#blueprint

1 messages Β· Page 199 of 1

proper flower
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but in some way it goes crazy

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surely some math problem that I don't understand

final berry
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Then I'm stumped as to why it isnt updating..

faint pasture
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Gotta see more of the math

final berry
proper flower
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it's all here

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someone have a good tutorial on spaceship movement without mouse?

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it's all the same out there

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need pitch, roll and yaw, as well strafe in 3d, all by keyboard

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I setup all but at the moment not working, unfortunately

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I bet is something simple

quaint fable
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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.

hollow cove
quaint fable
hollow cove
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the target is the hit actor which i assume is the door, so the event interact will only fire on the door right?

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if it's being triggered then it must be being traced right?

quaint fable
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yes sir

hollow cove
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idk how that node works but i dont feel like it does what you think it does

quaint fable
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I'm not sure what to put then in the door blueprint

fiery sierra
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why flip flop?

fiery sierra
quaint fable
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Because when I pick up the flashlight and equip it, it conflicts with the overlap of other objects

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flip flop works for opening and closing the door

vital dome
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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

quaint fable
fiery sierra
lunar sleet
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A cast is better

fiery sierra
lunar sleet
fiery sierra
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fair xD

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I made some progress on my game πŸ™‚

quaint fable
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yeah it did nothing

maiden wadi
ruby tendon
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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?

maiden wadi
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You mean to copy a building?

ruby tendon
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yeah

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basically

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just like minecrafts object picker

maiden wadi
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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.

ruby tendon
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well i dont wanne copy the mesh

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my bad

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i have a preview mesh that takes the mesh stored in the datatable. that displays the actor that you will place.

proper flower
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someone expert on spaceship movement?

maiden wadi
proper flower
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?

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I cannot find references for my kind of movement.

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type*

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need full keyboard movement

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with interpolation of every axis but it gives weird result

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I really don't know how to bang my head

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all of the tutorials out there are the same: a copy of the original youtube video.
mouse flying

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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

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but cannot interpolate between type of movements

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cause a simple addition or mutliplication of the vectors gives weird result

twilit heath
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You will need to use quaternions for rotation. Rotators are susceptible to gimbal lock.

craggy star
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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?

dusky cobalt
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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?

quaint fable
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How to have it so when I interact with a door using line trace, it actually works?

twilit heath
proper flower
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how to use a 3d vector enhanced input?

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Ok I managed to use 3d vector

edgy briar
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Hi, is anyone able to help with a Inverse Kinematic blueprint?

vital dome
fiery sierra
# edgy briar Hi, is anyone able to help with a Inverse Kinematic blueprint?

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 β–Ί https://www.patreon.com/pinkpockettv

Instagram β–Ί https://www.instagram.com/pinkpockettv

Timestamps β–Ί
00:00 Introduction
00:42 What is...

β–Ά Play video
maiden wadi
# vital dome Only during generation, anything above 128*128 completely locks up the engine

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.

edgy briar
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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

fiery sierra
vital dome
spark steppe
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yes, but that's still quite the workload for BP

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those are the kind of problems where you WANT to use C++

vital dome
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I think I understand, that's rather unfortunate - thank you both for your input.

quaint fable
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hm

maiden wadi
kind atlas
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quick question, how to have my player controller change this value in the bp component

brave kernel
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Hey all πŸ‘‹, 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 :/

kind atlas
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ive tried setting the ariable of course. just doesnt work

lunar sleet
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You can use a dispatcher on the PC that this component binds to by getting the player controller and casting to your PC

kind atlas
lunar sleet
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Oh, you have components on the player controller?

kind atlas
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yes

lunar sleet
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Ok, well what I said still applies.

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But you can prly just get the owner

kind atlas
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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

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see inside my controller i have a new set but its not setting

lunar sleet
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Put a break point on the first set, and step through the code hovering over the output and input pins

kind atlas
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its clearly "setting " it i guess but its not changing it in component. i have editable and expose enabled

maiden wadi
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@kind atlas You can't change the default value at runtime. That only changes from developer input.

kind atlas
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i dont know what to change this variable to so that it doesnt have a default

maiden wadi
kind atlas
maiden wadi
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How are you testing that it isn't what you set it to?

versed sun
kind atlas
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i also use print string

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controller never changes the value of the variable inside the component

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instead of 123 it should say 20,000,000

kind atlas
fiery sierra
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infinite loop detected? am I missing something?

lunar sleet
fiery sierra
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ok good to know

lunar sleet
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Use a timer by event if you want to do that

fiery sierra
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ok cool used one before so I will just do that

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ty πŸ™‚

edgy briar
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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

queen vault
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Hi. I have a problem with my enemy. I basically want it so the enemy can't stack itself ontop of another enemy.

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Maybe turning the enemy around when colliding with another enemy?

frosty heron
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Just ask, the worse is you get redirected or gets no respond

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@edgy briar

edgy briar
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At the FullBodyIk I am supposed to add to the root the Pelvis bone

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But my character has a weird skeleton and instead of a Pelvis bone it has HipLeft and HipRight

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I was wondering if there is a way to fix that so I can properly use the inverse kinematics

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Because at the moment only 1 leg works because the root selected is Hip_L

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Or maybe there is a blueprint way to add Hip_R as well?

frosty heron
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Show the skeletal hierachy but I must say this lean to #animation more

edgy briar
frosty heron
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I need to see the whole skeletons

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There should be pelvis or w.e the bone is called in the middle. See where the left and right hip merge into

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You want to use that bone.

edgy briar
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It goes in the Root_M

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This is what it looks like

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The bone that is selected in the picture is the VB Root_M

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But It overlaps the Root_M

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So if I delete it I can actually see that Root_M is there

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Also the other sphere you see above the slected one is RootPart1_M

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But If I pass that into the blueprint this is what happens

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(his whole body shifts down)

frosty heron
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Try passing root M

edgy briar
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Is there a way to somehow get both HipLeft and HipRight in the blueprint?

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Like somehow pass both in the root?

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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

frosty heron
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@edgy briar you mean control rig? I would say no, the only way for you is to set the hierachy properly

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Every skeleton asset should have a centre hip bone

raw spindle
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I am having a weird issue where my players are spawning as spectators... but only in a packaged release build

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has anyone encountered something like this?

fiery sierra
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I need some assistance if possible πŸ‘‰ πŸ‘ˆ

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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.

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my image won't send >.> wifi too slow at my parents

dense garnet
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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) πŸ™‚

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Like this

fiery sierra
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I did it in 2d but I haven't dealt with 3d stuff unfortunately idk

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thats what I found when I tried

storm shale
# dense garnet Hi all. howa re you? I have been trying to figure out (for 1 week) how to 'Rota...

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)

dense garnet
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It's the nodes. 😦 I do not know which node to look for. sorry, I only started "gamedev" mid-May

storm shale
dense garnet
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X or Y axis

storm shale
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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.

dense garnet
storm shale
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If you only want it to be a visual thing, you can also do it through materials, btw.

dense garnet
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now, i just need to figure out.. how to center my.. ahh.. centerpoint? pivot point? center point? origin point?

dense garnet
dense garnet
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Any alternatives for "Play Rate" node? πŸ™‚

topaz condor
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how can i convert this get all actors of class node to where it doesnt have the exec pins?

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purecast i guess they call it

raw spindle
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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 ___"

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uhh i may have found it

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it looks like every component in my entire pawn is flagged as "is editor only" for cooking? how does that even happen?

frosty heron
sharp pasture
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Does anyone know if there is a way to make ActorSequences scrubable in blueprints?

frosty heron
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That's all available in bp afaik

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You can play sequence at specific point iirc. Look up for func that are exposed to you

sharp pasture
frosty heron
azure summit
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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?

sharp pasture
# frosty heron Scrub as in playing at selected frame?

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)

opaque acorn
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does anyone know why singlelaywater normal/scene depth is not visible to scene capture 2d?

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is there any particular settings ? as in viewport buffer options both are visible

frosty heron
sharp pasture
opaque acorn
azure summit
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Or just any tutorial on player made content and I’ll backwards engineer from there

opaque acorn
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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

sharp pasture
frosty heron
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Not sure, I'm using sequencer and it works fine on my end.

Might be a level sequencer, I only touched cinematic once

sharp pasture
frosty heron
sharp pasture
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Thanks, I'll ask

frosty heron
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Gl, hope you fixed it

dense garnet
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Also with the "alternative issue"

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I only noticed after posting that ..

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yes "case sensitive"

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more like "component sensitive"

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It is already working.

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Best part. I did not even have to go into EvenTick

frosty heron
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Context sensitive

dense garnet
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Right πŸ™‚

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Imma go have a drink

frosty heron
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It's fine to use tick for this kind of stuff

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You can use time line when the time is fixed

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Otherwise tick it is

dense garnet
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When I know it and understand πŸ™‚

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As for now. I am pretty happy that .. for an almost 2 month (wannabe) "gamedev" I do stuff like that πŸ™‚

frosty heron
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U r game dev

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Wannabe implies one that only dream about it

fiery sierra
winter sail
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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 ^^

primal hare
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With Branch I can pick between 2 options. Is there a node for picking one from multiple options?

primal hare
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Whats the full name?

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ok switch on int seems like closest option

fiery sierra
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just called Select

graceful sage
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You may have to scroll down because it doesn't show up exactly since it's name is so generic

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You can toggle the star to add to favorites

topaz condor
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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

graceful sage
topaz condor
graceful sage
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Change the collision of parent then can reset collision of others

topaz condor
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like this

graceful sage
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Why you have so many in one

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Is this one of the childs

topaz condor
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lol it was a harvested blueprint of a bunch of meshes

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not harvested, you know when you click convert selection to blueprint, i hit child actor

graceful sage
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You'd probably want to combine to one mesh?

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Not sure thr context

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You can select them all at once and change the collision tho if that's how you want to do it

topaz condor
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for context, here is a mesh of the floor with the collisions. this floor is pretty much all throughout the house

graceful sage
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Ok what is all the components you have in other screenshot

topaz condor
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stuff like walls, stairs, porch, etc...

graceful sage
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Set them to block worldstatic

frosty heron
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How about showing a picture of their collision

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No point in getting the settings right if they don't have collision to begin with

topaz condor
graceful sage
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Yes make sure collision is enabled

frosty heron
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And the thing that you drop to the floor

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Make sure that have collision too

topaz condor
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its a book

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just for testing i took the mesh aside from the blueprint and added it to the map, same thing

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mesh for floor

graceful sage
topaz condor
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oh cold was saying check collision of the object im dropping to see if it had collision

graceful sage
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If it's in a bp gotta check the component it's set on

topaz condor
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you mean like the root?

graceful sage
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The static mesh component

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Each sm component has collision settings

frosty heron
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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

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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

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Make sure that none of the parent have its collision disabled which also propagate to child

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Simplest way to test it is to make a new empty bp and just add your floor

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Then drop Ur book to the new bp floor

topaz condor
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if collision was disabled on the floor, wouldnt i fall through as well?

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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

near wolf
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Hi

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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?

harsh coral
remote rapids
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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?

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i did that but that not working well

frosty ingot
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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

edgy briar
dark drum
edgy briar
dark drum
dark drum
edgy briar
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Instead of just one

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If I use the HipLeft for example, it works but just for the left leg

frosty heron
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the only solution here is to not use Hip left

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or hip right

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but to use Hip (centre)

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for your rig, following unreal hierachy does help imo

edgy briar
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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

frosty heron
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dont impose limit on your self by fearing doing the correct thing

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u do what u gotta do to solve your problem

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sometime you have to take the consequence or draw back

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you might be able to re-target the animations to the fixed skeleton

dark drum
dark drum
frosty ingot
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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.)

dark drum
frosty ingot
dark drum
# frosty ingot 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.

barren tangle
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Hello

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I use the node

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Get control rotation

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I link that node to a Make Rotator

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That I connect on Z

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Is it normal that the vector generated is (0, 10, 0) ?

frosty ingot
dark drum
dark drum
barren tangle
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So the character movement face the velocity but if I push 100% left or right or up or down

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There is a slight angle

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Instead of staying on the y axis or x there is a slight angle and because it’s a new project without anything

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Don’t know from where this angle comes

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That is the get right vector

faint pasture
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Snipping tool

dark drum
barren tangle
barren tangle
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Camera is fixed

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Is it function for camera?

dark drum
# barren tangle No

Then don't get the yaw of the control rotation. πŸ™‚ Just get the forward and rigth vector of a 0,0,0 rotator.

barren tangle
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Ok πŸ‘πŸΎ

faint pasture
faint pasture
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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.

barren tangle
faint pasture
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To adapt for camera angle you'll need the cameras rotation

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The character will need to know about the camera in some way. Either that or the controller can.

barren tangle
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What is the purpose of the get control rotation in that case

faint pasture
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For a first person game, you typically use the control rotation to drive your camera rotation and also your character's yaw

frosty ingot
storm stream
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Hello, it is a easy way to set member in array constructed with structures?

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My map look like this and i want to set "complete"

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and my question is, i need set member of my map or something like on screenshot will be worked?

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idk if i explained it correctly what i mean xd

spark steppe
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no that wont work

storm stream
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so i need add value to map with new constructed array?

spark steppe
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yea

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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

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as array elements can be altered by reference

storm stream
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On middle screen shot, it will worked? with double get ref?

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i do something wrong here ... hmm

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now worked

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❀️

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set member not modifying array/map itself? lame.

spark steppe
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find doesn't return a reference

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you need a reference to modify the actual result (they are diamond shaped pins instead of round ones)

wise ravine
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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

dark drum
wise ravine
dark drum
wise ravine
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Hopefully πŸ˜…

dark drum
wise ravine
wise ravine
dark drum
wise ravine
wise ravine
dark drum
# wise ravine Custom Gravity? And why the widget info?

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.

zenith jungle
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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:

wise ravine
dark drum
wise ravine
woven drift
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so saves work like that in editor?

frosty heron
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quick google should tell you where the save folder is

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it's different location for shipping and for development

wise ravine
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Oh I have to go into the actual game files

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I was confused on that

maiden wadi
wise ravine
frosty heron
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Because you already create one

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Does save game exist just check if there is a file in the saved folder by the name you specify

wise ravine
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There was

frosty heron
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Yeah that's why the function returns true

wise ravine
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So I wont need to clear my save game folder in the future? Or will I need to?

frosty heron
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Depend what you want to do

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Why r u asking me

maiden wadi
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That's up to you and what you need to test.

frosty heron
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The engine doesn't limit you to what you want to do

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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

wise ravine
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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.

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Oh I see, any save that I create during runtime is saved in memory even when I exit runtime

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I assumed the saves would be deleted and treated like a completely new game

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Hope that makes sense

maiden wadi
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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.
wise ravine
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Somewhere, somehow the save versions are being created and I don't know where

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Save #1 is being created somehow, however Save #2 is not so It executes correctly (returns false on 'Does Save Game Exist')

wise ravine
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Not sure why Save 1 is being created, also getting a handful of errors

frosty heron
#

blindly following tutorial will puzzled you. It's better to understand what each of the node does

shadow light
#

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?

barren tangle
#

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?

queen vault
#

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?

desert moss
#

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?

barren tangle
barren tangle
queen vault
#

However I have multiple of these 'arena' areas in my level as well as multiple spawners for them

queen vault
barren tangle
#

Your on component overlap mΓ©thode inside your spawner

queen vault
barren tangle
#

How do you add your spawned into your level?

barren tangle
#

So how do you get de those spawner into the level

queen vault
#

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

barren tangle
#

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

queen vault
#

That is the first pic

barren tangle
#

That logic and communication doesn’t 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

queen vault
#

So should I have the spawn enemy function at the end of the overlap?

barren tangle
#

Not specially, but you need to return the info to the good overlapping spawner

queen vault
#

How do I do that?

barren tangle
#

How do you ask to spawn enemy ?

#

Can you show the spawn enemy function?

queen vault
#

Here are the parts in order

barren tangle
devout tide
#

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

queen vault
devout tide
#

Z is always right, but pitch can vary based on the camera's Z rotation

barren tangle
queen vault
#

The only thing that's NOT IN the spawner actor is this

barren tangle
queen vault
#

It also locks the camera so the player can't escape the arena

barren tangle
#

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

queen vault
#

So do I merge the 2 actors together? Also, how do you reference the closest spawn actor?

barren tangle
#

What you want to do is

#
  1. 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
#
  1. The character is 100% inside of the area. Ask to the spawner to update the game state
#
  1. The involved spawner will run the spawn enemy
#
  1. When battle is finished. You will inform the level to unlock the area
#

If you doesn’t 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

queen vault
#

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?

barren tangle
#

For me 1 actor: Bp_spawnEnemy
Is enough

queen vault
#

Ok so I would combine into 1 actor then.

maiden wadi
# desert moss Is anyone willing engough to explain the world context object? I'm currently try...

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.

barren tangle
azure summit
#

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?

queen vault
barren tangle
#

But I was here first because I have an issue

#

That return 0 on Unreal Ungine 5.4

#

Anyone know why?

devout tide
#

figured it out

barren tangle
queen vault
# barren tangle

Oh sorry. I don't use UE5.4 I'm on 5.3. What is the good index's value?

#

Default value

barren tangle
#

Just a simple value that I set to 22

#

I expect to have 23 after the add

#

But it’s 0…

azure summit
#

Am I in the wrong channel? Is there a channel I’m supposed to go to actually get help?

barren tangle
#

Sorry, it’s difficult to have answer into that discord. When someone is here and see your question you will have one

queen vault
desert moss
barren tangle
#

But there is no dedicated person who whatch it to help all people

queen vault
#

By curious what are you connecting your thing to?

barren tangle
azure summit
#

Well I’m starting from my small knowledge from unity.
But I want to keep it small and ONLY work on a quest system.

But I’m 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

queen vault
#

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?

barren tangle
azure summit
#

Alright thank you I appreciate it.

barren tangle
queen vault
azure summit
#

I think that really is gonna be the break through to find it

barren tangle
#

Print show 23

ancient heath
#

Is possible to change the camera view on my player to another camera inside in my player?

queen vault
# barren tangle Print show 23

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.

barren tangle
#

The batch node doesn’t work if you go over the last index number

barren tangle
queen vault
ancient heath
#

I will try that, thanks

queen vault
tropic peak
#

any idea why my wrapbox is acting weirdly? the first displayed element is in an awkward position

dark drum
tropic peak
#

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 πŸ˜„

wise ravine
#

Is Load Game from slot supposed to create a new instance of my Game Object every time it is executed?

zenith jungle
#

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?

maiden wadi
# shadow light Anyone?

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.

wise ravine
visual crest
#

Is there a way to reset a chaos mesh(geometry collection) to its initial state?

dark drum
tidal tendon
#

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:

wise ravine
dark drum
mental trellis
tidal tendon
#

replicated the seconds value and running event in server mode

tidal tendon
dark drum
mental trellis
#

Yes

#

You also can't send server rpcs from a widget.

tidal tendon
#

Where am I doing wrong?

wise ravine
dark drum
wise ravine
#

Why does that matter?

tidal tendon
#

Am I doing something wrong here?

#

this was correct I just deleted it.

wise ravine
dark drum
dark drum
# wise ravine Why does that matter?

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.

tidal tendon
#

It still don't work but I am probably doing something dumb

#

It still only show up on server player

maiden wadi
# tidal tendon Like this?

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.

hallow compass
#

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

tidal tendon
#

This is more complex than I thought

maiden wadi
#

From the game mode? You can't replicate anything on the GameMode.

tidal tendon
#

At least spawning mechanics work

maiden wadi
#

The GameMode only exists on the server. Clients don't have a version of it. So you cannot RPC or Replicate stuff through it.

tidal tendon
#

where should I replicate the value then? I want it to start in pre-game screen after players join the lobby

maiden wadi
#

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

tidal tendon
#

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

maiden wadi
#

If you just want a timer for when the server is created, there's already GetGameTimeSeconds

wise ravine
craggy star
#

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?

rough eagle
#

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 ?

lofty rapids
rough eagle
lofty rapids
#

hmm

rough eagle
#

perhaps something there ?

maiden wadi
#

Pointer arrays don't allow usage by ref.

rough eagle
maiden wadi
#

Why do you need a ref here?

spark steppe
#

hint: you dont need a ref

rough eagle
#

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 ?

maiden wadi
#

You're not copying the video. These are pointers. You're copying a phone number to the video.

dawn gazelle
#

Your array is storing a reference to the pointer.

spark steppe
#

to the object

rough eagle
#

Ho, perfect, so i have what i need :>

#

usualy i'm more in code, so, blueprint is different thant what i'm used to :>

maiden wadi
#

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.

tight pollen
#

hello, is possible to add widget to Hierarchy from Data?

maiden wadi
#

Probably, but in what way? What is your use case?

tight pollen
#

and then edit it

maiden wadi
#

That sounds self contradicting. Data oriented design isn't supposed to be hand edited.

tight pollen
#

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 πŸ˜„

#

but in UMG

maiden wadi
#

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.

tight pollen
#
Epic Developer Community Forums

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 widget’s 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

maiden wadi
#

Relatively sure this won't be BP usable. You're looking at C++ for this kind of stuff.

ruby cobalt
#

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..

lofty rapids
sinful topaz
#

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.

plush hornet
#

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. ThanksπŸ€—

lofty rapids
#

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

maiden wadi
#

IMO I would just savegame it in an autosave.

dawn gazelle
# plush hornet Hi all, Im working on a RPG style game and ive got a bit of a snag. Basically I...

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.

grave relic
#

Hi,
I can't find how to set my "OvenPrice" variable as a property to bind it!
How do I do this?

versed sun
#

did you Compile ? might not see it yet

grave relic
versed sun
#

is Text a Text ?

#

or a Float

grave relic
#

The variable is flaot

versed sun
#

you would have to convert it , click Create Binding

lofty rapids
pine trellis
#

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

grave relic
dawn gazelle
#

Trouble is, they usually use up GPU resources to run.

thin panther
#

And a lot of them

#

Think one of BM's local models is about 16GB VRAM

grave relic
versed sun
dawn gazelle
#

The 70 billion parameter model is 40GB

grave relic
#

Yes in integer it works πŸ‘€
Not in float, yet the guy is good in float, maybe it was possible on UE4, I don't know

dawn gazelle
#

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.

plush hornet
marsh sonnet
#

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)

dawn gazelle
#

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)

marsh sonnet
dawn gazelle
#

One that contains a lot of references to assets like meshes, textures, sound files, etc.

marsh sonnet
#

Because then it causes that blurprint, the heavy class, to always be loaded?

mental trellis
#

And all its assets that are referenced.

marsh sonnet
#

Huh, okay! I think I get it, thanks again!

mental trellis
#

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.

marsh sonnet
#

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?

dawn gazelle
#

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.

marsh sonnet
#

Oh, cause the functions aren't being called just cause a BP is loaded, right πŸ˜‚ That makes sense

dawn gazelle
#

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.

marsh sonnet
#

So if a UI is already loaded, not expensive - if it isn't, prob expensive since it has textures

dawn gazelle
#

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.

marsh sonnet
#

Ok, I think that makes sense

mental trellis
#

This is why people like interfaces with BP.

#

It decouples the classes.

ripe comet
#

i save it.

#

i close the editor.

#

come back the next day.

#

gone

#

ive re done this 8 fking times now

dawn gazelle
#

Does the entire function disappear or something?

ripe comet
#

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

dawn gazelle
#

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.

ripe comet
dawn gazelle
#

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.

ripe comet
# dawn gazelle Also using an interface along with an actor component isn't great. You could ea...

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

dawn gazelle
ripe comet
#

no

dawn gazelle
#

Did you manipulate the structure of the inputs of any functions of the interface?

ripe comet
#

no

dawn gazelle
#

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.

ripe comet
#

it saved right

dawn gazelle
#

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.

ripe comet
#

this is the code that runs on an attack

#

this is the code that runs inside the component

dawn gazelle
#

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.

ripe comet
#

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

echo adder
#

You can't get all actors of a class in a construction script, right?

dawn gazelle
# ripe comet ill just leave it at that i NEED this blueprint to work. its not saving any chan...

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?

ripe comet
dawn gazelle
ripe comet
#

yes, and like i said on top of that not working, its implimented in MULTIPLE actors and NONE of them are saving

dawn gazelle
#

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.

ripe comet
dawn gazelle
#

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.

shut quarry
#

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

dawn gazelle
#

If they're events you can put them in their own event graphs or collapse them into "collapsed graphs"

cyan hazel
#

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...

frosty heron
#

Nothing articles and guides have not covered

#

Try your best to learn and ask question here if you do get stuck

drowsy cedar
#

hey guys ,
how can i have access to File via Blueprint ? πŸ€”
actully i want to upload a sound file wich i save on my game Directory

frosty heron
#

@drowsy cedar you can just get the path to the sound file or save the path

#

There is a file Explorer plugin in marketplace

astral spear
#

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

hushed forum
#

Anybody knows how to get my variables in a neat folder? (this is from a vid)

remote meteor
vital dome
# maiden wadi I mean if you're fine with the speed being slow, then sure. Run it over a few fr...

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?

frosty heron
#

@remote meteor Hey πŸ‘‹ , do you use coroutine in your project?

hushed forum
frosty heron
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inside the variable detail panel

versed sun
remote meteor
frosty heron
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I found it nice to be able to write a one liner to load stuff

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H_ImpactSfx = co_await UE5Coro::Latent::AsyncLoadObject(SoundClassToPlay);
hushed forum
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Ah! Thanks everybody! I found it πŸ˜„

remote meteor
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i never used them, but i would understand the familiarity one came from unity or something

frosty heron
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but with my limited understanding, I don't know if it's necessary to have a return type when using co_await

remote meteor
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iirc, not exactly the return keyword, but you need the return type of FAsyncCoroutine or something isnt it

frosty heron
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I'm trying to find out if it's possible to use co_await without the return type but maybe it's necessary 😦

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not the end of the world, but I would have to break down what I have into more functions

zenith jungle
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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?

lofty rapids
remote meteor
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having timeline components are probably fine! its what you do in the update function of them

jagged moss
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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?

maiden wadi
zenith jungle
maiden wadi
vital dome
hushed forum
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How do you get those red light (the ones that you see in the screenshot) Because i can not select it.

zenith jungle
jagged moss
maiden wadi
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Oh. missed Salem's response. πŸ˜„

maiden wadi
jagged moss
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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

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"AI move to" gives me a "Success" when I enter collition sphere

maiden wadi
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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.

maiden wadi
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Like if you print it's name, which result do you get.

jagged moss
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success

maiden wadi
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What about when you print it off of the Success exec?

jagged moss
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nothing

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on fail it says aborted

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If I plug in everything it says this

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so i see where i got confused a bit no

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now

maiden wadi
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The success print is understandable because Success is the first entry in that enum. So the real result is aborted.

jagged moss
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any suggestion why?

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(i got to run in a minutes becouse im allready running late for dinner)

maiden wadi
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Quick glance through code says no AI controller, or no path ability.

jagged moss
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I got to run, but thanks for the help, please leave me with something to check when I get back tho, thanks a lot ^^

floral stump
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why is apex destruction deprecated from UE5?

maiden wadi
floral stump
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but its not working after enabling it

maiden wadi
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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.

floral stump
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now we can't work with old and new physics , one is deprecated and the other is useless

faint pasture
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idk Chaos works fine for me

floral stump
faint pasture
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Are you complaining about the destruction system or Chaos as a ridid body physics engine?

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I don't do destruction, but as a physics engine it's fine.

floral stump
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apex destruction system they replaced with chaos destruction system

faint pasture
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It obviously works as they use it for Lego Fortnite so maybe see what they are doing

floral stump
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they are doing it the way very very expensive and time consuiming in fortnite

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apex was very simple and not expensive

stoic cape
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Text binding in UE5 doesn't work. Binds once, then never again.

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ive done everything i could think of

frosty heron
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How about showing your attempt

stoic cape
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ive tried like that and i even tried just a normal function

frosty heron
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What on earth are trying to do

stoic cape
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just so i can test the bind functions for now

faint pasture
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Where is it breaking?

stoic cape
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it just runs once and never again

frosty heron
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Move this to your function

stoic cape
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to increase the stage number

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not to update the text or anything

frosty heron
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Create new binding witha function

stoic cape
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i did

frosty heron
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just do it

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make a new one

stoic cape
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i did that as well

frosty heron
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Do you want me to help or not?

stoic cape
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all my bind functions run once

stoic cape
frosty heron
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pics are full of confusion

stoic cape
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ignore the fact that branch is unconnected

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i connected it just now

frosty heron
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but your text is not using GetDescriptionText

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bind it to that function

stoic cape
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yup i binded it just now

faint pasture
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Are you sure the cast is succeeding? In the 1 run, does it actually work?

stoic cape
frosty heron
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You need to have a return node connected to all scenario

stoic cape
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i put a bunch of print statements after each execution pin

faint pasture
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I thought you said it runs once

stoic cape
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and it just stops running after the first time

stoic cape
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Bind Ran prints once

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and never again

faint pasture
stoic cape
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no errors either

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in console log

faint pasture
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hook a return up to all paths

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IDK much about bindings but maybe they're smarter now? Change the underlying text, does it rerun?

frosty heron
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Function runs every frame

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if you bind it

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period

faint pasture
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I wonder why they don't just parse your dependencies and hook into on property changed or whatever

frosty heron
stoic cape
midnight wadi
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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?

stoic cape
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It prints the number 4 but the text is locked at 1

frosty heron
stoic cape
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but same result

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prints the correct number, but doesnt set the text to that number

frosty heron
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it will if you bind the function to the correct text component

stoic cape
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it updates to 1 and 0 correctly

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then never above that

frosty heron
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1 and 0?

stoic cape
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stage begins at 0

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and the text updates to 0 properly

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then it updates to 1 properly, and never anything above that

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because it just stops running at one random point

frosty heron
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so the print string stop printing?

stoic cape
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keeps printing

frosty heron
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then it never stop running

stoic cape
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but the text doesnt change

frosty heron
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Where do you actually want to get Stage from?

stoic cape
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prints correctly but doesnt change text

frosty heron
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don't have a variable inside widget like that

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you read straight from the source

stoic cape
frosty heron
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ok then get game instance and cast to game instance

stoic cape
frosty heron
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it's something you did wrong 100%

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i never have issue with it

stoic cape
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same result

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prints correctly, doesnt change text

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ive even made a new text variable and widget and tried with that

frosty heron
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Show your text component

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full screen

stoic cape
frosty heron
stoic cape
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runs while debugging

frosty heron
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it will run every frame so long the component is alive

stoic cape
frosty heron
stoic cape
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cast works 100%

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im making a new project and trying again

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works fine in another project

frosty heron
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you might set the text directly from other sources resulting in a conflict

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just a guessing game at this point but why not make a fresh variable to test

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I never have problem with binding function 8 years in Unreal

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not that you should use it, event dispatcher is a better method to grab data

stoic cape
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is my project just bugged?

frosty heron
stoic cape
frosty heron
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declare a new one

frosty heron
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tried with a new text block?

stoic cape
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new widget everything

frosty heron
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πŸ€·β€β™‚οΈ

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maybe someone else know

stoic cape
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earlier it was updating just fine

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just the other day and i wake up, open the project and it doesnt

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maybe its because i shouldnt be using UE5.4

rich rune
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almost like it becomes more offset the further away from 0 you are

stoic cape
frosty heron
stoic cape
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turned that off

frosty heron
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it's off by default

stoic cape
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fixed it for me

maiden wadi
# floral stump don't you think they should first fully test and fix all the bugs in the chaos b...

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.. πŸ€·β€β™‚οΈ

floral stump
thin panther
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Sure, but physx was cut for licensing reasons iirc

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And if you don't want to deal with it, you don't have to

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You have a source build

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Go wild

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Implement havok if you really want

floral stump
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i enabled the apex destruction and while using it most of the functions warning me that this is deprecated, replace or remove it...

maiden wadi
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Even if it wasn't. I'd still say go for it. Physx sucked. There's a reason Havok got popular.

floral stump
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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

maiden wadi
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??? Of course. Because you're not supposed to use Apex anymore.

floral stump
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i don't see anything in it that can do a simple task which i was doing with apex destruction

floral stump
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i found add geometry collection component but damage can't be applied to it , useless

thin panther
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Breakable glass is possible I'm chaos tho

floral stump
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it can't be a destructable mesh to be use in any bp class i want

maiden wadi
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Imagine them leaving that out. πŸ˜‚ Can you imagine some sorry level designer sitting there for weeks clicking on every single mesh in the level to fracture it.

tidal tendon
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How can I get if this failed to spawn due to collisions, make it try again until it spawns?

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There isnt an output to get fail or succes

versed sun
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If the Return Value is valid, then success
If its not valid , then it didnt spawn

floral stump
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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

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this is what i have done so far

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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

jagged moss
maiden wadi
thin panther
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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

maiden wadi
rich rune
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what am I doing wrong here

jagged moss
latent arch
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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?

frosty heron
maiden wadi
rich rune
frosty heron
jagged moss
rich rune
frosty heron
jagged moss
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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

maiden wadi
jagged moss
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my brain makes me tires some times x)

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thank you tho

maiden wadi
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It's all good. πŸ˜„ Next time you make an AI you know the steps to look through.

jagged moss
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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)

maiden wadi
frosty heron
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Do you have something that set the editable text box?

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any binded function or something that edit the text

rich rune
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nope nothing to edit the text

frosty heron
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can you try it with fresh editable box?

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even after losing focus

rich rune
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so weird, replaced it with a fresh one once, didn't work, did it again did work

rich rune
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but then how do i get the text from it

frosty heron
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when do you want to grab the text?

latent arch
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@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? πŸ€”

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ive tried to see if i can apply it to the movement component directly somehow but doesnt seem to be a way

frosty heron
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@rich rune You can just do this to get the text

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or use this when the user press enter

rich rune
loud vale
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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.

native wigeon
loud vale
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Yes sorry my bad

native wigeon
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I'd imagine either you're trying to get index -1 or something an index that doesnt exist

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Do you accidentally have Slot Index as another variable name too?

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i'd try dragging just from the input node itself to make sure 😁

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Also are you adding to a copy instead of a ref?

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or anything similar to that

loud vale
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Hang on i dont think i do. But ill just add a foreach and check every index and result and post it 1 sec

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this is the result

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as you can see its not null the index 1 has an item

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cleanded it up a little.*

tall geode
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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?

opaque valley
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Hi

native wigeon
loud vale
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the "1" at the end is the Slot Index variable.

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added that after the screenshot

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so that as well is correct*

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i have no idea what could cause it

native wigeon
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Close unreal and reopen

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and check your execution of the "is valid" thing cus right now its hooked up to both?

loud vale
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will try 1 sec

opaque valley
fiery swallow
frosty heron
#

Should I put my 🐱's name instead?

native wigeon
opaque valley
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I'll check it right away and get back to you. thanks

opaque valley
opaque valley