#blueprint
1 messages Β· Page 199 of 1
Then I'm stumped as to why it isnt updating..
Gotta see more of the math
Never mind I'm an idiot
it's all here
someone have a good tutorial on spaceship movement without mouse?
it's all the same out there
need pitch, roll and yaw, as well strafe in 3d, all by keyboard
I setup all but at the moment not working, unfortunately
I bet is something simple
I set up the IA_interact with line tracing, but when I try to interact it does nothing. In print string it reads that I'm interacting with the object, but I can't get the object to do anything.
what is this is tracing node doing?
I want it to check if the object is being traced, and then if it is the door will open
the target is the hit actor which i assume is the door, so the event interact will only fire on the door right?
if it's being triggered then it must be being traced right?
yes sir
idk how that node works but i dont feel like it does what you think it does
I'm not sure what to put then in the door blueprint
why flip flop?
Also why are you wanting to use line trace? Is there a specific reason over using a collision overlap event?
Because when I pick up the flashlight and equip it, it conflicts with the overlap of other objects
flip flop works for opening and closing the door
I am working on a grid base procedural terrain generation system where I loop through coordinates index X and Y and create an instance static mesh assigning additional properties where relevant based on the tile type assigned . This system works perfectly fine when generating grids of size 64x64 and lower but as you go into larger numbers the expense is crazy as originally expected.
Current Solution: Chunking the terrain
My question: Are there any alternative or additional solutions that can be implemented to see some performance improvements?
Edit in case it's relevant: UE v5.4
When I had it set up with overlap collision, the door opened and closed perfectly with flip flop. I'm just not sure what to put in between flip flop and event interact now that it's set up for line trace
make an equal check to see if actor == your character actor?
A cast is better
I was gonna say cast cause that's what I did in my code but I didn't wanna get flamed if I was wrong
You wonβt get flamed lol.
yeah it did nothing
What is expense in this context? Time to generate, or runtime after generation?
i am working on a building game and wanne make an object picker that picks the mesh of the actor hit with a mousetrace. all my actors are stored in a datatable called buildstructure. how can i acces thebuildstructure index of the actor hit?
You mean to copy a building?
Rather than trying to copy the mesh. You should have a way to correlate the buildings to their building data. Like all of your buildables will have building data. And you'd normally use this in a widget to start building. You need a way to look up your building data from the line traced building actor.
well i dont wanne copy the mesh
my bad
i have a preview mesh that takes the mesh stored in the datatable. that displays the actor that you will place.
someone expert on spaceship movement?
Point the rocket flames in the opposite direction you want to go in.
?
I cannot find references for my kind of movement.
type*
need full keyboard movement
with interpolation of every axis but it gives weird result
I really don't know how to bang my head
all of the tutorials out there are the same: a copy of the original youtube video.
mouse flying
I understood that need forward vector to obtain relative position of mesh in order to move the spaceship in the right direction when I rotate it
but cannot interpolate between type of movements
cause a simple addition or mutliplication of the vectors gives weird result
You will need to use quaternions for rotation. Rotators are susceptible to gimbal lock.
Hello
this isn't much to do with blueprints but there isn't anywhere else I could find to put this, so I assumed cause I'm using blueprints I should put it here.
I'm on ALS and I'm trying to import this "Draw Sword 2.fbx" file from mixamo, and it wont work, I chose my skeletal mesh as the ALS mannequin skeleton and this is the error I get after trying to import it.
I'm a new dev to ue so I really don't understand what the issue is?
What would be the cheapest way or alternative to spawning multitrace sphere, getting all actors, checking if they are type of, and then getting the closest one? If I spawn normal sphere, then it gets somehow random actor in that sphere and not the closest one, and if i want to iterate by like 40-50 actors to find closest target it's not the best, unless there is no other way?
How to have it so when I interact with a door using line trace, it actually works?
Register the target actors with a subsystem or component on GS, then do distance checks without using collisions
one second and I will help
Hi, is anyone able to help with a Inverse Kinematic blueprint?
Only during generation, anything above 128*128 completely locks up the engine
In this tutorial you will learn how to use inverse kinematics (IK) to create foot placement in unreal engine 4. We will use the Power IK plugin to add inverse kinematics (IK) to our character's feet.
Patreon βΊ https://www.patreon.com/pinkpockettv
Instagram βΊ https://www.instagram.com/pinkpockettv
Timestamps βΊ
00:00 Introduction
00:42 What is...
First thing is that loops in BP are incredibly slow. And 128x128 is 16,384. So depending on the operations you're doing in that loop it'll take a long time. And if these are all being put on the same ISM, that is also not so great. ISMs are done to render multiple of the same mesh in the same frame quickly. But you can easily overload them with thousands of meshes and bounds issues.
The thing is that I already made one using another tutorial and it straight up doesn't work. No errors no nothing. It just doesn't work
I unfortunately don't know much about inverse kinematics, I've only kinda messed with it, I'd say try out a few more tutorials, or send you code in here so people can actually see what isn't working.
Would chunking and batching the grid generation operations overcome these problems? I intended to allow map sizes up to 1024^2
yes, but that's still quite the workload for BP
those are the kind of problems where you WANT to use C++
I think I understand, that's rather unfortunate - thank you both for your input.
hm
I mean if you're fine with the speed being slow, then sure. Run it over a few frames. Try to limit it to like 5k loops a frame. Also don't forget to NOT update the ISM every loop. Try to avoid the update call until all the data is in place. I think adding instances updates this by default unless you uncheck it.
quick question, how to have my player controller change this value in the bp component
Hey all π, sorry about the newbie question but I'm experimenting with changing the gravity of a standard Third Person Character rig in a gravity field and am wondering how I could potentially update the camera's roll to the character's rotation. I tried making a variable for the roll component of the character and updating the camera that way and while it initially worked, I came across some pretty weird bugs :/
ive tried setting the ariable of course. just doesnt work
Whatβs BP component?
You can use a dispatcher on the PC that this component binds to by getting the player controller and casting to your PC
Oh, you have components on the player controller?
yes
do you have a visual reference by chance?
i took my player controller and made a get "component" and then created a set variable thats referencing the variable inside the component
see inside my controller i have a new set but its not setting
Put a break point on the first set, and step through the code hovering over the output and input pins
the big number is not changing this smaller number still
its clearly "setting " it i guess but its not changing it in component. i have editable and expose enabled
@kind atlas You can't change the default value at runtime. That only changes from developer input.
is there a way to make a variable that has no default at all? i thought all defaults on variables were 0 even if not assigned
i dont know what to change this variable to so that it doesnt have a default
You set it to 123. Or you set it to that in a parent class. Something set it somewhere. You just need to click on it and set it to zero?
i set it to 123 for testing. i just need that float to be what i set it to in controller
How are you testing that it isn't what you set it to?
I set my default to 987654 to represent 'nul'
Whenever i want to check to see if the value is 'nul' , i check to see if it is 987654
i use breakpoint
i also use print string
controller never changes the value of the variable inside the component
instead of 123 it should say 20,000,000
figured it out...somehow a duplicate component was in my controller. it had a diff name so i had no idea it was there. it was preventing me from changing a variable value in the component
infinite loop detected? am I missing something?
Canβt have delays inside loops for starters
ok good to know
Use a timer by event if you want to do that
Hi, I got a question about a blueprint but I'm not sure if I should ask here or in the animation section since it's about a character's reverse kinematics
Hi. I have a problem with my enemy. I basically want it so the enemy can't stack itself ontop of another enemy.
Maybe turning the enemy around when colliding with another enemy?
This is an example of the issue I'm talking about.
Ok so I'm following this course and I'm trying to make inverse kinematics for the character and this is a part of my blueprint
At the FullBodyIk I am supposed to add to the root the Pelvis bone
But my character has a weird skeleton and instead of a Pelvis bone it has HipLeft and HipRight
I was wondering if there is a way to fix that so I can properly use the inverse kinematics
Because at the moment only 1 leg works because the root selected is Hip_L
Or maybe there is a blueprint way to add Hip_R as well?
Show the skeletal hierachy but I must say this lean to #animation more
I need to see the whole skeletons
There should be pelvis or w.e the bone is called in the middle. See where the left and right hip merge into
You want to use that bone.
It goes in the Root_M
This is what it looks like
The bone that is selected in the picture is the VB Root_M
But It overlaps the Root_M
So if I delete it I can actually see that Root_M is there
Also the other sphere you see above the slected one is RootPart1_M
But If I pass that into the blueprint this is what happens
(his whole body shifts down)
Try passing root M
Doing that shifts the whole character down
Is there a way to somehow get both HipLeft and HipRight in the blueprint?
Like somehow pass both in the root?
Because I tried duplicating the same blueprint and just changing HipLeft to HipRight so I would have both but it didn't work as expected
@edgy briar you mean control rig? I would say no, the only way for you is to set the hierachy properly
Every skeleton asset should have a centre hip bone
I am having a weird issue where my players are spawning as spectators... but only in a packaged release build
has anyone encountered something like this?
I need some assistance if possible π π
I'm wanting to make a "dash" ability for my 2d top down, but when I can't get it to work I think I'm doing it wrong.
my image won't send >.> wifi too slow at my parents
Hi all. howa re you?
I have been trying to figure out (for 1 week) how to
'Rotate a Set of Meshes in a Circular Motion'.
I tried searching on search engines, youtube, I've even ask 4 AIs. They all point me to "object rotation." This is not what I am looking for.
Here's a video reference:
https://youtu.be/QzMBAzxfvTg?si=sQreKn7gQJHj-6Jw
Here is screenshot:
(thank you in advance) π
Like this
Here is my solution to it. It will rotate the object around the given Pivot using the objects own rotation. E.g. A delta rotation around Z will rotate around the objects Z axis. Optionally you can retain the rotation of the object itself. You can write this as a function, for sure. UFUNCTION(BlueprintPure) static void RotateAroundPivot(c...
I did it in 2d but I haven't dealt with 3d stuff unfortunately idk
thats what I found when I tried
1- You manage what's in the video through rotating the object; imagine having a water wheel, you only need to rotate it. It would also work for dynamically generated objects.
2- If you know how to make an object move in a straight line it should be the same; simply have the direction in which the object is moving rotate by 90* while keeping the destiny in the same place (it would rotate around it)
O-okay. Yes, I understand the logic.
It's the nodes. π¦ I do not know which node to look for. sorry, I only started "gamedev" mid-May
It would depend in which way you are trying to do this.
But if you right click in a blueprint and type vector you can find a lot of nodes to work with vectors. If you share SS of your current setup other ppl can also help you with the particular problem I imaginesss
X or Y axis
If you want something like in the video, what I'd recommend is to make a blueprint component or actor which has... say 5 meshes around its center.
Then you only need to rotate it alongside whatever axis you want.
Once that's done you can take it a step further by dynamically creating N meshes around the center on construct; but first the step above to test it and all that.
thank you. I will try do that and get back to you π
If you only want it to be a visual thing, you can also do it through materials, btw.
now, i just need to figure out.. how to center my.. ahh.. centerpoint? pivot point? center point? origin point?
oh wow, i did not know you could do stuff like that via materials. very cool.
lol maybe next time as it sounds complicated.
ty π
hi. this is what i have so far...
Any alternatives for "Play Rate" node? π
how can i convert this get all actors of class node to where it doesnt have the exec pins?
purecast i guess they call it
I've got some really weird behavior only in the packaged game. It's as though my actor didn't spawn in correctly - all the code for it runs, but none of its state is there. It throws constant "Accessed None while trying to read ___"
uhh i may have found it
it looks like every component in my entire pawn is flagged as "is editor only" for cooking? how does that even happen?
You are not even pulling the right node. Try to use context sensitive
Does anyone know if there is a way to make ActorSequences scrubable in blueprints?
That's all available in bp afaik
You can play sequence at specific point iirc. Look up for func that are exposed to you
Sequences play fine at run time, I want to be able to scrub them in the editor
Scrub as in playing at selected frame?
Trying to find a tutorial on modular player making/creating missions at runtime.
Kill here, kill this many, get this. For example. Anyone seen anything like that?
As in move the frame selector in the editor and have all the sections update accordingly. For example, if you have an animation track and section in a level sequence and you move the frame selector around the animation will play accordingly. For some reason it doesn't seem to work with Actor Sequences in blueprints (Well, it worked the first time, but then when I reopened it stopped working)
does anyone know why singlelaywater normal/scene depth is not visible to scene capture 2d?
is there any particular settings ? as in viewport buffer options both are visible
I'm not following then. Those are already in editor
Right, from what I can tell it's bugged for Actor Sequences though
Or just any tutorial on player made content and Iβll backwards engineer from there
world normal for singlelayer water is clearly visible at bufffer viz but it is flat when used aginst a plan having singlelayer shading and black when it is aginst mesh
It's a bit subtle. Animations work when you first create them, but mine stopped working after some point (not sure when). Audio doesn't play, and particle effects also don't simulate (using DesiredAge)
Not sure, I'm using sequencer and it works fine on my end.
Might be a level sequencer, I only touched cinematic once
Yeah, level sequencer is fine. It's only actor sequences that are struggling for me
#sequencer might know
Thanks, I'll ask
Gl, hope you fixed it
Oh no. I already have π
Also with the "alternative issue"
I only noticed after posting that ..
yes "case sensitive"
more like "component sensitive"
It is already working.
Best part. I did not even have to go into EvenTick
Context sensitive
Time line ticks
It's fine to use tick for this kind of stuff
You can use time line when the time is fixed
Otherwise tick it is
I wil use EvenTick eventually
When I know it and understand π
As for now. I am pretty happy that .. for an almost 2 month (wannabe) "gamedev" I do stuff like that π
I got it working π Just used the trace logic I knew and then took the Z from my characters current location
Hello, I do not know if this is the right channel to ask this, but I am using dataprep to import CAD data and want to write a new Operator, which Boxmaps the given Mesh. Right now I am using the "Generate Box UVChannel" Node for this, but I am not able to save the asset. I already tried it with "Save Loaded Asset", but it always tells me, that it failed.
Thank you in advance ^^
this would be the BP:
With Branch I can pick between 2 options. Is there a node for picking one from multiple options?
Select node?
You may have to scroll down because it doesn't show up exactly since it's name is so generic
You can toggle the star to add to favorites
guys im going crazy lol, i cant figure this physics thing out. Basically here when im dropping items i pickup they just fall through the map instead of colliding with the ground. Can someone here give me a fresh set of eyes. i feel like its something super simple
Make sure the grounds collision settings block the object type of what you're dropping
so the problem with that is, its a blueprint of a house and all the meshes are child actors
Change the collision of parent then can reset collision of others
like this
lol it was a harvested blueprint of a bunch of meshes
not harvested, you know when you click convert selection to blueprint, i hit child actor
You'd probably want to combine to one mesh?
Not sure thr context
You can select them all at once and change the collision tho if that's how you want to do it
for context, here is a mesh of the floor with the collisions. this floor is pretty much all throughout the house
Ok what is all the components you have in other screenshot
stuff like walls, stairs, porch, etc...
Set them to block worldstatic
How about showing a picture of their collision
No point in getting the settings right if they don't have collision to begin with
Yes make sure collision is enabled
its a book
just for testing i took the mesh aside from the blueprint and added it to the map, same thing
mesh for floor
I'm confused you show a bp with slog of sm components then you show a book?
oh cold was saying check collision of the object im dropping to see if it had collision
If it's in a bp gotta check the component it's set on
you mean like the root?
Yeah but those settings mean nothing if they don't have collision to begin with.
They appear do tho in this case , so next you can check the mesh component collision settings
Better do it in real time.
Drop the book, eject from controller then select the static mesh component of the floor and the book
Make sure they are in order
Make sure that none of the parent have its collision disabled which also propagate to child
Simplest way to test it is to make a new empty bp and just add your floor
Then drop Ur book to the new bp floor
if collision was disabled on the floor, wouldnt i fall through as well?
ok just checked collision enabled on all sm's and book. its only when i run my code for pickup and drop is when it does it
Hi
I'm trying to spawn a niagara system on weapon hit. Then destroy it and spawn it again on next hit. How can I do that?
Could anyone else maybe confirm a bug for me in Unrela 5.4?
Its about the lead pose component crashing when hardware raytracing is enabled:
https://discord.com/channels/187217643009212416/1234406400957091840
Hey
i have ball_bp with 1200 impulse
and i have brick
i want to do that when the ball hit the break so the ball freeze for 5 sec and after that he will continue and keep going.
how to do that?
i did that but that not working well
https://blueprintue.com/blueprint/wx_s_syf/
I am trying to make my blueprint trace the cone where a spotlight light hits the wall, so I can have this sensor that I am also trying to make detect if I am shining light onto it, but now it just only traces the root anyone that can possibly help me, for context the first trace is for the spotlight following the cursor, so there is no problem there it is all after that, but I wanted to show it as context
Wouldn't that mess up all my animations?
Changing the skeleton does normally break the animations.
I think that would create more problems rather than fixing them
You'd be suprised by how many things don't work correctly with a bad skeleton. π
To me it looks like Root_M is actually the hips/pelvis and you don't have an actual root bone.
Thing is that if I put the Root_M in the blueprint that I am using for the inverse kinematics both feet shift down
Instead of just one
If I use the HipLeft for example, it works but just for the left leg
the only solution here is to not use Hip left
or hip right
but to use Hip (centre)
for your rig, following unreal hierachy does help imo
Well should I just maybe look for another character with a good rig? This one came with a dozen of animations and I'm afraid of messing them up
dont impose limit on your self by fearing doing the correct thing
u do what u gotta do to solve your problem
sometime you have to take the consequence or draw back
you might be able to re-target the animations to the fixed skeleton
Not having a proper root bone makes trying to do some IK a nightmare in my opinion. It also means trying to use root motion is off the table. Being able to use root motion but not needing to is better than needing to use root motion and not being able too.
I would always use the Manny bone hierarchy if you have a humanoid character.
If you're using 5.3+ you might be able to add a root bone in the editor. (duplicate the skeleton and make changes on the duplicate) The root is normally at the floor below the hips. This the manny structure.
I am trying to make my blueprint trace the cone where a spotlight light hits the wall, so I can have this sensor that I am also trying to make detect if I am shining light onto it, but now it just only traces the root anyone that can possibly help me. (the Mouse trace works perfectly its just about the spotlight cone trace.)
Why do you set the location of the light to the location of the first trace hit location?
My spotlight follows my mousecursor so like the root should be there i thought
You can just set the position of the light to the world position of the deprojected location of the cursor, no need to trace into the world. You would need to also set it's rotation to the world direction though so it faces the right way.
Anyways, there isn't a cone trace we can do in BP so what you have to do is do a line trace from the light to the target to see if it has line of sight (not blocked), if it does, you then need to check if it falls with the angle of the lights cone angle.
Hello
I use the node
Get control rotation
I link that node to a Make Rotator
That I connect on Z
Is it normal that the vector generated is (0, 10, 0) ?
how could i check if it is in the line of the cone angle?
Show more of what you're doing. Preferably as an actual screenshot so it's clearer.
You can get the look at rotation from the light to the target and compare the rotation to the forward vector of the light. I don't know the combination of nodes as rotator math isn't my strong point.
alr i try some stuff ty
Yes I know Iβm actually injured and doesnβt have access to my main pc with discord.
I just try to make a basic movement from top down view camera.
But when I press up and down or left and right itβs not aligned with the axis.
Itβs like if there is an angle during the movement.
So the character movement face the velocity but if I push 100% left or right or up or down
There is a slight angle
Instead of staying on the y axis or x there is a slight angle and because itβs a new project without anything
Donβt know from where this angle comes
That is the get right vector
Are you planning to rotate the camera?
Donβt have discord on the computer
No
Camera is fixed
Is it function for camera?
Then don't get the yaw of the control rotation. π Just get the forward and rigth vector of a 0,0,0 rotator.
Ok ππΎ
What are you using control rotation for, anything?
Thanks it was that
If camera is aligned such that world X is forward and world y is right then you can just use the input vector as-is. That's mathematically the same as using a 0,0,0 rotations right and forward vectors.
So that function adapt the camera angle ? To calculate the good right and forward vector?
To adapt for camera angle you'll need the cameras rotation
The character will need to know about the camera in some way. Either that or the controller can.
What is the purpose of the get control rotation in that case
Control rotation is typically used to represent the view direction of a player. It's just a rotation that exists on player controller which can be opted in to be used by various systems.
For a first person game, you typically use the control rotation to drive your camera rotation and also your character's yaw
Couldnt i possibly also use a camera to create a line of sight that has the same line of sight my cone has and then check if the sensor is inside? or a collision that detects if there is light shining onto it
Hello, it is a easy way to set member in array constructed with structures?
My map look like this and i want to set "complete"
and my question is, i need set member of my map or something like on screenshot will be worked?
idk if i explained it correctly what i mean xd
no that wont work
so i need add value to map with new constructed array?
yea
what you can do is move everything in a function, promote the array to a new local variable and use the get reference node instead of the get copy node, then you can manipulate that array variable and add it back to the quest map
as array elements can be altered by reference
On middle screen shot, it will worked? with double get ref?
i do something wrong here ... hmm
now worked
β€οΈ
set member not modifying array/map itself? lame.
find doesn't return a reference
you need a reference to modify the actual result (they are diamond shaped pins instead of round ones)
Is it okay that my world actor (any item that can be picked up by the player) is hard referencing a Pawn and my Game Instance
Pawn is fine (won't even show in the size map) but looking at the cast, it might not be needed. You can just connect the other actor straight into the get component by class.
As for the game instance, looking at the size it'll be fine but why does it need to know about it?
So the Game Instance can keep track of it's ID for saving and loading saves
Ahh, yea it should be fine.
Hopefully π
Better than my size map for my world item haha.
If I don't cast wouldn't that mean that anything that overlaps with the item will trigger the script
oh my
Only if it has an inventory component.
Custom Gravity? And why the widget info?
Ahh I see
I have an interactable component on anything thats interactable. As part of that it handles a multitude of things, one being what widget should be shown when looking at it. As for the custom gravity, its a custom component I made that allows me to handle the gravity applied to the item.
I do need to look at soft refing the interaction prompt widget though but meh. It'll be used a lot anyway so I don't even thinks it's that necessary at the moment.
hi guys can someone please help me with an issue to make my player follow a spline. The issue is that when moving along the spline the movement is very choppy, please send me a DM if you want me to screenshare to you:
Btw could you help me with this please? The save is not supposed to exist but for some reason it does
Clear your save game folder. π
How exactly would I go about doing that?
so saves work like that in editor?
quick google should tell you where the save folder is
it's different location for shipping and for development
Editor
ProjectMainDirectory\Saved\SaveGames
Cooked
%LocalAppdata%\ProjectName\Saved\SaveGames
Got it. So why did I need to clear my save game folder in the first place? Will I need to be doing it again in the future?
Because you already create one
Does save game exist just check if there is a file in the saved folder by the name you specify
There was
Yeah that's why the function returns true
So I wont need to clear my save game folder in the future? Or will I need to?
That's up to you and what you need to test.
The engine doesn't limit you to what you want to do
Typical workflow for rpg is to have save slots. When a user want to delete their save file, it just call delete function in bp which delete the specified file
Well I got this script from a tutorial and I'm just trying to understand it. The cast to BP_SaveGame was returning Cast Failed. I assume that's because it never created in 'Create Save Game Object' which can only happen if 'Does Save Game Exist' returns False.
Oh I see, any save that I create during runtime is saved in memory even when I exit runtime
I assumed the saves would be deleted and treated like a completely new game
Hope that makes sense
If you're getting the cast failed. Two things happened.
- You loaded a savegame of a different type
- You didn't load a savegame at all
Why DoesSaveGameExist would return true for the second of those, not sure.
Somewhere, somehow the save versions are being created and I don't know where
Save #1 is being created somehow, however Save #2 is not so It executes correctly (returns false on 'Does Save Game Exist')
blindly following tutorial will puzzled you. It's better to understand what each of the node does
Yeah of course
Hello!
I'm experiencing a strange issue with my game. I have two actors, a player ship and an enemy ship, both with a static mesh and collision preset set to "Pawn." When I spawn them in the scene and sail one into the other, they do not collide. However, if I change the collision profile to something else and then back to "Pawn" from the detail panel while the game is running, they start colliding as expected.
This problem only started recently after working fine for over a year. Does anyone have any idea what might be causing this or how I could fix it?
Guys im using UE 5.4
I have create a simple variable integer with default value = 22
I use the add operator to add 1
But the result is 0
When I watch good index is set to 22
Is there something to do to be able to make an addition in UE 5.4?
I have multiple enemy spawners in my level and when one of the spawners trigger, it also triggers for all of them. Is there a way so only one of the enemy spawners would trigger in my level?
Is anyone willing engough to explain the world context object? I'm currently trying to create an editor utility tool and it requires this for me to spawn an actor. I simply want to spawn the actor in the level == to mu current editor level.
Why is there a need for this world context object?
Seems to be a logic issue on how you create your spawners
Show your trigger logic to see if itβs ok
My logic is that when a player enters an 'arena' area. Enemies spawn
However I have multiple of these 'arena' areas in my level as well as multiple spawners for them
Show more please
What do you need to see exactly?
Your on component overlap mΓ©thode inside your spawner
That's in a different actor with the arena trigger which sets the in arena boolean to true.
How do you add your spawned into your level?
Here you want to activate the arena when the actor is 100% enter into the arena (end overlap)
So how do you get de those spawner into the level
The spawner is placed in the level. I already have end overlap. Once the Player have the in arena boolean toggle to true (which is what the end overlap event does) then the spawn enemies function triggers in the spawner actor
So you have an communication between your actor and your spawn arena
That what I want to see
When condition are meet how do you say to the spawner to spawn
Thatβs is why I ask you to show more
That logic and communication doesnβt seems logique
So when you end overlap and the spawning area the spawning area know that the actor has finish to spawn so. Your actor need to return the message to the spawning area and not to all spawning area
So should I have the spawn enemy function at the end of the overlap?
Not specially, but you need to return the info to the good overlapping spawner
How do I do that?
Here are the parts in order
I assume that one is inside the spawner. Correct ?
a bit of a math question, but how can you make sure this rotation is based off the camera direction?
vector2d is the mouse input
Yes, this function is in the spawner actor
Z is always right, but pitch can vary based on the camera's Z rotation
So this one is also into the spawner
Correct
The only thing that's NOT IN the spawner actor is this
If itβs not the spawner what is this?
The trigger for entering the arena
It also locks the camera so the player can't escape the arena
Ok
Trigger need to be on spawner level. Otherwise you have to find the closest spawer actor close to you and use the reference of that one to call the Spawn Enemy
So do I merge the 2 actors together? Also, how do you reference the closest spawn actor?
Get all actor of class, take their transform and find the close to the character transform. But itβs logic for nothing
What you want to do is
- Character enter to an area. That area should be the spawner from your level. If your character enter inside of it. The spwawer will know and can spawn enemy and lock, or ask to lock the camera
- The character is 100% inside of the area. Ask to the spawner to update the game state
- The involved spawner will run the spawn enemy
- When battle is finished. You will inform the level to unlock the area
If you doesnβt want to change you will have to find the closest spwaner with the get all actor of class
And find the closest one to spawn your enemy
Ok. I'm confused on "That area should be the spawner from your level." Also, would this be in one actor or 2 like before?
For me 1 actor: Bp_spawnEnemy
Is enough
Ok so I would combine into 1 actor then.
Most BP functions require a world context because internally they get things from the world to do things which you don't see in BP. To get the world, they need a context object on which they can find the world from. In normal BPs this is hidden and Self is used by default. IE if you SpawnActor from the PlayerController, it'll use that player controller as the world context. If you do it from a Pawn, it'll use that pawn as the world context.
In Editor Utilities, world is a lot harder to derive. If you do GetEditorSubsystem, there should be a function in that named GetEditorWorld, which you can use for world contexts if your functions are failing to use self.
This all said. You don't spawn actors like this from and editor utility. You need to GetEditorActorSubsystem, and call SpawnActorFromClass on that, which is the editor's way of placing actors in the level.
With the full context it will be more easy to know the good decision but yes you should
Ok so gamestate/game mode would I suppose be the most typical way to go. But I want to be able to have players make the missions. So should I create an Actor and build the quest system from there?
I can always dm you or share my screen with the process if that helps. Of course if your ok with it. You don't need a mic.
Itβs ok. Iβm functional analyst. I can spent a little bit of my time to allow you to structure correctly the flow.
But I was here first because I have an issue
That return 0 on Unreal Ungine 5.4
Anyone know why?
figured it out
RIP πͺ¦
Oh sorry. I don't use UE5.4 I'm on 5.3. What is the good index's value?
Default value
Just a simple value that I set to 22
I expect to have 23 after the add
But itβs 0β¦
Am I in the wrong channel? Is there a channel Iβm supposed to go to actually get help?
Hello
You can ask here
Sorry, itβs difficult to have answer into that discord. When someone is here and see your question you will have one
Intresting. Let me test something real quick on that
Thank you so much, that fixed some inherent weirdness and my interface seems to work now!
But there is no dedicated person who whatch it to help all people
Can you resubmit your question?
By curious what are you connecting your thing to?
Well Iβm starting from my small knowledge from unity.
But I want to keep it small and ONLY work on a quest system.
But Iβm trying to at least find a tutorial on quests being spawned at runtime by players. I was looking at other tutorials and they were going the gamestate/gamemode route, but I was asking if it should be built off of actor so I can probably make it player driven?
Or just a tutorial someone can point me to that talks about modular quests or player made content
I'm assuming that there is no data type overflow because it's small numbers, and even if you do a print string test it still returns to 0?
From what I know from the gameState/gameMode. I think it could also be implemented into the gameInstance.
What is a quest system?
Itβs a list of βstructuresβ that show different information about the quest. But to be able to evolve into the all game with those quest the gameState/gameInstznce should be the things
Try to check some video about the GameInstance on YouTube
Alright thank you I appreciate it.
I didnβt went until that because it was already weird to have that issue
Try a simple print string test for the result of that.
I think that really is gonna be the break through to find it
Print show 23
Is possible to change the camera view on my player to another camera inside in my player?
Might be a simple visual bug with Unreal 5.4 for all I know. It's why I stay on a previous version. There's bound to be bugs. If the return output is your desired output then it should work fine.
Ok thanks problem solved
The batch node doesnβt work if you go over the last index number
So when you have time you can DM your explanation and we will see functionality how to do
Usually if you want a dead camera when the player dies, I detach the spring arm instead of adding a second camera.
I will try that, thanks
I have time now still. I sent you a dm
any idea why my wrapbox is acting weirdly? the first displayed element is in an awkward position
Probably either padding or something there. You can use the widget inspector to check.
padding in the container it's in
yeah
just found that, amazing how I can't figure something out, I ask here and I immediately know what's wrong π
Is Load Game from slot supposed to create a new instance of my Game Object every time it is executed?
Anyone?
Yes, it is.
hello people does anyone know why my characters feet are partially clipping through my spline mesh even when the meshes are perfectly aligned below the spline?
I would assume that changing the details panel runs some form of update on them. It's hard to say without being able to debug it, but I would check everything referencing those for collision setting calls to be sure nothing is setting it in a way you don't intend.
Then how am I supposed to reference info I stored in it from previous saves?
Is there a way to reset a chaos mesh(geometry collection) to its initial state?
I'm not sure what you mean. You load the saved data and it places it in the SGO.
So I am using a widget to show the progress bar, it is tied to round timer which is 30 seconds. But if a player join after it starts, the bar is starting from the beginning for that player, not the place it should be. How can I make this bar same for everybody? This is the code and binding:
Yes, am I correct in assuming each save has it's own assigned SGO?
Timer should be handled server side and replicate the value. You however can't do this with widgets so it would need to be handled somewhere else and the value then gets passed to the widget when it updates.
You'd need to do some replication of the time it started or the current progress or something. Not something you can do with widgets (they don't replicate)
I did it liket his but still same
replicated the seconds value and running event in server mode
so I should get seconds value from another bp and send it to widget?
No, everytime you call the load save from slot, it creates a new sgo with the saved data it found at the slot.
now my clients widget arent even updating
Where am I doing wrong?
Hmm okay for some reason the new SGO isn't carrying over the saved data
Are you loading data from slot from the same slot in multiple blueprints?
possibly
Why does that matter?
Passing value is only working for servers, for clients bar stuck on 0
Am I doing something wrong here?
this was correct I just deleted it.
No I dont think I am actually
You update the value on the server side and rep notify to clients.
Because they have their own instance of the data. If they all modify the data only their changes will be in their own instance. So when you save and SGO to slot, it'll miss the other data as the instances aren't linked.
Like this?
It still don't work but I am probably doing something dumb
It still only show up on server player
You're doing them backwards. Whatever is OnRepping this property should not give a shit about UI. UI should know about gameplay classes. Gameplay classes shouldn't know about UI. At the absolute most, this class should be broadcasting a delegate that things can bind to and listen for to change themselves.
If I want to put a different timer widget somewhere else, I don't want to have to open some Gameplay Programmer's dark horror of a class to tell my other widget what the value is. I just want to get their timer thing and pull the values from it.
any tips on how to change actual mouse sensitivity at runtime? found info on how to change lookat/input sensitivity for character movement, but i would like to have control over how fast the mouse cursor moves, say in like a menu or something
I am getting the value from game mode and sending it to widget as a value, I thought thats what I supposed to do
This is more complex than I thought
From the game mode? You can't replicate anything on the GameMode.
I probably did things...
At least spawning mechanics work
The GameMode only exists on the server. Clients don't have a version of it. So you cannot RPC or Replicate stuff through it.
where should I replicate the value then? I want it to start in pre-game screen after players join the lobby
But even if you could, that isn't the point. The point is that you should have an API for your UI. The timer should exist somewhere. Probably like your GameState, or a component on it since it's a global thing.
For starts and simplicity your widgets can tick and GetGameState->CastToMyGameState->GetTimerValue->SetTimerValueInSomeTextBlockInThisWidget
So should I get the timer in computer blueprint, as it is an actor in map?
I want timer start when the server created, so I am not sure how can I check that on gamestate
Like host creates the server, a timer somewhere start counting before round starts
If you just want a timer for when the server is created, there's already GetGameTimeSeconds
So by that definition, should this work correctly?
Hello, I am trying to make a custom weapon for my game by merging two static meshes
I have a blueprint class actor with two static meshes set up and it does put them together how i want it to, but how do i make it, like, an ACTUAL functional weapon?
hello, i have an array of Media Source, and i want to assign it to ssome objects.
but when i try to get is on the list, i only have "get a copy" and not "get a ref". why ?
try unchecking context sensitive
yep, it is there, but i got a warning :
hmm
Pointer arrays don't allow usage by ref.
ho, what should i use instead ?
Why do you need a ref here?
hint: you dont need a ref
i have a live list of video, and i want to assign some to object (and then remofing it from the allAvailableVideo) but i dont want to copy the video when i move it
ho, it is a pointer array, and not a array ?
You're not copying the video. These are pointers. You're copying a phone number to the video.
Your array is storing a reference to the pointer.
to the object
Ho, perfect, so i have what i need :>
usualy i'm more in code, so, blueprint is different thant what i'm used to :>
Unreal doesn't really allow copying of assets. Even when you use a static mesh in two different static mesh components for example. You're not copying the asset ever, both component reads from the one static mesh asset that is loaded. Same with any sort of asset file. Data, Static/Skeletal mesh, sounds, textures, etc.
Probably, but in what way? What is your use case?
and then edit it
That sounds self contradicting. Data oriented design isn't supposed to be hand edited.
I create slots in Editor Utility Widget and then in this EUW I fill the DataTable with data, then I want to create Widgets from this DataTable data
and still editing it π
but in UMG
Probably possible. But unsure how. I'd go poke around in the UMG channel though. Cause you're looking at mimicing whatever happens when you drop widgets into the hierarchy. Initially I assume it's just adding some UWidgets to the Userwidget's CDO's widget tree and then saving it's package. But there may be more to it than that.
yes
I was wondering how I could go about using the Editor Utility Widget/Blueprints as a tool for making layout and widget changes to items selected in an open widgetβs hierarchy without having to use C++. Furthermore, is there any way to use these to, say, find all widgets of a class in the hierarchy and add them as the defaults in an array rather ...
somehting like this
or just from Data
Relatively sure this won't be BP usable. You're looking at C++ for this kind of stuff.
Hello friends. I'm trying to get the elevation and azimuth of a point (object tester) relative to my camera.. Azimuth seems good.. but i'm having trouble with elevation.
I believe I need to account for two axis from the camera orientation but i'm not sure how to account for them..
#game-math might know better
Could someone please help me with merging two dynamic meshes together? I am trying to use a custom static mesh for procedurally generated hexagonal grid and I want to have each tile be blended/connected to each other. I copied the procedural island generator from the Epic's Cropout Sample Project. My goal is to use my hexagonal static mesh instead of the cones they use in Cropout. My problem is that when I try to solidify like they did it makes my mesh disappear. I am quite new to this and I just cant figure it out.
Hi all, Im working on a RPG style game and ive got a bit of a snag. Basically I have an overworld but if your player approaches an enemy it will open a new level and battle will commence like a battle arena. Once you've finished the battle the player gets returned to the overworld. That all works fine, but what I'm trying to figure out is how to get the enemy BP to stay in the same spot in the overworld as when then battle was started when the level is loaded back up again. For one blueprint I know how to do it, but if I have multiples of the same enemy blueprint in the overworld then it gets complicated. Also I don't want that specific enemy blueprint to respawn until I enter a new level in the overworld. In a nut shell this is what I need help with: -Once battle is finished, specific enemy blueprint stays in the same location as when battle was started. -That specific enemy actor is destroyed and doesn't respawn until the player enters a new level in the overworld. I hope this makes sense. Any helps appreciated. Thanksπ€
you'll most likely need the game instance
so that it persists across levels
maybe a map
of actors to locations, or even a couple arrays but somehow you need to store the info
IMO I would just savegame it in an autosave.
GUIDs can be your friend here. Assign a new GUID in the construction script of your actor and only if the GUID isn't valid - this means once you place the actor it'll create itself a GUID and it won't change once set. You now have a means to track a specific actor whether placed or spawned.
Depending on your needs, this GUID can be used to store all sorts of data, but if all you care about is a list of defeated enemies that resets when you move into a new level, then all you'd have to do is store the GUID of a defeated enemy in an array in the game instance as engage has suggested.
On BeginPlay of your actor, you can check if its GUID is in the array in the game instance. if it is, have it destroy itself. If not, do nothing further.
When you are moving to a new part of the overworld, you'd then clear your array, thus allowing your enemies to appear to have respawned if the player moves back into that other level.
Hi,
I can't find how to set my "OvenPrice" variable as a property to bind it!
How do I do this?
did you Compile ? might not see it yet
Yeah
you would have to convert it , click Create Binding
where is OvenPrice, in the same bp or somewhere else ?
is there any way I can use chatgpt on my own PC, and connect it with unreal? Most plugins in the marketplace need me to sign up for an account and get an API key, after a while they charge money everytime it reponds so how can I make it on my pc? any one know
But I saw a guy use a text block with a float variable
No
No. ChatGPT is available only via an API. You can find other LLMs that you can run locally.
Trouble is, they usually use up GPU resources to run.
Look it this, how? ππ
I don't see Floats on mine , but I do see Integer
The Llama3 8 billion parameter model alone is 5GB. That 5GB is loaded in the the GPU VRAM and also uses up some of the processing power of the GPU itself. This version is somewhat similar to ChatGPT 3.5.
The 70 billion parameter model is 40GB
Na Na π
Yes in integer it works π
Not in float, yet the guy is good in float, maybe it was possible on UE4, I don't know
Hi sorry, whats a GUID?
Globally Unique Identifier
It's basically a number that is so large that when you randomly generate one there is next to no chance you'd generate the same number twice.
There's a bit more to it than that.
Because it effectively gives you an always unique number, you can use that as an ID to recognize a particular actor whether placed or spawned.
Ok thanks will look into itπ
Beginner here: making some food pickups that should increase health +1, then update the HUD for the player health on the screen. This works but I know casting is heavy--is there a better way?
(I've used interfaces but for the life of me I can't figure them out on my own)
Casting itself is not heavy.
It's only when you start casting to heavy classes that you end up potentially having problems. It doesn't really matter if you know for certain that the class is already loaded into memory anyway (like your BP_Hero)
Ok, okay! Thank you! What's an example of a heavy class?
One that contains a lot of references to assets like meshes, textures, sound files, etc.
Because then it causes that blurprint, the heavy class, to always be loaded?
And all its assets that are referenced.
Huh, okay! I think I get it, thanks again!
The class itself is inconsequential, it's the crap ton of assets that get loaded that cause a problem. Plus any other class that class references also gets loaded with its assets. And so on.
So casting to a BP that's a simple actor prob wouldn't be expensive, but casting to a bp with a lot of functions, assets, etc. like an unloaded character would be?
The functions doesn't really matter.
It's the assets and references to other classes that do.
So like, an item that only ever references back to BP_Hero, probably not a problem in the slightest if you know you're always going to have BP_Hero loaded anyway.
Oh, cause the functions aren't being called just cause a BP is loaded, right π That makes sense
Sweeeeet
No, it's just that functions are considerably lower weight than an asset. A 2k texture can be several megabytes. The functions of a fully fleshed out character are probably less than a few hundred kilobytes.
And again, if it's already loaded into memory, it doesn't matter if you're casting to it. It's already loaded.
So if a UI is already loaded, not expensive - if it isn't, prob expensive since it has textures
Not the way to think about it.
If you have a blueprint that references that UI class, then in order to load that blueprint it must also load that UI class. Therefore it can make it more expensive.
Ok, I think that makes sense
i save it.
i close the editor.
come back the next day.
gone
ive re done this 8 fking times now
Does the entire function disappear or something?
no just everything i put in the actor specific part
any changes i make like the one above dissapears
but the changes INSIDE the interface itself is fine
i just need to be able to make individual changes use to use
Not following you.
When you implement an interface in an actor you're setting up the actor to use your defined implementation of that interface on that actor. The changes you are putting "inside" the interface are actually within the actor.
If you're changing the interface definition where you're defining the functions contained within the interface when it's already implemented, that could be part of the problem. You may want to remove the interface from the actor, save the actor. Restart the editor. Reimplement the interface functions as needed on that actor. If you're adding more functions to the interface then it shouldn't be a problem.
actual interface and the functions are fine. they work good. changes save correctly
i implement it, works good. i SAVE the project and leave. come back. and all the changes i made inside the actor are removed
Also using an interface along with an actor component isn't great. You could easily ensure that anything that needs to take damage should be using the component, and when you need to deal damage you can get the component from the actor reference without having to cast and not use the interface.
Again, if you've modified the interface's functions after you've implemented it somewhere, you probably want to remove it, save, and re-add it after restarting the editor. There can be lingering data from the previous version that the blueprint is trying to load that can cause the engine to not load the interface on that actor correctly.
it needs the interface to get certain information back and forth between the actors, because sharing any kind of variable between different actors just HAS to be the biggest pain in the ass in all of ue5.
ive restarted the editor 16 times, if its getting old data its going to keep getting old data whether i make a change to it or not. its also not just that one actor. its every single actor i put the function in
Did you manipulate the interface (not the implementations) after they were already implemented in actors?
no
Did you manipulate the structure of the inputs of any functions of the interface?
no
Try creating a new basic interface with a single function. Implement it in in your actor (like make it print a string or whatever other test you want to do). See if that saves. If it does, that means there is definitely a problem with the previous interface or how it is implemented. If it does not, then there's definitely something else going on.
it saved right
Therefore, there is something conflicting with the interface - either something has saved a bad reference to an old version, like something was changed in the past after it was implemented, and that old version could be getting loaded first, and the blueprints then aren't correctly recognizing the newer version as the interface to use so they come up blank as your existing implementations aren't using it. The only potential solution to try and get it working is to remove the interface from all actors that implement it that are having a problem with saving changes, save after removing it, restart and then re-implement. Barring that, just create a new interface.
I'd still consider switching to using the actor component directly - you can implement functions to read and return values from it rather than having to go through an interface to do that for you.
this is the code that runs on an attack
this is the code that runs inside the component
Yea so instead of this interface call, you'd drop in what I showed to get the component and call your desired function passing in your structure for damage info.
stops working
ill just leave it at that i NEED this blueprint to work. its not saving any changes. ANY changes. i moved the end node to a different place and it didnt even save that
the blueprint is not saving anything done to it
the implimented blueprint
i dont need a work around that will MAYBE work for one actor that takes me 3 hours to figure out, i just need the interface function to save
You can't get all actors of a class in a construction script, right?
I assumed you said this after attempting to create a new interface and implement it within the same blueprint.
it saved right
Is that not the case?
If you cannot save anything with the blueprint there is something else wrong and there likely isn't any easy fix and it requires some troubleshooting. It could come down to that particular blueprint is corrupted or something else has the file open somewhere/something is preventing it from saving correctly. Have you tried creating a new blueprint and saving that and see if it saves? Have you tried restarting your computer?
i can save EVERYTHING in the normal actor blueprint fine. the component saves fine too. but the actual INTERFACE FUNCTION will not save no matter what i put in there or what changes i make
i did make a test interface and the function saved fine (in the same actors)
Have you actually tried to remove the interface entirely (going into the interfaces section of the blueprint and removing it) from that actor, saving, restarting the editor, and re-implementing it like I suggested earlier?
yes, and like i said on top of that not working, its implimented in MULTIPLE actors and NONE of them are saving
Ok, and did you remove it from all the actors all at once?
There is some kind of corruption with the interface. Something isn't loading correctly which prevents your blueprints from loading their implementation. The only way to correct is to remove all instances, and try again. Failing that, you implement a different interface.
yes, didnt work still
Ok, then all you can do, is start fresh. Use a brand new interface. Start ignoring your old one, and move your existing code to the new one, and then permanently remove the old interface.
Only caveat there is you probably need to use different function names.
Is there any way to group functions together? Like If i have like three that are like Movement-related functions can I group them together so its easier to find them in the future
If they're functions you can put them into categories.
If they're events you can put them in their own event graphs or collapse them into "collapsed graphs"
hi, I was woendering if someone could maybe help me with blueprint interfaces? I'm very very new to Unreal engine 5 so it might just me being very stupid...
Nothing articles and guides have not covered
Try your best to learn and ask question here if you do get stuck
hey guys ,
how can i have access to File via Blueprint ? π€
actully i want to upload a sound file wich i save on my game Directory
@drowsy cedar you can just get the path to the sound file or save the path
There is a file Explorer plugin in marketplace
Hey guys. I want to access the instances inside a pcg graph. I want to spawn new geometry trough a different BP on my pcg instances. I got trouble to accesse the spawned meshes. Has anyone got an idea i could try? Rn im trying to find a solution with the get all actors of class node but im not rly getting to anything
Anybody knows how to get my variables in a neat folder? (this is from a vid)
category on the property details, you also can do sub-catergory like this-> Main|Sub
Sorry for the delayed response, it was late at the time of our conversation and I spent yesterday re-factoring the relevant BPs to separate even more of the data from the visual whilst integrating functionality for chunk based spawning. Could you explain a little more or point me in the right direction so I can get better context on what you meant by NOT updating the ISM every loop please?
@remote meteor Hey π , do you use coroutine in your project?
Sorry, i am stupid, can you maybe take a screenshot where the button is?
You write it in your Category
inside the variable detail panel
the laura one? nope, still doing delegates as usual
I found it nice to be able to write a one liner to load stuff
H_ImpactSfx = co_await UE5Coro::Latent::AsyncLoadObject(SoundClassToPlay);
Ah! Thanks everybody! I found it π
i never used them, but i would understand the familiarity one came from unity or something
but with my limited understanding, I don't know if it's necessary to have a return type when using co_await
iirc, not exactly the return keyword, but you need the return type of FAsyncCoroutine or something isnt it
I'm trying to find out if it's possible to use co_await without the return type but maybe it's necessary π¦
not the end of the world, but I would have to break down what I have into more functions
hi guys i have a question, i have like 20 actors with each having their own timeline component. Is it bad practice to have that many in a level?
#cpp ?
what are you having problems with ? You just create some functions in the interface and implement them in the actor
having timeline components are probably fine! its what you do in the update function of them
Done this exact before and trying to recreate it but Im missing something. I added a print string and it seems everything is correct other than the pawn refuses to move. any suggestions on what I have missed?
I misphrased that a little. There used to be an issue with Nav updating when you set each ISM at a time. But it seems like they actually changed some stuff around in UE 5.+ somewhere. If you make an array of transforms and call AddInstances, it should only update nav after they're all applied.
thank you! im only updating the player positition and rotation in them. But only one is running when thats happening, its not like all components are running at the same time
- Nav mesh
- AI Controller
- Path to destination clear
I think I understand, your help is most appreciated.
How do you get those red light (the ones that you see in the screenshot) Because i can not select it.
play the game and then while the game is running select your debug object
there was an open spot in the nav mesh, tho its still not moving after fixing it. AI controller class is set to AI controller. there is nothing in the path to interupt the destination, Do i need to configure anything to make sure?
You need to be in a PIE session with one of those things spawned.
Oh. missed Salem's response. π
Are you spawning it at runtime with SpawnActor?
I did have a spawner, but I removed it temporary and added it into the world to make it move on collision before making them spawn in, if that made sense
"AI move to" gives me a "Success" when I enter collition sphere
Placing it in the world should work by default. The reason I asked about SpawnActor is because normally that doesn't also create a controller and possess it. You need to call SpawnAIFromClass most times.
The only other thing that affects it other than the list above is MovementComponents. But I assumed it was a Character.
What does the actual MovementResult enum say?
Like if you print it's name, which result do you get.
What about when you print it off of the Success exec?
nothing
on fail it says aborted
If I plug in everything it says this
so i see where i got confused a bit no
now
The success print is understandable because Success is the first entry in that enum. So the real result is aborted.
any suggestion why?
(i got to run in a minutes becouse im allready running late for dinner)
Quick glance through code says no AI controller, or no path ability.
I got to run, but thanks for the help, please leave me with something to check when I get back tho, thanks a lot ^^
why is apex destruction deprecated from UE5?
Because it uses Physx. UE no longer uses Physx. Everything was replaced with Chaos.
then why i have it in the list where i can enable it?
but its not working after enabling it
Because people are...people... and still force enable physx on UE. So you can still use it if you want to give yourself a migraine and don't have much better to do with life.
don't you think they should first fully test and fix all the bugs in the chaos before deprecating the old working systems?
now we can't work with old and new physics , one is deprecated and the other is useless
idk Chaos works fine for me
try to make this with chaos physics, let me know if it works thanks
Are you complaining about the destruction system or Chaos as a ridid body physics engine?
I don't do destruction, but as a physics engine it's fine.
apex destruction system they replaced with chaos destruction system
It obviously works as they use it for Lego Fortnite so maybe see what they are doing
they are doing it the way very very expensive and time consuiming in fortnite
apex was very simple and not expensive
Text binding in UE5 doesn't work. Binds once, then never again.
ive done everything i could think of
How about showing your attempt
ive tried like that and i even tried just a normal function
What on earth are trying to do
bind an integer to UI
just so i can test the bind functions for now
Where is it breaking?
it doesnt say anything
it just runs once and never again
Move this to your function
thats separate
to increase the stage number
not to update the text or anything
Create new binding witha function
i did
i did that as well
Do you want me to help or not?
all my bind functions run once
i sent a pic of it already though
pics are full of confusion
yup i binded it just now
Are you sure the cast is succeeding? In the 1 run, does it actually work?
its the whole thing not running
You need to have a return node connected to all scenario
i put a bunch of print statements after each execution pin
I thought you said it runs once
and it just stops running after the first time
yep its connected
Bind Ran prints once
and never again
The first time it runs, does it get valid text from your gameinstance or does it just return a blank text?
valid text
no errors either
in console log
hook a return up to all paths
IDK much about bindings but maybe they're smarter now? Change the underlying text, does it rerun?
I wonder why they don't just parse your dependencies and hook into on property changed or whatever
Now it prints the correct text but it still doesn't set the text object text
hello, a blueprints(BP_1) spawns some other blueprints(BP_2) in my scene as child actor components. i want to pass an int from BP_1 down to BP_2 so that BP_2 can use it as a variable and do things. how can i do that? tried to do it using the name of the spawned component, the tag, or some interface but maybe i am doing something wrong. can someone help?
It prints the number 4 but the text is locked at 1
Check your return nodes
I removed a lot so its easier to read
but same result
prints the correct number, but doesnt set the text to that number
it will if you bind the function to the correct text component
its the right text component
it updates to 1 and 0 correctly
then never above that
1 and 0?
stage begins at 0
and the text updates to 0 properly
then it updates to 1 properly, and never anything above that
because it just stops running at one random point
so the print string stop printing?
keeps printing
then it never stop running
but the text doesnt change
Where do you actually want to get Stage from?
prints correctly but doesnt change text
casting to game instance
ok then get game instance and cast to game instance
yea i did before but that didnt work either
same result
prints correctly, doesnt change text
ive even made a new text variable and widget and tried with that
runs while debugging
it will run every frame so long the component is alive
on cast failed, print something then connect it to the return node
doesnt print anything
cast works 100%
im making a new project and trying again
works fine in another project
you might set the text directly from other sources resulting in a conflict
just a guessing game at this point but why not make a fresh variable to test
I never have problem with binding function 8 years in Unreal
not that you should use it, event dispatcher is a better method to grab data
i thought so but when i created a new widget, same result
is my project just bugged?
i don't think the widget is the issue, try reading a fresh number from game instance
yea i tried with a couple other variables like delta seconds and same result
declare a new one
well no idea then, can't replicate the issue
tried with a new text block?
earlier it was updating just fine
just the other day and i wake up, open the project and it doesnt
maybe its because i shouldnt be using UE5.4
almost like it becomes more offset the further away from 0 you are
Fixed. Using 'Wrap with Invalidation Panel' in advanced performance settings screws up text binding
did you fixed it by turning on or off?
turned that off
it's off by default
fixed it for me
That kind of thinking stalls progress. No. I don't think they're responsible for fixing all bugs and fully testing it. If software engineers did that, we'd be living in the stone age again. It's basic evolutionary principals. Change is rough. You're free to use 4.27, or forcibly use Physx in UE5.
It's also worth noting that while Chaos physx is slower, it's also a lot more accurate in most cases which has been a complaint of physx for decades. So.. π€·ββοΈ
the objection is they should not deprecate something unless the new thing is fully functional and do more compared to the old one, but what i see that most of the time they replace the fully stable things with new alpha or beta things
Sure, but physx was cut for licensing reasons iirc
And if you don't want to deal with it, you don't have to
You have a source build
Go wild
Implement havok if you really want
i enabled the apex destruction and while using it most of the functions warning me that this is deprecated, replace or remove it...
Even if it wasn't. I'd still say go for it. Physx sucked. There's a reason Havok got popular.
i want to replace it only on earth if they provide something to replace it with, but i have checked the whole class i don't see which replace the deprecated functions
??? Of course. Because you're not supposed to use Apex anymore.
I feel like you need to read this. https://dev.epicgames.com/documentation/en-us/unreal-engine/destruction-quick-start
Quick Start guide for Unreal Engine's Destruction system.
i already finished it, i am digging in the chaos destruction source for hours now
i don't see anything in it that can do a simple task which i was doing with apex destruction
this is the task i want to do with it which is not possible with chaos destruction
https://youtu.be/fJdYNABjJ80?t=414
Covering:
- breakable window blueprints
- destructible meshes
- advanced window materials
- sound FX
- quick window placement
i found add geometry collection component but damage can't be applied to it , useless
Breakable glass is possible I'm chaos tho
only if it is placed in the level and use the fracture tool on it
it can't be a destructable mesh to be use in any bp class i want
Was in an ESO dungeon. But for real. You should read through some of the docs instead of the C++ source code. They show you how to put a geometry collection in a BP.
Imagine them leaving that out. π Can you imagine some sorry level designer sitting there for weeks clicking on every single mesh in the level to fracture it.
How can I get if this failed to spawn due to collisions, make it try again until it spawns?
There isnt an output to get fail or succes
If the Return Value is valid, then success
If its not valid , then it didnt spawn
i can drag drop it in the blueprint ofc to get it in there, but its useless as i mentioned early because the take damage node is not supporting it
so not taking damage means it needs to make a force apply system to make it break in parts, shortly Epic is making things very difficult for no reason, i don't know why
this is what i have done so far
i can spawn the GC in the blueprints but its not taking damage, even the radial impulse and simulate physics didn't make it move and fall on ground
Im still stuck on this, any more advice on how to make my AI move?
The docs note that you're supposed to use other phsyics simulating objects, or fields.
Which makes sense. Why would you make the new physics work with a system that is half baked and was meant to be removed in ue5
You need to determine if it's missing an AI controller or if it's having navmesh problems. I'd start with the controller by just doing a beginplay delay to GetController and print if it's valid.
what am I doing wrong here
Im getting AIcontroller1 as controller as i showed in my photo, if thats what you meant.
hey all, so I'm experimenting with multiplayer code and ive recently just discovered that "Add Movement Input" doesn't work serverside. So, is there an alternative method i can use to make things move on the server?
This doesn't do anything at all?
You are getting a text from editable text box then setting it back to the same box? What are you trying to do?
Can you do "Show Navigation" after playing to view the nav around the AI?
I'm just trying to stop the textbook from automatically clearing
wdym by clearing? it shouldn't clear it self
you mean like this? im new to the nav mesh and stuff so im not 100% what you meant
It does for some reason, I type something in there, then click off and it clears
Yeah. The ball is the AI?
can you show a video? Also maybe just delete these
yes, sorry for not specifying. the ball with cobble stone texture is the ai, the red sphere around it is the collition with player detection
All good. π What class is this pawn? Pawn or Character? Does this pawn have a movement component?
π’
It didnt have a movement component... it does now... its working
my brain makes me tires some times x)
thank you tho
It's all good. π Next time you make an AI you know the steps to look through.
yea, i made it some days ago and continued it now. Its also been a few days since I made my first AI following a course, i guess this is the step i had forgotten x)
Server should be able to just move with SetActorLocation. This node is largely for the owning player. EG it will work on server on the listenserver's pawn. And will work on a client on the client's pawn.
Do you have something that set the editable text box?
any binded function or something that edit the text
nope nothing to edit the text
can you try it with fresh editable box?
mine doesn't clear it self
even after losing focus
so weird, replaced it with a fresh one once, didn't work, did it again did work
ah I know what it is, whenever I create a binding for the text it clears
but then how do i get the text from it
when do you want to grab the text?
@maiden wadihey dude thanks for the info, ill take a look at that. However im trying to simultaniously simulate movement on the server as well as the client - but server will have auth on location. Im trying to do this by sending the input float values to the server along with timestamps, unsure how im going to be able to do this now if add movement input doesn't work on the server. Set actor location just looks for a location input right? π€
ive tried to see if i can apply it to the movement component directly somehow but doesnt seem to be a way
@rich rune You can just do this to get the text
or use this when the user press enter
I got it, thanks for all the help :)
Hi guys. Can someone help explain why this would return false constantly. I specifically add and make it print the index and item name but still on this read it gives it as false. but i am sure it is not null. Thanks in advance.
Return false as in "not valid"?
Yes sorry my bad
I'd imagine either you're trying to get index -1 or something an index that doesnt exist
Do you accidentally have Slot Index as another variable name too?
i'd try dragging just from the input node itself to make sure π
Also are you adding to a copy instead of a ref?
or anything similar to that
Hang on i dont think i do. But ill just add a foreach and check every index and result and post it 1 sec
this is the result
as you can see its not null the index 1 has an item
cleanded it up a little.*
I built this using a tutorial, but I cant make the camera work between the 2 characters like in mortal kombat or tekken. the only tutorial i found was in ue4 and it was in c++ . anyone has a solution to this or a link that can help?
Hi
So maybe check what you are sending as the value of Slot Index?
the "1" at the end is the Slot Index variable.
added that after the screenshot
so that as well is correct*
i have no idea what could cause it
Close unreal and reopen
and check your execution of the "is valid" thing cus right now its hooked up to both?
will try 1 sec
Could you please take a look at this issue?
https://forums.unrealengine.com/t/tank-barrel-pitch-rotation/1936033/3
only a narc would type their name into the "your name" section.
Should I put my π±'s name instead?
just a quick guess but maybe because the Z height shouldn't necessarily just be locked at 50 if terrain height can be different?
I'll check it right away and get back to you. thanks
No, this value only determines the height of the sight on the screen in world position.
I don't get any rotation or location information from the line trace you show in the picture, I just get the actor that that trace hits.