just lost me

crystal grove
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if server receives the response from blockchain, then it sends the results to ue5 game so user can verify his assets

crystal grove
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this is not blockchain

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I have to only get data from the chain

dawn gazelle
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So you're running a custom game server on port 3000?

crystal grove
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no

dawn gazelle
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You want to send the HTTP request to the game server when you press the verify button. The verify button is currently sending a post request to something running on port 3000.

crystal grove
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this server is only used for receive from ue5 game then send data again

dawn gazelle
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Ok, and upon doing so, what print string are you getting? "success" or "hello"?

crystal grove
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this is my server.js

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omg
it works well

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I rerun the ue5 game

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thank you

crystal grove
dawn gazelle
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Do whatever is required to load said assets, and display them in a widget, or load them into a material and apply them on a mesh.

quaint fable
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Is there a way for me to allow a player function only after another actor has been destroyed?

raw sleet
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Heyho 😄
my project was broken by changing a structure by putting a structure into the structure I changed. Many things didn't work, but I eventually fixed that issue. Just wanted to know if this issue broke something I haven't noticed or anything. This issue seems to be something rather common

quaint fable
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Basically, I have it so when you interact with a Flashlight the actor is destroyed. After that I want there to be a point light on the player character that can toggle between visible and not visible. I only want this to happen after the Flashlight is destroyed though

topaz condor
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hey guys i have this linetrace setup to pickup items and add them to a scene component on my character, and it works fine when im picking up but when i drop it my item disappears off the map, so i enabled physics i cannot pick up item but drop works

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any idea?

tropic peak
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my highlight item (raycast to see if something is in front of the character) BP is having some issues. Basically it throws an error that it accessed "none" trying to read property blah blah.

My current highlighted actor is set when a raycast is hitting something, so whenever I press my interaction button and there's nothing in front of the character it will always be none/empty. How can I "fix" this? The BP works just fine I'd like to do something to get rid of that error message.

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add a bool to capsule trace like "hitting something", and before I can "E" - interact it would check if the bool is true?

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although it will always hit something, like floor or the landscape unless I make a specific array to ignore this kind of stuff. seems like a lot of mundane work, there has to be a better way.

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I could also check if the hit target has a tag "T_Interactable", hmm.

frosty heron
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You can first check if the hit actor / component is valid

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Actually may not be necessary the issue is with you accessing an object ref that is not set

tropic peak
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yeah

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all kinds of bad stuff is happening when I'm trying to fiddle with this BP

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or I could just add an empty actor somewhere in the scene and set it as default value until something else is highlighted

frosty heron
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It's only bad if you make it bad

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Know what your code is doing, design and observe the flow

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Encapsulate when possible

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If your own code don't make sense to you, then you are doing it wrong

frosty heron
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Using the valid check macro

tropic peak
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yeah I'm doing that now

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I need to use is valid node more, so useful

lunar sleet
tropic peak
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oh yeah that's for sure. I just tend to forget about it existing when there's a perfect place for it

frosty heron
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If you need to access something that is meant to be set, don't do is valid check. The error will tell you where you gone wrong.

In a case of tracing, it's quiet common to have is valid check on the hit actor or comp because you could be hitting nothing and game should still work

tropic peak
#

yep it worked just fine, but the error was just annoying

dark drum
tropic peak
#

I wish I could comment things in BP in a different way

#

like a sticky note or something

dark drum
tropic peak
#

yeah but you can only put the comment in the header of the comment box

spare sentinel
#

i have rvo avoidance activated but all my ai block each other.

#

there are many ai gorup of 20-30

#

everyone block each other

#

any idea?

dark drum
spare sentinel
#

and thats it?

white thicket
#

I am creating a car damage system but it didn't seems to work properly

spare sentinel
dark drum
spare sentinel
#

yes i see it?

#

i have to set alle to true?

dark drum
# spare sentinel i have to set alle to true?

Just the relevant groups. So if you're AI is set to group 2 for example, you can then just set it to ignore on group 2. The player might be on group 1 so you set them to avoid group 1.

white thicket
#

first it goes positive then negative

spare sentinel
#

but each ai monster block each other

#

and there are 1000 of ais

#

there is no group

dusky cobalt
vestal breach
#

Anyone know why is this happening? When I turn the character with A and D the animations are working correctly turning right makes the character tilt to right and turning left tilts to left, but when I turn left and right with the mouse in X axis the animations are reversed turning right character tilts left and turning left it tilts right.

spare sentinel
dusky cobalt
spare sentinel
#

so rvo avoidance will not do it?

#

i have to code some logic?

dusky cobalt
spare sentinel
#

that for exmape a group of ai follow you

#

but they cant attack you cause they dont get in range

#

they blocking each other

#

i wanna do it like a moba game.

#

they will find a way to get into your range and attack you

dusky cobalt
#

You want them to not block each other but at the same to block each other? I don't get it. If you want them to pass trough you need to disable collision on them so they don't block each other. If you want other logic then you need to program this. RVO avoidance makes so the actors are trying to avoid each other.

#

You can also try to make the collision sphere on actors smaller so they will still collide a bit but will be able to half pass trough each other.

spare sentinel
#

when they have no collision they overlap each other?

tropic peak
#

My workbench static mesh has 10 sockets added in the mesh settings. When I add it to a blueprint none of them are visible under the sockets category in details window. going forward I would like to get all sockets in an array and attach a "ingredient" static mesh to each of them, but the sockets are not available.

#

what could be causing this?

#

well apparently it exists but I can't see it anywhere..

versed sun
#

I don't think you can just 'see' the sockets in the actor
If you add a child to the socketed mesh , you should see your sockets after clicking the folder/spyglass button ( on the child)

tropic peak
#

I think I'm gonna scrap sockets for this one completely.. Basically it's a prepstation where you pick what ingredients to put on a pizza. Since there's just 10 ingredients i might as well just add the meshes individually I guess..

#

setting this up on runtime just raises more issues

crisp mica
# white thicket

should you not invert damage amount and health

because curently you made damage - health
but it should be health - damage ?

white thicket
#

Now working properly

chrome glacier
#

Hey guys, trying to figure out how to have UE5 cull blueprints that are in no way in the view? Placed the camera in a closed off room and froze the rendering. As you can see, alot of stuff is not being culled. just about everything you see here are blueprints (except the foliage). What would be the best way to prevent blueprints from being visibile/loaded while not being in view range?

#

Might be silly, but should I include all these external blueprints into a datalayer that I turn off when entering buildings that have no view to the outside world?

trim matrix
#

How do i replicate a variable from a character to a animation blueprint, I am trying to replicate the Control Rotation from the character into the animBP and it doesnt replicate to clients. Any solutions?

#

i tried the very bad method and nothing happened (usually works, but i dont use rpcs like this)

worthy frost
#

you cant have replicated properties or rpcs in an animation blueprint

trim matrix
#

darn

worthy frost
#

(why epic doesnt throw a warning about this is beyond me)

trim matrix
#

Is there a possible workaround?

worthy frost
#

control rotation should not ever need to be replicated

#

so i dont get why you need that replicated

#

also its very odd to use control rotation for animation stuff

trim matrix
#

i am using it as a lazy version of aim offset. Just set the bone rotation with control rotation

worthy frost
#

ok

#

but just get characters baseaimrotation pitch

#

Character->BaseAimRotation.Pitch

trim matrix
#

alright

worthy frost
#

its replicated

trim matrix
#

thanks

worthy frost
#

though not sure why dont dont proper aim offset animations, or use something like control rig

#

rather than transform bone

trim matrix
#

idk, i just kinda did it, prototyping stage

worthy frost
#

o

#

ok

#

but yeah BaseAimRotation for pitch, ActorRotation for other stuff

#

is how i usually do my anim stuff

trim matrix
#

Alright then 🙂 thanks for ya help, gtg now

dusk oak
#

everything's working fine, the right Trees Index is returned for all the trees, even those with the blue note. so, why is there a note on 3 of the nodes ? the process behind is the same for all 6 trees types, could it be a bug?

spare sentinel
#

how can i make it not block each other?

subtle nova
#

Hopefully quick question here.
I'm trying to have an enemy that faces the player, and strafes around them. I want the player to be able to dodge around behind them if they're fast enough.
Orient Rotation to Movement makes the enemy turn sideways when strafing instead of strafing.
If I "Set Focus" to the player, he strafes properly, but is fixed on the player so the player can't dodge behind.
Is there a setting somewhere I can dampen his rotation or something?

hollow pecan
#

I was having issues with 3d widgets where button events wouldn't be called in standalone. Changing it from 'OnClicked' to 'OnPressed' fixed it.. Anyone understand why? Just so I know for the future

keen widget
#

how to check is Hit actor is TokenBlueprint actor or not ?
Only by casting? or is there a better way?

dusky cobalt
dark drum
mild ibex
#

Question regarding sequencer. If there are existing key frames on a timeline, can they then be overriden?

keen widget
#

thank you!

spare sentinel
#

can someone tell me i can do that they dont run into each other and block each other?

fickle rampart
# spare sentinel can someone tell me i can do that they dont run into each other and block each o...

Usually, this kind of NPC behavior is written/created in BehaviorTree with the "MoveTo"-Task. Additionally you need to create/place a "NavMeshVolume" into your world. That NavMesh needs to be adjusted so that the MoveTo-Task recognizes other NPCs on ground.

Alternatively to the "MoveTo"-Task, you could use the "CalculateNextLocation"-Function in a custom BT-Task and use that function to pre-calculate a nav-able location on your NavMeshVolume.

Edit: That might be some approaches if you would like your NPCs to "go around other NPCs".

If you don't mind them to leap their meshes into other NPCs, just disable the collider.

spare sentinel
lunar flower
#

Hey I'm trying to create a fpv drone controller, This isnt adding torque correctly. Its being applied in world space. Anyone see whats wrong?

outer brook
outer brook
lunar flower
outer brook
young meteor
#

Anyone have a simple setup/reference/video for making a Timelapse of a level desgin/level art?
In other words making it easy to get/remember to get Screenshots from consistent angles in good resolution, so I can cut it together in a video later?

lofty rapids
#

maybe multiply by 1 instead of zero, not sure how that would work out but worth a shot, i'm guessing you want it to follow the up vector ?

lunar flower
lofty rapids
#

why not just use the up vector itself without the direction part ?

eager python
#

Is it more optimal to, in a For Loop, drag the pin from the Array Element to everything in the loop, or to create a local variable, store the pin in it, and then "get" that variable each time you need it later in the loop? Why?

wise ravine
#

hey @dark drum I just finished part 3 of your tutorial series. I want to make something like the UI from planet crafter but I'm not sure how. And that is why I dont know If I should complete part 4 or not

lofty rapids
#

where you can just keep reusing the variable

eager python
lofty rapids
#

i doubt it's noticeable

dusky cobalt
tall geode
#

what does this extra piece of blueprint do to the game?

dark drum
# wise ravine hey <@430016173694779402> I just finished part 3 of your tutorial series. I want...

Part 4 is still worth a watch as it shows how you can structure some of your widgets and get the relevant data from the inventory component. From that you can tweak it how you want. Off the top of my head, it'll just be swapping out the vertical box for either a wrap box or grid box in the inventory container.

With you wanting more of a slot UI, you could setup the item widget to handle not being passed an item object so it can display as an empty slot.

dark drum
wise ravine
tall geode
tall geode
#

oh

#

thats nice

#

I still strugle with understanding blueprints. any good guidance on them?

primal hare
#

So key press input doesn't work in non character BP?

dark drum
# wise ravine I'll try that and then I'll get back to you if I have any questions, thanks

No probs. If it helps, this was one I setup for a since abandoned prototype. The underlying system is pretty follows the same structure has what I've shown in the tutorial. Don't be afraid to experiment with your widget layouts to get them to look how you want. 🙂

In the example, i just create an item widget for the items in the inventory but if you want empty slots, you can create a specific amount and pass the relevant item object to the ones that should show an item.

dark drum
lunar flower
primal hare
#

Basically this thing?

#

casting to controller.

eager python
#

If I use a variable to store a randomly chosen item from a Map's array of Keys, is that item also removed from the Keys, or am I just getting a copy of it? Do changes to that variable also change the Map?

(I know this should be easily tested, but I'm asking because I feel like I'm seeing inconsistent results -- sometimes my blueprint fails to remove a door that absolutely exists, but the door was somehow removed already, which means something accidentally removed it early, but I never explicitly told it to, so now I'm confused.)

#

Example

dark drum
primal hare
#

I was thinking of adding custom dispatcher and bind it to key inside the Character BP

true kiln
#

I'm trying to understand the chooser table but I failed for several hours, as you see in the screenshot by clicking on the + icon I create a new object and I called that to BP_State
but when I set the row on the second step to an asset it does not show the class I made.
But in the second screenshot if I set the Output type to None it shows the classes I made earlier as you can see...but when the chooser returns them I can't cast them to BP_State class from the object and it says their class is Blueprint...

primal hare
#

which way is preffered?

white thicket
#

Hello

#

Anyone know how can i detach the wheels from my car ?

#

this is the skeleton

dusky cobalt
# eager python Fair enough. Thanks!

Also 1 more thing, the difference between perfromance in editor and packked game is without comparision. Just pack game and test. You will see that mostly it's handled really well.

dark drum
# primal hare is it expensive?

Not really. Its more down to what makes the most sense for your project. You just have to remember to disable inputs on the actor when it should no longer recieve them.

frail onyx
#

Anyone know a better way of doing this? Currently what I’m trying to do is scale down any objects that overlaps and then destroy it, but whenever a new object overlaps while one object is already getting scaled down then it will cancel the timeline on that object. I’m trying to not use any blueprint actors for the objects I want to overlap with the collision box, they are just cube for right now that I added from the quick add menu and then checked simulate physics on them.

thin panther
#

My personal option is to raise dispatches in the character or controller if other things need input. Bubble it down.

Letting other actors receive input is a bad idea, keep those things central

marble tusk
# white thicket Anyone know how can i detach the wheels from my car ?

I don't know if that's possible with the built in vehicle system. However, I do know the Advanced Vehicle System (AVS) which is a paid plug-in on the marketplace does support detaching wheels. It was one of the free for the month assets a few years back too, so if you've been claiming those free assets you might have it already

eager python
royal rain
#

Is there a tutorial or something for trying to make a top down shooter game where you can score headshots based on aim? Kinda like synthetik legion rising? Never could figure out how to do it

white thicket
#

Why this function is not working😕

dusky cobalt
# eager python Never even thought to do that. I'm not even sure I have something packable yet ...

My first build took 1 day, but I did a lot of bad things. Then 2h and now it takes 4minutes at max. You need to clear also errors and its better to do it from time to time, and once you have eliminated all errors it's easier to deal with new ones because you easily track what you changed and can reference why now you have error. I just spawned like 300 characters and that was the number when my game stated tanking but it wasnt even that bad.

dusky cobalt
dark drum
frail onyx
frail onyx
lunar sleet
frail onyx
eager python
lunar sleet
white thicket
lunar sleet
dusky cobalt
eager python
dark drum
white thicket
lunar sleet
lunar sleet
dark drum
lunar sleet
#

If ShrinkActors is a function won’t that cause issues tho?

eager python
lunar sleet
#

Altho that says event so idk why it looks like a function

dark drum
dark drum
lunar sleet
#

I was thinking more of the latent action inside a function part, but I guess it’s kind of like putting a delay outside if it and calling it again

normal viper
#

hello
does anyone knows how the hell are safes and combination locks are made ? or maybe a youtube video
cuz i didnt find any

eager python
#

...are While loops weird AF for some reason? I created a fairly simple one to add a single thing to my dungeon, but it adds a huge number of them even though I properly set the control variable after finding the first...

maiden wadi
#

Have logic to show?

eager python
#

Yeah getting it, sorry

dark drum
eager python
# maiden wadi Have logic to show?

This loop should:

  • Loop until you find a valid empty location
  • Pick a random door with no connected Room
  • Check if the space in front of that Door is empty
  • If so, we found a valid empty location and should exit the loop
#

The "Completed" string simply places an actor in the world at the location found in the loop earlier

maiden wadi
#

Contains on a vector sounds rough.

eager python
#

(pink box = door // red line = no connection)

#

What concerns me is that it places MORE THAN ONE

#

Which should only be possible if it somehow executes numerous times

maiden wadi
#

Works sometimes at least. But that is the joy of floating point precision error. Chances are contains does not correctly use a nearly equal check. Maybe it does. But I wouldn't trust it without searching through code to find out. Cause if it doesn't. You're relying on three float == floats to be true.

eager python
#

Regardless, if it passes validation even one single time, it should be exiting the loop

#

Yes?

maiden wadi
#

Should

dry sleet
#

it can't fail, it retrieves the value from the same array being tested

#

bitwise it's identical

#

wait, no, my mistake

eager python
#

I'm confused.

#

Oh, kk

dry sleet
#

I got the images switched up

#

reading on the bus eh :)

maiden wadi
#

Realistically though. Your tiles look like a grid. And FIntPoint or FIntVector are better choices.

eager python
#

My understanding of a While Loop is:

  • When the condition is no longer true, the loop terminates and executes the "Completed" node
dark drum
eager python
dark drum
eager python
# maiden wadi This is correct.

So... How do I find out what's happening?

Either:

  • It's executing the function numerous times, or...
  • One execution is placing numerous actors for some reason
maiden wadi
#

You could see if it's the contains with a fairly small change. But the change might be a performance killer.

#

Just need to make a small pure function to iterate the array, and do nearly equal. Return true if a nearly equal is found. Else return false if loop finishes. Make the nearly equal like 1.0 tolerance.

eager python
spark steppe
#

yes about the rotation

maiden wadi
#

You're asking it to terminate when that vector you make is found in the array of other vectors. You're literally trying to be throw a needle in space and hit a specific planet you can't even see with that kind of check.

eager python
#

But regardless, the numerous green boxes are indicators that it exited the loop and placed something numerous times.

#

Wait is it possible that the loop is creating numerous instances of those local variables and then executing each one at the end even though I didn't For Loop it?

frail onyx
maiden wadi
#

Shouldn't. Finished should only run once per loop start.

dusky cobalt
dark drum
frail onyx
normal viper
dark drum
eager python
normal viper
#

ahhh i see and how can i make u know the camera to switch so its closer the the lock or something
should i add another camera to the blueprint of the lock it self ?
thnx

eager python
#

Omg I'm an idiot

maiden wadi
eager python
#

I figured it out. I literally had the function attached at the end of a For Loop body instead of the Completed node. I'm sorry for the waste of time.

Integers don't work for me because I use a scale to make the tiles variable in size and need to place things like doors at a 0.5 scale interval.

#

Kill me

#

Idk how many times I've done this already in this project

maiden wadi
#

That's okay. I'm trying to line trace empty space and hitting a dynamic mesh component that is no where near the trace. So. I feel your insanity.

eager python
#

Much better.

#

New question: Is it weird that my main dungeon generation loop causes an infinite loop error unless I put a delay in it (even if the delay I add is 0.0s)?

#

Feels weird.

#

I guess on that same note, is there a way for me to tell the engine to disregard potential infinite loops within a chunk of code?

#

Infinite loop without this delay.

fiery sierra
#

@frosty heron hey, is that image you sent the other day the full logic? I'm having a little trouble understanding it

fiery swallow
maiden wadi
eager python
fiery swallow
#

waiting atleast a single frame is enough to avoid being striked by the loop detector

eager python
#

Wait, why would a delay affect that then?

#

Oh gotcha

#

I like that you knew my next question before I asked it haha

fiery swallow
#

years of answering questions 🫡

maiden wadi
#

Note to self. The default collision generation settings on a dynamic mesh create a box around the vertex bounds. What wonderful defaults.

#

Like. Everyone is just going to use the dynamic mesh component to create a box. Definitely. Can't imagine any other reason for using a dynamic mesh.

#

Not even a rotated box either. Just a box. Unrotated.

fiery swallow
maiden wadi
#

Lol. I'm using dynamic meshes for detecting some our regions. Cause they're complex shapes. It's easier to trace them than do complex vector math to determine bounds within concave shapes. Cheaper too. But just ran into the issue where trace was no where near the region but detecting it. After a very long look, turned out the collision was generating a basic box. Just wild.

fiery swallow
maiden wadi
#

I know you were just messing. 😄 Just continuing to whine on my part. Cause I'm so baffled as to how that is the default. Course I should have double checked that when I first put it in. But it was working correctly for a while. Just.. Blah

#

World generation stuff. I can probably talk about it more later. 😄 Project isn't revealed quite yet.

pallid gorge
#

Can you set localized timescales? IE: If I have a volume, everything within that volume is treated as a different timescale than everything outside of it?

surreal peak
#

You can set that per Actor, so if your actor overlaps something you can set it to a different value

agile moss
#

The pitch doesn't work, may I get some help?

pallid gorge
agile moss
#

I want to be able to look around, but it doesn't want to look up or down

maiden wadi
#

Need more context as to what isn't working. What are you expecting pitch to affect?

agile moss
#

u know the third person template, you can look up and down so the camera goes above and bellow

#

I did the same

#

But does not work

surreal peak
#

What is your setup though? Do you have a Character BP? Does it have a Camera or a SpringArm+Camera?

agile moss
surreal peak
#

Make sure that the CameraAttacher (being the SpringArm) is set to use ControlRotation

agile moss
#

it worked

#

tysm

shut quarry
#

hey, i'm creating an interact widget and am having trouble getting it to only show for the person wh9o interacted over it. Like ina multipalyer game, if player A is in space and player Bb is ont he ground and walks up to a cubue. I don't want player A (space) to see the interact widget. Here's my current strategy which just sets all visiblity to true:

frosty heron
maiden wadi
narrow pendant
#

hello everyone - does anyone have experience with extending character movement for rollerblading / ice-skating?

fiery sierra
narrow pendant
#

another more general question would be: should I try to extend CMC in blueprints for this movement type or should I make my own movement component straight away? what kind of roadblocks might I run into / have you run into?

shut quarry
frosty heron
#

Only care if the code that run is the server one then

#

On server on overlap, get players within its radius, and run a client rpc that sets the ui vissivility

lament fox
#

How do i make it so if I put a physics object on a moving platform, the physics object doesnt slide off and stays on the platform

narrow pendant
shut quarry
#

so i just set the visiblity on the client using the client rpc stuff

maiden wadi
#

You don't need an RPC. The overlap is running on the client already. It's running on every machine. You just need to check if the overlapping actor is locally controlled.

shut quarry
#

i c

#

thanks

frosty heron
#

Oh I didn't see that it's a component inside the character ignore what I said earlier

spiral widget
#

sorry if this is simple ❤️ still learning haha

maiden wadi
#

You need to drag off of a ref of the InstanceStaticMeshComponent

spiral widget
#

just discovered that ❤️ ty!

maiden wadi
#

"ThisComponent" Lol, great naming for a tutorial.

shut quarry
#

*don't enable replication on widget

maiden wadi
#

Cast to Pawn -> IsLocallyControlled

shut quarry
#

yeah that seems to work

frosty heron
#

Player 1 don't have a way to reach or know player 2 widget

#

Client also only know their own controller, so with what you have earlier, you prob get accesses none if the character that overlap in your machine is not yours

shut quarry
#

noted thanks @frosty heron

spiral widget
#

hi again (= I am trying to swap foliage instances that the player collides with with skeletal meshes. Do I need to create a blueprint class for my skeletal mesh foliage in order to use Spawn Actor from Class? Or can I specify the skeletal mesh I would like to use?

dawn gazelle
narrow sentinel
#

does anyone know if theres anything that can cause memory to just constantly increase in UE ?

maiden wadi
narrow sentinel
#

?

maiden wadi
#

🤷‍♂️ Maybe. But context matters. Blank map? New project? Huge map that people have been messing with for years? Derpy programmers that do dumb things?

narrow sentinel
narrow sentinel
frosty heron
#

Things loaded in editor will stay loaded

narrow pendant
narrow sentinel
#

what about that though

#

editor has only been open for couple of minutes, would that mem be reasonable

#

understand a perfect yes or no can be given but would someone say thats reasonable to what should be expected

dusky cobalt
#

Hmm, how would you guys handle it? Let's say you have worker and there are 2 types of gathering resources. Like 1 version of worker needs to gather resource and move it to building, and 2nd worker is ''better'' and he gathers is already when taking stack from resource. I was thinking components, 2 different, but how does it generally work because I can put logic on the main unit with boolean to add the component to himself, but then it means I have to put ''reference'' of 2 components in the main class even if the 2nd one doesn't get added. Does it cause any performance issues if there is laying code on the blueprint but it's not really used by class? And we are talking only about code like in this case probably 3-4 events per component. Problem or doesn't matter?

hollow pecan
#

Quick question, I am trying to make a simple bp for a doors. I want to add a variable in the editor to set if the door is lockable or not and if it is then show options for the type of lock ect. Is it possible to only show certain exposed variables depending on other conditions?

So if door isLockable is unchecked then it wont show the enum for the type of lock?

spark steppe
#

not possible with blueprint

hollow pecan
#

Dam ok thanks, I knew I done it before but from what I can remember I was using code

robust osprey
#

Hello, I’m trying to make an isometric shooter, but the bullets are not following the mouse position, it is slightly off, I’ve been looking for solutions on the ue forum but the solution there did not work, does someone know how make this work? I tried this but its still not working

shut quarry
#

say I have two widdget blueprints. Blueprint A is the "parent" and Blueprint B the "child"
meaning thereare instances of B in A

So my question is: Is there any way to get A while in B?

dusky cobalt
#

You inherit everything from the parent, so yes

shut quarry
#

i was initially gonna use the set and get owner but apparently widget blueprints dont got that

maiden wadi
#

A is a container. It uses B. B is it's own thing. It does it's own stuff. Buttons are a good example of this. A is a list of buttons. B is a button. B has a delegate in it. When B is clicked, it broadcasts a delegate. It doesn't care what happens after that. A on the other hand has a function bound to B's delegate and does stuff with that clicked intention.

shut quarry
#

soo the thing is, since I have like a dozen buttons it'd be a pain to write logic for "onPressed" in A for each and every one of them.
Hence why I was thinking of putting the logic in B

#

and then i hv a callback func in A which takes in a paraameter and does what it wants with that

#

but ic ant get A 😭

maiden wadi
#

You may not realize it but you just said you can't do something but want to do exactly that. There is no difference between B telling A directly and B broadcasting a delegate with information. Except that the delegate route means B doesn't have to care about A.

worthy jasper
shut quarry
#

think of a textbox and a buncha buttons. When a button is pressed it adds the associated number (i hv a textbox inside the button which has like 1-9) into the textbox

#

the textbox is in A

#

and the button is B

#

think of a keypad

maiden wadi
#

So B has a delegate with an integer parameter. OnClick, Boradcast said delegate with the integer.

dusky cobalt
#

So you create widget 1, then create 9 buttons with for each loop and add them to the widget 1, you take array with Hotkeys (1-9) and just feed variable Hotkey to each button you create

shut quarry
#

tru

#

i could do that too

worthy jasper
#

yeah id do a delegate for that

dusky cobalt
#

or instead of talking just do them manually xD if it works it works 😄

worthy jasper
#

your saying the keypad is widget A and the buttons would be widget B (9 of them)

shut quarry
worthy jasper
#

Well then other option would be passing Widget A as a ref. But I mean its only 11 buttons xD sohuldnt take that long

#

sorry 12 buttons

#

or pass input to the buttons

shut quarry
maiden wadi
#

GetAllChildren->Loop->CastToB->BindEventToDelegateName

shut quarry
worthy jasper
#

What I was suggesting is the button has an "Init" function that you pass whatever variable you want in it

#

then you can use that variable in your button 🤷‍♂️

quaint fable
#

Hey! I'm trying to find a way to attach a Flashlight to a socket directly from the Flashlight blueprint, since I have multiple things to interact with the same key. Then I want to be able to toggle that Flashlight light between visible and not visible. I'm using blueprint interface. How could I go about this?

shut quarry
#

is there a fancy way of turning this into an array?

#

without manually drag and droping each and adding them to an array

versed sun
#

do they have the same parent?

chilly gazelle
#

is there a way to change what animation blueprint I'm using at run time?

frosty heron
#

Yes

#

Set anim instance class

chilly gazelle
#

thank you! guess i wasnt googling the right thing

versed sun
#

i usually generate the individual buttons

dusky cobalt
versed sun
#

not main , but yes, I have 1 Hotbar widget that generates the buttons
the hotbar also does all the 'work' , the buttons only tell the hotbar what happened (Click, hover)

winter tiger
#

Does anyone have any ideas on why a Map range clamped, when fed a value of 0 float, outputs a non 0 value when the clamp is set to output 0->1? I'm using it to drive a falling sound and when the player first spawns, its sending the wrong value, but as soon as I move everythings sorts itself out.

I'm currently setting the falling duration to 0 as well when the player spawns, and then on tick updating it based on ifFalling is false (which it is).

pearl solstice
#

Hey guys, So I have a really small problem where the debug cylinders (spheres) are not showing the red mesh in 3d fully, theyre only showing half, I looked all over my blueprint but didnt find the cause, can anybody help?

versed sun
winter tiger
# versed sun Looks like you are trying to mute the sound on spawn? then increase it when you ...

Ah sorry, it's a complicated falling system I have set up. But that's not a bad idea. I did find a different method for muting the sound(turns out I had the wrong audio component selected so my fade out was not triggering). But I was more curious about the clamp issue and why it might be outputting the wrong clamp values

It's a bit hard to see in the image but it's sending in a 0 value and outputting 0.10611

versed sun
#

I never use the watches, print text ftw

winter tiger
winter tiger
shut quarry
quaint fable
#

Hey all! I'm not trying to spam the chat, I think my message just keeps getting pushed to the top before anyone can reply.

I'm trying to find a way to attach a Flashlight to a socket directly from the Flashlight blueprint, since I have multiple things to interact with the same key. Then I want to be able to toggle that Flashlight light between visible and not visible. I'm using blueprint interface. How could I go about this?

#

What I'm doing right now is bringing in the IA_ToggleFlashlight enhanced input action, then when it's started I connect it to a branch. I want that branch to say whether or not the Flashlight is connected to a socket? Or should I call the function "is overlapping"?

vast bone
#

My character is floating above the ground by few inches

And no matter how much I drag the character down even below its capsule the character would bring it self to the same floating position

shut quarry
# quaint fable Hey all! I'm not trying to spam the chat, I think my message just keeps getting ...

i might be wrong about this, but pretty sure all u gotta do is get a reference to your player character either by passing it as a reference and storing it in a variable in BP_Flaslight or im pretty sure there's like a get player character node and u can cast those to ur bp_character. Then u get ur flashlight mesh or whatever's at the top and do actor attach to component pass in socket name (the skeleton's bone u wanna attach to). And ur chillin. Here's how I did it

shut quarry
#

The func supposed to print left pressed when the widget is clicked, but it aint. I'll give a couple more imgs of relevant areas

#

this is my WBP_Keypad is there anything that might be blocking the input? The green rectangle is the canvas panel and the background blue is the blue rectangle.
Essentially the left pressed logic in img 1 above, is in the WBP_PRIVATE... which is just the grey square with a -1

#

like the button is pressing like it turns darker (img 1 unpressed & img 2 is pressed) So am i overridingt he wrong func or what

frosty heron
#

Is input set to UI?

#

If you are on some button that might also consume the input, im not sure

shut quarry
#

game and UI

#

i tried UI only but that no change

#

*still broken

#

figured it out

#

changed it from not-hit-testable to visible

#

Okay it works, but only when I right click. Left click is simply ignored

#

in my BP_Button this is the left click logic: All i do is call super (rest of code is irrelevant)

#

yet it only accepts right clicks

quaint fable
#

@shut quarry I have it set up do the Flashlight attaches to the socket, but it attaches to the root socket instead. I have the socket name spelled correctly. I created my own socket, called flashlight_socket

shut quarry
#

*origin --> root

quaint fable
#

Yeah, I copied and pasted the name. When i try it on hand_r it does the same thing

shut quarry
#

maybe u put the socket in the wrong skeleton

quaint fable
maiden wadi
#

You're attaching it to the root component.

#

Root component on a character is not a skeletal mesh.

quaint fable
#

@maiden wadi how can I attach the player char reference directly to the parent?

maiden wadi
#

I don't understand the question. But you need to replace that RootComponent with GetPlayerCharacter->GetMesh

quaint fable
#

Yeah that's what I mean, thank you!

#

So I'll just cast to BP_thirdPersonCharacter and see if it works

maiden wadi
#

Why do you need a cast here?

quaint fable
#

I'm in the Flashlight blueprint

maiden wadi
#

GetMesh is a character function.

quaint fable
#

Yeah, so I got the player character

maiden wadi
#

Drag off of GetPlayerCharacter, and call GetMesh. This returns it's SkeletalMesh component attached to the capsule.

#

Plug GetMesh into the Parent for your Attach function.

quaint fable
#

That makes sense. Thank you!

wise ravine
#

(Rock thing = cone) (didn't change name)

shut quarry
#

widget blueprint (lets call it A) and it has abuncha WBP_Button (lets call it B) and B has overrided the mouse button pressed and mose button released. The issue is the mouse buttonpressed/released are only being called if i right click. Left clicking does nothing

lunar sleet
shut quarry
#

I dont thinks o, I have another widget setup which works with left click just fine

lunar sleet
#

Doesn’t explain the right click tho so idk

shut quarry
#

alr

fiery sierra
#

hey will event tick cause issues if it's only really used for a few things?

supple dome
supple dome
#

yup that seems just fine

fiery sierra
#

ok ty

carmine scaffold
#

im trying to replace most if not all casting with interfaces for my enemy i was wondering if there is a better way of handling it. third image is the character pawn the first and second image are events in the enemy pawn

cerulean mango
#

Hey guys i was doing a function to handle multiplication in scientific notation, and i have a while loop inside, when i'm calling the function once i have no problem, but when i add the function to my game i have an infinite loop detection, I suppose that i break the loop limitation how to avoid that ? Here is my code :

crimson elbow
#

I have a crazy Input action bug going on. I have a prompt widget with a dynamically loaded button widget inside and those buttons have input actions on them for keyboard and gamepad interaction. Works just fine, until the prompt is deactivated and then recreated. Then the input actions no longer works. The buttons still work, it still has the same focus it had when it was working, the widget reflector is identical to when it was working, but no input actions.
Has anyone seen this before?

foggy escarp
worn dove
#

How do I "delete" a UObject that was constructed and saved in a variable? The UObject's BeginDestroy is not getting called, so something is stopping it from being GCed.

fringe junco
#

any ideas how I might address this weird flickering where the aim offset appears to flick between two rotations (the aim offset and an unknown rotation). Using a modified GASP project btw.

remote meteor
vagrant cobalt
#

trying to get information from the player character (not the owner) but for some reason, it's not recognizing the player. is there a way to fix it or a different way to send the information without cast?

vestal breach
#

Anyone know why is this happening? When I turn the character with A and D the animations are working correctly turning right makes the character tilt to right and turning left tilts to left, but when I turn left and right with the mouse in X axis the animations are reversed turning right character tilts left and turning left it tilts right.
Also I have tried multiple tutorials for adding jumping to this, but none of them work with this blueprint set up, any help with that is appreciated.

rich compass
#

Why its not working?

carmine palm
#

How the frick do you do contains in Array (for an item that has more than one var in it) but only search for one var. IE: Object array is full of objects that have values [A,B,C]. I want to see all objects that contain [A]. I don't care about B,C. Those can be anything

#

IE: Array of structed items

#

or do I have to for loop

vestal breach
fiery sierra
#

no problem 🙂

frosty heron
fiery sierra
fiery sierra
# rich compass Thank you

np, you could also just add an overlapping event that checks the box and returns the overlapping actor as soon as they trigger the overlap.

vestal breach
fiery sierra
#

oh my

#

yea unfortunately without the same character and animations etc I wouldn't even know how to replicate that issue. I tested on a standard skeletal mesh xD

vestal breach
#

Yeah I figured this won't be easy :D

rich compass
#

Now, here is my code that is working correctly. When I add two blueprints into the scene, the one I click on first and press "F" will play its animation, while the other one does not.

fiery sierra
frosty heron
#

And ofc the bottom one don't work. Execution is run with white pins

#

If you need to call something multiple times, turn it into a function

fiery sierra
#

also, @frosty heron I'm not sure if you seen my DM, but I got it working, I appreciate the help the other day.

fiery sierra
frosty heron
#

Nay, I also got it from internet. Had my share of issue all the same with rotation only working if the actor is in specific angle. Turns out we have to subtract the actor rotation to get the delta and everything works from all angle.

rich compass
# fiery sierra what exactly are you trying to do here?

It's a door that displays a widget to press F when I approach it.
When I press F during a collision, the door should open. Pressing F again should close the door.
and it's important for me that it only works in collision

fiery sierra
#

yea was super helpful.

fiery sierra
rich compass
#

correct

fiery sierra
#

ok, then Is Overlapping Actor is not needed, delete it and the reference you have for the target.

rich compass
#

done

fiery sierra
#

check that 'other actor' is valid

#

and put that into the branch

#

(I like using validity checks, habit from c++)

fiery sierra
vestal breach
#

Welp...

fiery sierra
#

wat

#

I-

#

is that with the code I sent you removed as well???

vestal breach
#

Yes.

fiery sierra
#

wtf did it do that for then? I am confusion

vestal breach
#

You and me both confusion

fiery sierra
#

cause multiplying by -1 should change the value

#

so 55 would now be -55

#

it definitely should not have done that.

vestal breach
#

Yeah I'm sure it's something in my spaghetti blueprints, this is my first time with coding anything 😅

#

And I guess I can live with the odd tilting, I'm making more of an showcase for my modelling and animating skills.

rich compass
fiery sierra
#

that's fair, you'll get used to it, just takes time. 🙂

fiery sierra
#

wait no

#

remove the connection from overlap exec to the branch

#

that will cause it to trigger everytime you touch the overlap trigger

rich compass
#

I did it but it is not working again.

fiery sierra
fiery sierra
frosty heron
vestal breach
rich compass
#

It only works on the initial blueprint and doesn't function outside the collision. However, if I approach each one first, press F, then exit the collision and press F again, it works.

fiery sierra
rich compass
fiery sierra
#

show me the collision for widget_animation_collision in the map

rich compass
fiery sierra
#

ok here's how I would do it what I said before was kinda stupid looking back.

#

if you're handling it in the BP door at least (which it looks like you are)

#

I don't know if this is a good way to, just what I've used small scale

#

also you collision boxes can collide with eachother iirc (I could be wrong)

rich compass
#

it worked, but only the last blueprint that I added to the scene is functioning.

fiery sierra
#

untick consumes input

rich compass
#

Wow its workiiing. thank you🙏 🙏

fiery sierra
#

yep, again if anyone else gives advice for better practices, use it. I'm new to UE so my practices aren't very good.

teal tendon
# fiery sierra you did

The thing I am trying create password pin like blueprints, in a form of some terminals with around 20 to 30 buttons, button blueprint contains mesh and text renderer to create 20 to 30 buttons I have to create around 20 to 30 child actors in the construction script using a loop it does not lag in the runtime but it does stutter in the editor, so my question is there a alternative to creating buttons using child actors for better performance in the editor

teal tendon
#

these are blueprint in how I am achieving it

fringe junco
#

Is there a channel for asking questions about packaging builds? Im having an issue where the character begins animating/moving in place in builds, despite not doing so in editor.

dark drum
hard patrol
#

hello everyone, i'm using this blueprint to move a camera along a spline while it always look at the same point of interest (on scroll), this part is working fine, to make it look less static i'm trying to move the camera based on the mouse position on the X and Y axis of the screen, i'm storing this in a vector and I thought by rotating the vector it would work but it does not work as expected, does anyone have an idea how to solve this issue?

teal tendon
dark drum
hard charm
#

Guys you can assign an Ai controller to a pawn controlled by a local player. It is to move my character to a location respecting the navMesh and using AiMove

#

?

tropic peak
#

if I want a data asset list to hold my data assets what type should i use? Primary data asset?

dark drum
dark drum
tropic peak
#

thanks!

worldly skiff
#

Is there a better way to get a Reference in my Character to an object in the Level other than Get All Actors of Class with Tag?

devout tide
#

Depends on the context, what is that object you are trying to access?

#

In general, you should avoid using that function as much as possible

worldly skiff
#

I'm trying to access a Volume that is placed on the Level. Well actually its not for my Character, but for my Behaviour Tree Task. I'm currently investigating Blackboards, they in theory should help me with that problem.

dark drum
worldly skiff
#

Yes, a Volume.

hard charm
#

The problem I have is that when I try to get my AiController in my pawn it tells me that it does not exist, that is, null and I save it in a variable in the begin play

dark drum
worldly skiff
#

All tutorials are teaching how to make Characters to move to a random location in ALL reachable navigation, but obviously that is no good for actual game behaviour. A character is suppose to roam only in its specific region, that is what I'm trying to make.
My code sort of works right now, but it has 2 issues:

  1. The way I'm getting the reference to the Volume is not optimal
  2. Random Point in Box is not the same as Random Point in Custom Shape. There is no internal function for that as far as I'm aware and writing my own will probably be quite a challenge. (Alternativelly I could just use square shape regions. They are limiting, but not horrible.)
dark drum
# worldly skiff All tutorials are teaching how to make Characters to move to a random location i...

If you want to place specific (named) volumes about you can use a system like in the video to register them with a manager which you can then retrieve it from (by name) when it's needed.

Regarding getting a point. I would probably look at using EQS for this.

https://youtu.be/RygVokx-mzk

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

Whether you're a beginner to Unreal Engine or an experienced developer looking to better manage actors at runtime, this tutoria...

▶ Play video
hard charm
#

I have assigned a delay to it but the AiController always returns null. I don't know if I should create an AiController.

#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetAIController_ReturnValue_2". Blueprint: ThirdPersonCharacter Function: Execute Ubergraph Third Person Character Graph: EventGraph Node: Possess

dark drum
dusky cobalt
cursive grove
#

Hello! I need to properly calculate an angle, but I am having trouble. The result is always slightly off
The camera is rotating around the sphere, and the cube is a child of the camera, but also freely moving with mouse position

hard charm
devout tide
#

@worldly skiff You can also simply make an exposed variable in your actor/component of the AI to reference the volume to move within

#

Many was of referencing world actors via variables, managers or even subsystems. In 90% of cases, there must be some sort of relation between your world actors that should allow to reference in between without the need of getting all actors or so. And even if not, having a manager similar to what @dark drum suggested would be ideal. Also helps managing your actors better than working with tags all over world actors.

worldly skiff
# dusky cobalt I think you can make reference in the boss to the box he is in and just plug it ...

Ye I thought about making an instance editable variable for my Character. That is a decent solution. Although the problem is that later I want my Bosses to be dynamically spawned and not preplaced, so it won't work.
Random loc in box works, but again it draws a Box that is close in size and shape with the Custom Volume. It works okayish for the regions that have close to rectangular forms, but absolutely no good if its something more freeshape.

devout tide
#

in case you also need the positive/negative value of that, you can also Cross the 2 vectors, but I suppose that wouldnt be needed

devout tide
worldly skiff
#

hm

maiden wadi
# worldly skiff All tutorials are teaching how to make Characters to move to a random location i...

@dusky cobalt@devout tide Nav Area Filters. https://www.youtube.com/watch?v=vzvOM--Zv0I

Create Nav Area Classes and then apply Navigation Query Filters to them to change where Pawns on different teams are allowed move on the NavMesh.

Need help creating custom volumes for NavModifers?
Custom Shaped Volumes: https://youtu.be/3_A7WTIo9Ws
Custom Shaped NavModifiers: https://youtu.be/7CYSoJYpKtU

Follow along:
0:00 - Intro and Setup
1:...

▶ Play video
worldly skiff
#

I suppose if I spawn them in the Level (which sounds like a good practice), then I can easily pass the reference to the spawned Character.

devout tide
#

Yeah if its set to Exposed on spawn & Instance editable

cursive grove
devout tide
#

then you can also cross them, get the Z of the cross, sign it and multiple the angle with the result of the sign

#

you can still get their world directions with Get World Forward Vector of the components

worldly skiff
devout tide
#

Volumes would be your best bet honestly

worldly skiff
#

Something like Location in Box, but for custom shapes. Although I wonder if thats actually computation heavy.

devout tide
#

there was also this plugin that allowed for custom collision shapes that could also work

#

Its definitely heavier, using boxes and some sort of filtering or even an array of multiple walkable box collisions would be better

cursive grove
maiden wadi
devout tide
#

Completely different from look at, look at is a function that calculates the rotation that points to the target location from an origin location

worldly skiff
dark drum
wise ravine
#

oh right

wise ravine
maiden wadi
dark drum
wise ravine
#

ahh

#

latent node?

dark drum
dark drum
# wise ravine ahh

There is a 'Set Brush from Soft Texture'. I've never used it but it might load it for you. Not sure if it loads blocking or async though.

wise ravine
#

fixed my infinite loop issue

maiden wadi
#

On the right is a special nav area modifier with default settings. On the left is a filter setting that accepts that special one and excludes default.

#

I made an actor that I placed in the middle of the level. I call GetRandomLocationInNavigableRadius from this with the special nav filter on the left. This runs on beginplay.

#

NavTestActor is at the gismo location. The radius is bigger than the entire platform here.

#

I only get points within those special nav areas.

worldly skiff
#

Hm, gonna try to set it up.

woven spire
#

how do i make an event in an interface with inputs and outputs? when i try to it just becomes a function instead.

#

ah nvm, i figured it out. removing the output and only having an input did what i wanted

wise ravine
woven spire
#

if i cant invoke the event like this then how am i supposed to do it?

worldly skiff
dark drum
wise ravine
woven spire
worldly skiff
# maiden wadi It won't generate out of the area. Here I set up a simple test case for you.

Thank you, thats actually a perfect solution. Both problems (the reference and the random point in shape) are solved now.
Plus I figured that if I do ever need to pass some Level data (like a reference to a Volume) to Characters, its better be done in Level blueprient. If they are spawned in the Level, it only makes sense to use the Level to pass any Level specific data.

dusky cobalt
#

Guys does the Sphere Trace also lags for you as hell in the editor but causes no problems in the packed game? Like it's almost unplayable in the editor but in the game it works like it wasn't on, but everything works.

dark drum
dark drum
woven spire
lethal pollen
#

I have a static mesh with a Material Instace. Is there a way to get that material instance and change one of its parameters?

#

Thanks!

dark drum
woven spire
#

this section? it is read only, not sure if thats causing any issues here

maiden wadi
woven spire
worldly skiff
maiden wadi
#

Yep

timber crystal
#

hello i try to send a message from the widget to the character via interface but it dont work the boolean do not goes on "True" after on clicked the buy button wtf?

#

i mean the game is on paused while the widget "shop" is on the screen... but i dont think that that is the reason because all other buttons work

timber crystal
#

with an is valid?

#

"is valid"

dark drum
dark drum
timber crystal
#

ok let me try

#

^nothing happend and im stuck again the last time i try it out it was working but now even if i try it with an actor that send the message after colides with the player nothing happend... -.-

dark drum
timber crystal
#

no it dont do his job ... "set the boolean to true"

dark drum
timber crystal
#

only the "buyedThrow"

#

but in the player char nothing changes

dark drum
timber crystal
#

there is no update setup for try i just have an "buy button" and an resume game button that close the shop and continues the game

#

ok why ever i dont know but it works now ... same bp nothing changes but now unreal get it

#

but thanks patty... anyways

dark drum
timber crystal
#

So without lying it hasn't worked the whole time, now all of a sudden it works also with "PlayerCharRef". The only thing I changed briefly to test was I set both bools to True, which would be nonsense because it would buy 2 skills at once and Voala it works now whether I set it to true or false it works both in the shop widget and as an item that can be picked up...

I have no idea what to say about that

rotund harness
#

For some reason if I save a struct in my ue5 project it saves all of its variables but not textures, is there any reason to not just save the texture name and then when its needed loading it from the disk?

surreal peak
#

Which is in theory preferred, yes

#

Not nececssarily the name of course, but the path

rotund harness
#

oh ok thanks

normal viper
#

hey guys
need some help
so i want to creat some subtitels based on character interaction for example the character interacting with a light switch thats broken and says the swith is broken

hollow cove
#

is there a way to get pi in a math expression

trim matrix
#

hey idk if this is the right channel, but i have a first person camera set up with a headbob and same movement for when sprinting, but its not really realisitc looking, ik i can use vcam but i also wanted to see if theres a way i can use the motion i do in the vcam and use it as the headbob animation instead? ( hopefully that made sense😭)

desert relic
#

Is it possible to set variable's default value through code in runtime?

dark drum
desert relic
#

for example i have an integer with default value 0

#

and in runtime i do something and close the game

#

and then it stays default value 5

#

something like a save

dark drum
faint pasture
desert relic
#

default value for the class

desert relic
#

i mean the reason is complicated not making the save system

dark drum
tropic peak
#

why is referencing things so difficult

#

I did watch the training on communication, I still don't get it why my references here are wrong

dark drum
tropic peak
#

hm :/

#

I could cast to it but there's a problem

lunar sleet
#

how do you set the reference?

dark drum
tropic peak
#

I have BP_pizzaprep as a variable of type BP_pizzaprep

dark drum
lunar sleet
#

Beat me to it 😀

tropic peak
#

but here's the thing

#

(that i dont understand)

#

I have that variable (which is empty), how do I set it? I don't want it to be any particular object in the game world really

lunar sleet
#

Wdym

#

It needs to be an instance

#

You can’t just run code on imaginary things

tropic peak
#

so.. do I find it by using "find actor of class", and set it that way?

lunar sleet
#

It entirely depends on what it is

#

How you interact with it, if at all

tropic peak
#

I need stuff an array from BP_prepstation for a widget

dark drum
tropic peak
#

yes

dark drum
# tropic peak yes

Then you can set it to the prepstation. You could have multiple prep stations in the level so you would set it to the one you want the data from.

tropic peak
#

but.. how

#

there will always be just one in the level

dark drum
tropic peak
#

it will cover the entire screen when a prepstation is interacted with

#

currently it's on a hotkey just to test it

lunar sleet
#

Ok but

tropic peak
#

the logic here is -> interact with prep station -> open WBP_PizzaBakingWidget -> use PopulateIngredientsList function from WBP_Topping widget -> display all toppings in a horizontal box of WBP_PizzaBakingWidget

lunar sleet
#

Key word there is interact

dark drum
lunar sleet
#

For example if you have an overlap event on the char, you can drag the other actor, cast to the prep station and that’s the ref

tropic peak
#

hold up. I'll unbinding it from a key and execute on interact

#

nope. I must be dumb.

#

can I show it to you in voice chat screen share?