#blueprint

1 messages · Page 200 of 1

native wigeon
#

Are they definitely at roughly 50 Z?

tender wagon
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I've done stuff like this, you'll want to increase the spring arm length depending on the distance of the characters.

native wigeon
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Sorry im a bit confused by what you are doing exactly, so it'd probably be best to draw your line traces with the debug option, and see whats happening

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Anyway, why not use Forward Vector from your sight/turret?

opaque valley
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hmm

tender wagon
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Should be a case of get the average location of the two actors, and adjusting the target arm length based on how far away the characters are from each other. Without seeing the blueprints, it's kinda difficult to say what the issue is

opaque valley
opaque valley
sharp totem
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for an equip/unequip system for weapons, what are the best practices? I know how to put a sword on the hand socket xd, but how do I handle different weapon types? also, if each weapon has a unique attack, I assume thats more on the animation side. should I create a unique animation montage for each weapon? or could I create a montage for all greatswords, incorporate their unique attacks, and then trim it to use the animations for each specific weapon? where should i start with this whole system because trying to think of every detail is very overwhelming lol

native wigeon
tall geode
# tender wagon Should be a case of get the average location of the two actors, and adjusting th...

I made the same character class for both of them . chose one of them and in details => auto possess player . i chose player 0. not sure if this is the best solution because I know there must be 2 character classes but cant find a video explaining how to inherit the class or how to use them .
I added a function so they always face each other and made a variable with character class name as value for enemy.

sharp totem
# native wigeon sounds like you already know what to do, just watch your scope haha

lol does it really? Ive watched a couple of tutorials but have no clue on how to manage various weapons/weapon types, do I make a base class for all the weapons and a data table with information for each then link it to the class and then?? thats where my knowledge ends lmao. is that kind of data oriented workflow the best for my case?

native wigeon
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but like most things in game dev theres 100 ways to do the same thing haha

sharp totem
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true

leaden helm
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I'm passing a TMap of AActor/Float to an actor class on spawn. On the actor that is spawned, that Tmap has the actor values, but the floats are 0 for some reason... any ideas why that would be? Sometimes it seems to work but not always

maiden wadi
leaden helm
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the actor being spawned has the tmap listed as expose on spawn, so its fed into the SpawnActor node. and debugging:

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hovering over the EnemyList variable shows the two enemies with the same values

maiden wadi
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I did a fast test to confirm.

leaden helm
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I had a breakpoint on the spawn actor node, and hovered over the data it was feeding, and it was correct. hit F11 and it went into the spawned actor and it had the bad numbers

maiden wadi
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The nan is concerning more than the zeroing.

leaden helm
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If I hover over the LevelSettings struct, its populated with the correct data

vital dome
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If I spawn 1000 Actors containing an Instance Static Mesh Component but only create 1 instance in each of those actors is that better or worse for performance than creating 1000 actors and applying regular static mesh component and materials from a shared reference point, I think my understanding of ISMs is a little skewed

maiden wadi
# leaden helm

Out of dumb curiosity. I'm curious if you make a local map and set the struct's EnemyList into that, if it's still correct, and if so, if it still breaks if you pass that to the EnemyList on the SpawnActor?

leaden helm
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used a MakeMap and fed it insteae, and it works

maiden wadi
maiden wadi
leaden helm
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is correct on the variable, incorrect once on the spawned actor

maiden wadi
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That is super weird.. but the direct MakeStruct works?

leaden helm
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yup

tender wagon
native wigeon
vital dome
leaden helm
#

Ok so I'm not sure why the values are being corrupted. Did find a bug report on a similar problem in 4.7 that was fixed, so no idea. Blaming the code gremlins. I've bypassed it and got the level settings directly from the game instance, and now that part works. Just my random weight selection doesnt...

tall geode
zenith jungle
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hi guys can someone tell my how to not run the entire behavior tree if a blackboard boolean == false?

barren turret
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I'm trying to make my character to do the hit check on 3rd frame of the animation, but it just doing it immediately after button press... Any advices, if you please?

tender wagon
tender wagon
tall geode
tender wagon
tall geode
limber parcel
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cramming all your code into 1 actor is never a good idea

tender wagon
hoary summit
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You know in elden ring when you can touch a bloodstain and see how someone died? How the heck would you do that? Like how would you even record the player movement and play it back? Crazy stuff.

limber parcel
buoyant sonnet
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Does anyone know how to set the transform xyz, yaw, pitch on an Actor inside of the sequence while the animation runs?

limber parcel
lime quiver
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Hello, would someone know how you go about fixing the issue of a character going at high speeds off of a ramp or something like it and basically don’t retain any upward momentum when running/jumping off, they just go straight forward and have no arc? And this is just using the default character BP settings aside from increased speed.

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This second video shows what I’m trying to do. It’s using the Ninja Character Plugin. But I’m trying to build my own system and not use that. I just don’t understand what’s causing this to happen.

faint pasture
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how is your character moving right now?

hoary summit
versed sun
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How can i clear these errors? SizeBox and CanvasPanel don't even exist

lime quiver
# faint pasture what do you mean by "build your own system"?

The Ninja Character Plugin changes the default gravity system for the character BP and obviously that’s all done in C++, but I wanted to understand how something like that works and build something similar in blueprints instead. So, that’s what I mean by “build my own system”.

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But the main thing I wanted to figure out first was why when traveling at high speeds will cause what’s happening in the first video. It’s like you hit a ceiling.

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And it’s as basic as you can get with movement. I only have this for testing. But you can see I only change 2 settings. Everything else is default.

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I’ve done a lot of playing around and the only thing that seems to kind of work is setting the character to “Flying”, but that brings in a lot more complications. So I was just curious if there was a simple solution.

versed sun
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Launch

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I made a decent looking catapult with it.
maybe you can get your forward vector and speed and math it together to make a smooth looking launch

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Even a slight "jump" to make it arc higher

faint pasture
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Not sure if you can do it in BP. If you can detect the transition then you probably can

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I'd start with the detection

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print a string whenever you walk off a ledge

lime quiver
# versed sun Launch

You know, I would’ve never thought about that.

I just got the length of my velocity, divided it by 5 and then just plug that into the Z.

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It may not be a perfect and permanent solution, but it actually works.

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Thanks guys, really appreciate the help!

lime quiver
faint pasture
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you might care about the downwards case

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but that should do it

lime quiver
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Yeah, that’s why I was saying it won’t be a permanent solution. But it works for what I need at the moment.

versed sun
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this is fun to play with for debugging

lime quiver
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I’ve used that a few times when making a launcher. Pretty handy.

shut quarry
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i have a widget component added to my actor and want it so that it doesn't grow in size when I go farther. It just stays the same size. Also it is wayy too big rn and modifying the scale isn't doing anything

faint pasture
versed sun
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try these

faint pasture
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Do you want it to be a constant size on the screen or a constant size in the world?

shut quarry
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no, i want it constant in world

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*i only want it constant in world

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and i want to modify the size

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its huge rn and ive tried scaling it down to literally 0 and it aint changing

shut quarry
subtle shoal
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What prevents an asset's property from being visible in the Property Matrix?

frosty heron
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Can you show what you mean

mental trellis
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There is no property spoon.

subtle shoal
# frosty heron Property matrix?

Read From Table On Save is not appearing for most WeaponDataAssets, despite it being present in all of them (I checked). The source code for these assets is obfuscated and I have no access to it, not my game.

frosty heron
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Oh bulk edit, I don't really use it. Wouldn't know what you dont already know

subtle shoal
pastel apex
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question, is it true timeline node has a boolean to ignore time dilation?

versed sun
maiden wadi
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You should be able to pin properties from the right.

pastel apex
eager thicket
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Looking for the best way to do something:

I'm trying to set up a box collision for my car that, if collided with, causes a nigara effect to spawn/fire. The problem is, I want it to fire at the location of the collision itself. Does anyone know a decent and easy way to do this?

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this is what i have so far

maiden wadi
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Put the box and the niagara component on the car. On Overlap get the overlapped sweep results and move the emitter to that location and then activate it.

eager thicket
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which pin should i use?

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further more, is it possible to do this with the static mesh of the car itself? or would this not work because the static mesh will collide with the other object rather than overlap with it

maiden wadi
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Test location and impact point. Impact point is probably what you're looking for though.

eager thicket
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impact point, thanks.

maiden wadi
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And you can do it with the mesh's onhit too.

eager thicket
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ok cheers

subtle shoal
eager thicket
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in this case, I'm just using a single box collision

frosty heron
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Print string the other component and actor

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Find out what you are colliding with

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Also what's the result of location and impact point?

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Use On Hit if you want to detect collision with blocking objects

vast lion
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When I make a vector in BP, how can I ensure it's single precision or double precision?

ancient heath
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Does anyone know why Unreal behaves like this? There is actually the string that I am trying to see if it contains my array called Phrases to Stun but even so, the condition returns false

dawn gazelle
ancient heath
dawn gazelle
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Then it's something to do with the text you've entered into your array or in your phrase.
It does indeed work - check for any additional whitespsaces in your phrase array.

remote meteor
chilly compass
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Hey guys

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I have two working assets in UE5 and I like aspects of both. I need some help combining the two to make the actor I need

final berry
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Can someone explain to me why a single line trace results in no hit, but a multi line trace by channel with the exact same settings results in 1 actor hit (the actor I expect to be hit)?
fyi, gemtrace is an overlap channel, both are non blocking hits (when I check the boolean)

I'm stumped

final berry
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Wait, do single line traces only care about blocking hits and will never hit an actor with its collision set to overlap?

wraith loom
final berry
soft lion
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Just depends on how precise you want to be

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Those are multiplayer optimized versions really I only use them in RPCs, but you can use them in BP

sweet frigate
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Today is my 2nd day trying Unreal and I am facing an issue with checkpoint.

I have 2 blueprints, 1 - To detect overlap and update checkpoint location.
2 - Using the above checkpoint location to teleport the player to it when respawning.
It works perfectly with the first checkpoint but does not update the values for 2nd,3rd etc.

lofty rapids
sweet frigate
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Yes, it doesn't update to new checkpoint

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In above code, it does print different vectors though

lofty rapids
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do you have multiple checkpoint bps ?

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get zero will always get the first one

sweet frigate
lofty rapids
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i would probably just keep a last checkpoint variable, and set it when you hit a checkpoint

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keep it in the game instance or somewhere

sweet frigate
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I have created a variable "updateCheckpoint" in my thirdpersonblueprint...
I get the variable checkpointlocation from checkpoint blueprint.
I use the checkpointlocation data to set in updateCheckpoint.

Shouldn't that work as well? as the location is updating in thirdperson blueprint?

opaque acorn
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is it possible to calculate the actual landscape size in meters from these info ?

lofty rapids
sweet frigate
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ok, I'll experiment a bit.

hollow cove
maiden wadi
kind moth
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Hi guys, I'm using a pawn sensing component on an actor(character). It works when I place the actor in the level but not when i spawn in dynamically using a spawner. I have done almost the exact same thing on a previous project and it worked. Any hints would be much appreciated. Thank you

maiden wadi
kind moth
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Il try redo it with that now thank you

lean totem
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hay yall i wanna try making rythm game for a change but idk where to look for info so im here now, its an avoider so no need to detect if a player hit the note but how will i make charting tool for myself and or players to make maps, will i use splines for the things that come down to the player, how will i detect moments in the midi file so i can fire of vfx, is there a way for the plyers to share the mps thay make without me needingg a server (im broke)

eager thicket
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am I approaching this right?

I'm trying to create a box trace that envelops the entire car almost like a box collision.

Right now I'm using two scene compontents to define the start and end of this trace, but I wonder if I can just get the dimensions of the car mesh and use that instead? Appreciate any answers.

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as for why im doing this, it's so whenever my car collides with an object, sparks spawn at the trace hit to signify a crash

opaque acorn
faint pasture
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Yes, use event hit and the impulse tells you how hard the hit was and in what direction

eager thicket
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i should use this in conjuction with my car static mesh itself I guess?

eager thicket
# hollow cove

is this the right way to set it up? Currenly it's yeilding no results

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compared to overlap

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ah its not generating hit results maybe?

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damn i dont know

pulsar vigil
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hello guys i would like to have ur advice or correction on a system in bp im developping about performance,

I have a ton of animation montage to have in a ton of variable to set them whenever i want to call the right anim montage at the right time throught the interaction, but i think im doing it the wrong way cause it look like when i initiate the player interaction that start this system of ton of animation it lag quite a bit and i just normaly assume that its not a good practice to have that much anim montage variable, and i was thinking about soft ref but i m curious about other method to work with a big list of anim montage to ref

what is the weight on performance of a ton of animation montage variable in a bp ?

Explanation : the system feed variable set before it launch and i want to keep this way of choosing the anim montage to set depending on the event that use this said system cause it would be far easier to manage but i dont have to set those specific anim montage in real time

it might not be clear enought but i dont realy know how to explain it rn

twin shale
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I thought soft references were supposed to prevent class data from getting loaded into memory. Is this not the case?

I have a single actor component with nothing in it except one soft class reference. Size map reports ALL assets in the soft reference as if it was a hard reference

maiden wadi
twin shale
maiden wadi
maiden wadi
twin shale
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Yeah that's basically what my issue is it seems. I have to go further up the chain...which I didn't want to do but I guess I have to

robust shuttle
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Ahoy gents, I have been toying around with my camera system quite a lot for this 2.5D platformer I am creating. During certain sections the camera is locked on the Y axis, at others I have the camera center on the platform the player lands on.

This being said, and with my beginner level knowledge on this topic, I have been iterating. Initially I had an unholy setup running off of tick with a million checks and such. Now I have a timer on .2 seconds, switching on an enum as you see. My question is this. The second screenshot shows what will be the most logic by far for this. Is this too much to run on a timer, and if so how could you accomplish this without timer or tick?

I need the camera to follow the player when jumping, I can only really see this happening if this is the case, though I may be very dumb.

maiden wadi
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Depending on the BP, I'd also make note that most gameplay classes shouldn't care about a UI manager, if that's what that is.

twin shale
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No that was just for testing. I just picked a class at random because I saw a bunch of crap loaded into memory

paper sinew
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Hi, can someone explain why my world delta time is not returning me my actual frame delta, but the one i'm targeting ? (i'm getting 0.167 but have 45fps)

twin shale
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I'm upgrading a reference manager class I have that deals with finding references for me

maiden wadi
maiden wadi
paper sinew
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which is not the case

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if i print the world delta seconds in my main level blueprint it's still not accurate

robust shuttle
remote rapids
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hey so i have a question
i have this Function

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represent this

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and i have this

remote rapids
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and this

robust shuttle
jaunty jolt
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Im using the web browser plugin. Its quite nice.
With it i can make a small javascript game inside my unreal game.
Though im not sure how this will work once its packaged.
As of now, I have the link to my html as:

C:/SarahProjects/GreatLife/Browser.html
And that works.
Though it shouldn't be like that right?
It should be something that adapts to wherever your project is?

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i tried file://browser.html and that does not work

remote rapids
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so i have 2 widget blueprints and i want that Add Hearts function
will be the same number on the game itself.
the function is on UI_MAIN_MENU widget blueprint
and the game is on PlayerHud_BP Widget blueprint

remote rapids
# remote rapids and this

and that code is on the PlayerHud_BP
i need to replace the Hearts Number Integer with the Lives Integer
but that 2 diffrent variables in 2 diffrent blueprints

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how to do that

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when i click the play button i go into new level
i want when i go into new level the number of hearts will remain and the function of lives will apply

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how to do that

spark steppe
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you would store such data on something that persists over level changes, e.g. the player state, player controller might work, too!?

maiden wadi
#

SaveGames

remote rapids
remote rapids
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the problem is:

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in Main_Menu Widget blueprint i have option that if you click on the heart button you get 1 more Heart

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The game itself is new level so i created a new widget blueprint called PlayerHud_BP

remote rapids
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and the number of hearts is not sync between the Maun_menu to the PlayerHud

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i dont know how to ref that

plush hornet
#

Hi all how would I increment this string so that when its called it uses the next slot in the array? I tried using a Interger variable with an increment but it didnt work😖 . Thanks

spark steppe
#

it would add an element at the end of the array

undone night
#

Vector Question. I'm spawning in a reticle at my character's feet. I'm trying to have the reticle aim at my cursor hit results but it keeps using world space 0,0,0 as its reference. So when my player is standing on 0,0,0 it spins properly. Otherwise it won't as my cursor/player are off the origin.

spark steppe
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you shouldn't subtract the location from the player position

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and you should at least add a branch check to only do updates when you have a valid hit result

undone night
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so add them together? instead of subtract?

spark steppe
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no

undone night
#

just straight into find look?

spark steppe
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no math except the find look at rotation

undone night
spark steppe
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i'm not even good at vector math xD

undone night
#

better than me clearly

pine trellis
#

how do I find out how to use unreal engines text to speech system?

spark steppe
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it's really really bad, you most likely don't want to use it at all

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but iirc you just get the TTS Subsystem and call the Speech node on that

hollow cove
# undone night how did you learn vectors man, I just... my brain can't wrap my head around them...

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undone night
maiden wadi
#

It won't be your last. You can't make a 3D game without vectors.

plush hornet
real solar
#

hey yall, im trying to make bunny hopping but i cant seem to get the grounded speed reset to function properly. any input is welcome

plush hornet
#

I have mulitple of the same blue print in a level. Ive generated a unique GUID for each one of them. Basically when the player overlaps the BP it opens up new level, which is basically a battle arena. Once the battles finished the player is teleported back to the previous level. Then the BP should check on event play if its GUID is in the array. If its true then the actor should be destroyed. It kind of works but not completely. My setup is below if anyone can help please:

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This one is inserting the GUID to the array in the game instance

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GUID setup in the construction script

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Event called on begin play

wide mirage
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what would be some good use cases of Arrays?

inner vessel
#

question

My current system is that I spawn an actor with a collider component on the left and right side of a spline point

I'm trying to get the distance between the first spline point and the next one and then divide that by two and set that to the colliders X (forward) extent. That way all the ground is covered. The math is there, but the collider is NOT changing, at least not predictably.

Am I not able to change the extent at runtime?

node logic is -> do that math (math is good) -> Set ExtentX -> Spawn Actor -> Get BoxCollider -> Get ExtentX -> SetBoxExtent

I'm not too sure why this isn't working

inner vessel
plush hornet
# wide mirage what would be some good use cases of Arrays?

Arrays are basically like lists where you can store multiple variables or values. For example if you had a list of names you could store them all in an array. You could then do a check on an event to see if a certain name is in the array and then "if so" do this. They can also be used if a character has multiple weapons or different items etc. This is like the most basic explanation about them

wide mirage
inner vessel
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that's a perfect use case

wide mirage
#

got it.
I am beginning to use arrays and not pro to work with an inventory and UI stuff yet, so for prototyping I think it should work

inner vessel
#

If you need help with arrays send a DM cause in the last week I have used an ungodly amount of them

plush hornet
# wide mirage got it. I am beginning to use arrays and not pro to work with an inventory and U...

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#

Check out this vid it explains array very simply and how to use them

wide mirage
#

thanks a lot, appreciate it

tall geode
#

why is this not working? any idea?

inner vessel
#

Idk. The compiler will tell you what the error was

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can you include that?

tall geode
inner vessel
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You're setting the rotation for a controller and when it says "target: self" it's targeting the actor of the blueprint which probably is not a controller

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so whatever you're trying to set the rotation for, plug that into the blue pin

tall geode
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I followed this picture which seems working fine

inner vessel
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their's says "target is actor" on the one you're having issues with. Not "target is controller"

tall geode
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oops

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yes just noticed while sending you

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ty

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it worked

inner vessel
#

question again somebody pls help

My current system is that I spawn an actor with a collider component on the left and right side of a spline point

I'm trying to get the distance between the first spline point and the next one and then divide that by two and set that to the colliders X (forward) extent. That way all the ground is covered. The math is there, but the collider is NOT changing, at least not predictably.

Am I not able to change the extent at runtime?

node logic is -> do that math (math is good) -> Set ExtentX -> Spawn Actor -> Get BoxCollider -> Get ExtentX -> SetBoxExtent

I'm not too sure why this isn't working

jaunty solstice
#

How do you hide gizmos in the Blueprint Viewport? Was hoping the G keyboard toggle would work...

simple cove
#

Hello, I have a question about the architecture of and Inventory System. Games Like DayZ have inventories where your Items can have items stored in them as well. Fore Example you can have container items, or magazins with ammo in them or weapons with attachments. How would I build that in Unreal with a generic attempt? My usual inventory attempt is to have a list of structures. Unfortunately that would not allow me to have to have subitems in items because nested structures are not allowed.

pastel apex
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question ignore time dilation doesn't seem to work

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i have it triggered on a hit event which i know from print statements are triggered once

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nvm got it to work if i set it on play

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nvm it doesn't even trigger the timeline

lunar sleet
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Is PerfectDodge being called at all?

pastel apex
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yes

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it's being called when the hit connects

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and i see the print statement when it happens

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i moved it back to play from start and time dilation occurs but timeline doesn't ignore it

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since i have the curve go from 0 to 1 over time

lunar sleet
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So you’re using a timeline to set time dilation and want the timeline itself to ignore it?

pastel apex
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yes

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cause basically what i'm trying to create is a slow motion effect on call of perfectdodge

lunar sleet
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Does it have a get time dilation ignore you can check on Update?

pastel apex
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unsure where i should put it dough

pastel apex
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man is there really no way to have a timer that scales to real time rather than scaled time?

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i know there's get real seconds but i'm not sure where that can be placed to get a timer unaffected by time dilation

iron idol
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hey guys. kinda a newbie here. Trying to check if an item is in a socket and am having a hard time

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wondering if anyone could lend a hand?

native wigeon
# iron idol

I feel like there must be a better way for you to do this especially if you want to check for different items in the future

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Cant you keep some kind of reference to what is currently equipped. so you can just check later what is equipped?

iron idol
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i'm not really sure and you are probably right. I'm simply trying to check if the item is equipped so I could give my player character a property when it is. struggling hard

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i appreciate the response btw

native wigeon
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that way you could make a reusable function like "IsItemEquipped" etc

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And pass in a name or class etc

iron idol
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that probably would be a nice way if i'm going to do it for multiple items in the future. It was set up this way because I wanted the specific item to carry the code to apply the property. As is I seem unable to cobble the code together for even one item. do you by chance see where its going wrong in this example?

native wigeon
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you'll probably easily find what is wrong :)

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dont forget you might want to check "is valid" on the get actor of class too, to make sure its actually getting a ref to the ring actor

iron idol
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i'm going to sound so stupid haha, but how would that work?

native wigeon
plush hornet
iron idol
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so you are saying a print string as in after actor of class?

native wigeon
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if you know thats the socket youre checking

iron idol
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i think i get where you are coming from

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i guess i thought maybe you would grab the socket and item name and see if they were =?

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haha

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probably not the right approach

native wigeon
iron idol
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okay i think im foloowing

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so when will this fire?

lunar sleet
iron idol
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again sorry if these are stupid questions

native wigeon
native wigeon
iron idol
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ah!

#

that makes a lot of sense

native wigeon
#

or do you mean the order?

iron idol
#

no i think you got me

#

i've never tried troubleshooting this method so i just feel a little lost in the dark

#

i greatly appreciate you taking the time

#

so i'm getting no

#

does that mean the actor i'm trying to call will not work

native wigeon
#

it sounds like there is no actor of that class in the world

iron idol
#

oh my bad

#

i didnt get the return

#

is this what you mean?

subtle shoal
#

Using Get Type Name is causing my editor utility blueprint to insta-crash the editor with no error when run. I know it's this node because it was the only addtion before the crashing started. Any ideas? Is there something special about this node? I can confirm that all assets entering the Object pin in this graph are valid and are treated normally elsewhere.

subtle shoal
# subtle shoal Using Get Type Name is causing my editor utility blueprint to insta-crash the ed...

What? I unchecked the print to screen argument in Print String and it still crashes, but I get an error:

EpicAccountId:ec6d6f48784c4163aa6191392a32f91d

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000040

UE4Editor_Niagara
UE4Editor_NiagaraEditor
UE4Editor_NiagaraEditor
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Blutility
UE4Editor_Blutility
UE4Editor_Blutility
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
Progress...?
spark steppe
#

have you considered adding a branch which uses the success result?

#

idk if the GetTypeName does a nullptr check

pulsar vigil
#

guys i have a problem to understand how animation montage asset work in term of memory or whatever, when i load a variable animation montage and unload it, the animation montage asset it self is still accessible right ? does the animation montage asset take any performance except maybe at the start of the game ?

dawn gazelle
#

Assets should still be accessible even if their content isn't loaded into memory.

pastel apex
#

Oh wait you said update

#

So you want me to print the get ignore dilation?

dawn gazelle
# plush hornet Any help at all please?

Don't store your GUID as a string. Use the GUID as a GUID (you can take the New GUID's return value and promote it to a variable and check if it is valid or not). It's far less bytes than storing it as a string.
The reason it's likely not working is that you are "Inserting" into the array. Just use "Add".

lunar sleet
pastel apex
plush hornet
#

For some context I have some enemies in overworld that when the player runs into them they get transported to a new level/battle area. Obviously when the player returns to the overworld I dont want the enemy still there, so the GUID is to check if the enemies GUID is in the array that on begin play it will be destroyed. The issue I have is it will work the first time and maybe the second and then it wont work at all after that.

#

Also if the player touches an enemy, completes the battle and returns, that enemy is gone, as intended. But if I run up to another enemy, complete the battle and return, the current enemy is gone but the previous one is back in the overworld. Its almost like theyre not getting stored in the array properly

dawn gazelle
plush hornet
dawn gazelle
#

But currently you don't clear at all, right?

plush hornet
#

yes right

#

the enemies all share the same blueprint, but it shouldnt matter should it, because when you place a new one in the world they will have a new GUID different from the other.......?

dawn gazelle
#

This might be because the enemies don't have a valid ID to begin with. Any existing placed enemies in the scene will need to have their construction script executed - you shoudl be able to do this by moving them.

Each enemy will be an instance of the blueprint and they will have their own unique GUID assigned.

#

Any new enemies you place should have the GUID added to them as soon as they are placed.

plush hornet
#

they do have theyre individual ids, i can see them:

plush hornet
#

each one of them is different as well

dawn gazelle
#

Ok, then I'd suggest checking the contents of the Enemy Array at different steps in your logic.

plush hornet
#

Apart from what ive shown you I have nothing else. Below is the only variable ive got in my game instance:

#

Ive literally only started using GUIDS yesterday lol

dawn gazelle
#

You need to know what the contents are at different points of your logic. How can you troublehoot it otherwise?
GUIDs are no different than any other type of data. You're storing the GUID in an array in the Game Instance, meaning those GUID values will persist in the GameInstance, but it also matters when you add the GUID to the array, and what values are present in that array when you're looking at it or modifying it - that can give you a hint as to what is wrong.

plush hornet
#

Thanks

#

All of a sudden it works now

#

I just removed a boolean from begin play that was from my game instance that was on begin play and now it works perfectly

#

very strange

dawn gazelle
#

That is odd o_O

plush hornet
#

Thanks for your help

#

it must not have liked it for some reason

#

It was a check to see if the battle had finished but with the unique GUIDS it was irellevant, and then BAM

#

Just one more question, how would I use I GUID to save a BPS location in a level?

dawn gazelle
#

For that you'd probably want a structure of data that you may want to save about the GUID as it may be more than just the location you'll want to save later on.
What you'd do is create a "Map" type variable, much like how you create an array. The map types would be GUID > Your Structure.
When you want to save data about a specific actor that has a GUID, you add the actor's GUID, to the map along with the data in the structure that you want to save.
You'd again read that data on begin play, doing a "Find" on the map for the GUID which will give you the associated structure - you can use the boolean to see if the data was there and if so, have the actor do things to itself based on the data in the structure.

#

To handle transitions to your battle scene, you'd probably want actors to subscribe to an event dispatcher on the gamestate that you'd call when you're about to move to the new level. The actors could then add themselves to the map as needed when that event dispatcher is triggered.

plush hornet
dawn gazelle
#

You select it like you select an array.

#

Then you define the types for the "Key" and "Value".

#

The "Key" is the thing used as the means to "Look Up" what it points to: the "Value".

plush hornet
#

I made it an object reference to my enemy blueprint

dawn gazelle
#

Don't. Object references won't work.

#

Objects are destroyed during level transitions.

plush hornet
#

would i make it a transform then?😵‍💫

dawn gazelle
#

Only if you only want to ever store the transform. What if there is additional data you want to store in the future? If so, then a structure with the data you want to save about the actor is better.

plush hornet
#

transform is all i need as its just an overworld pawn any way

#

it wont serve any purpose apart from that

open garden
#

Timeline exists in Blueprint
Timeline does not exist in blueprint component (actor component)
What's the next closest alternative to timelines in blueprint components?

dawn gazelle
ancient drum
#

how to I substract from a variable in my case the stamina constantly while the sprint is active and when the sprint is over/not active stamina is recovering

dawn gazelle
#

Tick > Is Sprinting? > (TRUE) Reduce Stamina > (FALSE) Increase Stamina
The amount to increase should be the Delta Seconds * the amount per second you want to gain. ensure that the resulting stamina value is clamped between 0 and Max Stamina.

ancient drum
dawn gazelle
#

Can't use a while loop like this. While Loops must be finished within one frame otherwise you get infinite loop errors.

ancient drum
#

what bp is used to add time between actions so I can do substraction every x miliseconds that sprint is on

dawn gazelle
#

Tick.

ancient drum
#

event tick or which one

dawn gazelle
#

Event Tick.

ancient drum
#

there can't be more than one event tick or why does it say warning under mine

dawn gazelle
#

Because you can't have more than 1 event tick in a blueprint. If you already have one, then you need to utilize it. You can encapsulate your stamina logic in a function that you call on the tick event along with any other functions you have running on tick.

ancient drum
#

so I should make sprint a function?

dawn gazelle
#

I'd say make a function for handling stamina

open garden
# dawn gazelle Timelines are actor components themselves. What are you trying to use the timeli...

I have an anim montage that dashes towards a target location
To accomplish this I have the anim montage have an anim notify "dashToTarget"
Where I play the montage using Play Montage, I listen for "dashToTarget". If I receive it, I will play a timeline of a spline that will SetActorLocation
It's relatively simple
However, if I have 100 enemies I don't want to make a timeline for each one. I want to move it to a blueprint component and have that handle the timeline code

remote storm
#

hi guys. How are we doing?
Please I need help with this. Basically, I am to use the same code for two different doors but, one works and the other doesn’t. I don’t want to use the same door everywhere so I want the player to react with any door in the level, both doors have collision. here are my blueprint set up. What am I doing wrong?

ancient drum
#

pretty stuck here atm

dawn gazelle
#

If you're concerned about using tick performance here and you have nothing else running on tick, you can always enable tick on play and disable tick on stop.

dawn gazelle
ancient drum
#

oh wow

#

thanks

dawn gazelle
#

This does both the regeneration and the usage of stamina in one function based on whether IsSprinting is true. It will disable the sprinting if there is no stamina left.
Connect this up to Event Tick and feed in the "Delta Seconds" from tick into the "Delta Seconds" in this function - this ensures that the values are framerate independent.

ancient drum
#

looks so clean too

#

btw how does your handle stamina have delta seconds because mine does not

dawn gazelle
#

It's an input on the function.

ancient drum
#

oh

#

ok thanks

#

its a float or int?

#

I mean it does not really matter actually

dawn gazelle
dawn gazelle
ancient drum
#

I thought it usually does not matter but thanks

#

good to know

pastel apex
#

@lunar sleet I don't think ignore time dilation works.

ancient drum
#

btw why are your lines so clean?

#

like how do they not curve pretty much at all

versed sun
ancient drum
#

very clean but atm not worth for me to buy since I barely can do bps

#

but thanks for letting me know the plugin

iron idol
#

I'm trying to find a way to check if an item from a data table is connected to a specific socket. Been at it all day and am approaching despair here. If there's anyone who could point out what I might be doing wrong and how to rectify it, it would absolutely make my day! Thanks!

#

aside from the very obious not connected bool lol

dawn gazelle
iron idol
#

I appreciate the reply but i'm not sure i follow

#

i hate to ask a lot, but would it be possible for you to demonstrate with Blueprints?

ancient drum
# dawn gazelle

for some reason its not working I tried to print the stamina on the screen to see if it is draining but it does not even print

dawn gazelle
# iron idol i hate to ask a lot, but would it be possible for you to demonstrate with Bluepr...

With that set up, you're basically looking at the mesh and checking if the socket bone name is == to the socket of your structure to determine if this thing is equipped which doesn't make a lot of sense. What the name is of the bone shouldn't have any bearing on what is equipped.

You need to have a means of determining what is equipped that doesn't rely on the mesh's state. As an example, you could use variables on your player character that stores the FName of the items that are equipped - if they are in specific slots like "Ring" or "Chest" then you can create variables specifically for those slots and store the Name of the Data Table Row for the item so you can look up the associated data when needed.

I can't create anything for you in blueprints as there's much more to handling an equipment system than I could create in blueprints within a reasonable amount of time, nor do I understand the full requirements of your system, so any suggestion I could make may not work with what you're actually trying to do.

pastel apex
#

@dawn gazelle sorry to bother you but i have a question as well when you're done helping Sabalena

iron idol
#

I'm a bit lost on what you mean, but I will try my best to piece it together. I really appreciate you taking the time to write all that. Thanks for the kindness, stranger!

#

@ancient drumIn the code you have shown you are subtracing 1 from max stamina

#

not current stamina

#

i dont really know your whole system but this might be part of the problem

ancient drum
#

its old

#

I did the bp he sent

dawn gazelle
ancient drum
#

on screen and log

dawn gazelle
#

I mean where in your blueprint?

ancient drum
#

is this wrong?

dawn gazelle
#

Are you calling "UseStamina" on event tick?

lunar sleet
ancient drum
#

don't think so

dawn gazelle
#

Then how is it being called?

ancient drum
#

custom event

dawn gazelle
#

What calls "UseStamina".

pastel apex
ancient drum
#

nothing I think now that you say

pastel apex
#

like i dunno what happened to it

#

but it will do one tick on the timeline

#

and then no more ticks, it never even finishes it

#

and this is with just running a timer with no time dilation

#

meanwhile the one i used for dodge roll works

dawn gazelle
# ancient drum nothing I think now that you say

So if nothing calls it, then it won't get executed.
"Event Tick" is an event that is triggered every frame.
You should be able to call your stamina function directly from Event Tick and connect the Delta Seconds from Event Tick to it as well.

oblique cape
#

Guys how do I set a variable in one blueprint from a different one?

pastel apex
#

maybe my settings?

ancient drum
#

I got headbob at the event tick and can't drag another node to use stamina

pastel apex
#

cause here's what the timer looks like purely

dawn gazelle
# pastel apex maybe my settings?

Time dilation affects timelines too I believe. If you have an extremely low time dilation, like 0 or 0.1 or 0.00001 then it can take literally forever to get further.

ancient drum
pastel apex
dawn gazelle
dawn gazelle
# oblique cape Can someone help

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

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

▶ Play video
oblique cape
#

2 hours 😭

dawn gazelle
#

Welcome to Game Dev.

ancient drum
oblique cape
#

Is there not a simple way to do that?

ancient drum
#

and it prints every second

dawn gazelle
ancient drum
#

this is the sprint I use

dawn gazelle
# ancient drum

So you basically want to do the same thing when the player runs out of stamina as what happens when you release the shift key instead of just setting IsSprinting false in our function we made.

dawn gazelle
#

For example, if I said, get a reference to the object you want to communicate with, cast to it, and call the functions or change the variables you want to use on it....

#

Would you know how to get that reference or what casting is?

oblique cape
#

Nope absolutely no clue 😃

#

Damn

#

So this is really complicated huh

#

Maybe I can avoid having to do that

dawn gazelle
#

Trying to find a workaround for a problem you don't even understand doesn't sound like a good approach.

true valve
#

How do you adjust Buoyancy so that it can hold a lot of actors with a lot of mass

ancient drum
pastel apex
#

Do timelines work in character controllers?

oblique cape
ancient drum
#

I think

dawn gazelle
ancient drum
#

since my sprint is in the character controller and it uses a timeline

pastel apex
#

cause yeah my timeline is straight up busted in controllers

#

like they won't update past the first tick

#

and i know it didn't skip the finish execution because i checked to see if the timer is active and it still is

dawn gazelle
oblique cape
#

My problem is that I'm trying to play an attack animation from my AI blueprint and that works, but after the character does the attack animation it breaks the idle and running animations cause the conditions for those are set in the animation blueprint and in there there's no condition for going back to those idle/running animations from the attack animation

#

So to fix this issue I wanted to set an IsAttacking variable in the animation blueprint from the AI blueprint and that way I could have the animations go back and forth

#

Is there a way to fix this that I haven't thought of?

dawn gazelle
#

The usual set up is to have the animation blueprint read from its owner, but it still works the same. If you're using the default animation blueprints that are in the sample projects, you'd probably see that it casts to the character and reads values in the Blueprint Update event.

ancient drum
#

what did you mean in the last sentence "You'd call that event when the player is out of stamina in the function we created."

oblique cape
#

Damn

ancient drum
oblique cape
#

I don't wanna learn things I wanna be stuck in tutorial hell forever

oblique cape
#

Alright I'll do it 🤑

#

All this to set up one animation 😭

ancient drum
#

watching 2 hours in one sitting is pointless since you will most probably forget all that stuff next day

dawn gazelle
# oblique cape So that means to do this I have to learn the complicated thing by watching the 2...

To understand how to communicate between blueprints, yes.
Since you're working in the animation blueprint you at least have an easy means of getting a reference to the thing you want to read data from. It might even be set up mostly to do what you need, just that you may need to cast to your custom character class that contains the variable you want to use and create some variables both on the character and in the animation blueprint.
(These images are just an example)

oblique cape
#

Yeah true and I don't even have the attention span for that

dawn gazelle
#

In the function we made, the last little bit of it is setting IsSprinting false, but it should also make your timeline reverse, therefore, you want to create and call an event when the player is out of stamina that also triggers your timeline to reverse.

oblique cape
pastel apex
#

ok so timeline works, it's just doesn't work on character controller

#

for some reason

pastel apex
#

i don't know what prevents the timeline from updating in controller

ancient drum
pastel apex
#

@ancient drum can you quickly show my your stamina code/BP?

#

since you said it's in the character controller?

ancient drum
#

stamina is a function

pastel apex
#

ah whoops

ancient drum
#

the sprint is in character bp

pastel apex
#

i guess what part of your code used timeline in the controller?

ancient drum
#

this one

pastel apex
#

hmmm

#

looks normal similar to mine

#

and i assume it works cause it updates the speed throughout the timeline

ancient drum
#

this stamina is making me go insane fr

#

and its 5 am for me

#

im trying to do this since 1 am 😭

ripe comet
#

i made a montage for my first person attack, but when i click its not actually playing it

pastel apex
ripe comet
#

i have a feeling its related to the animation BP

pastel apex
#

i'm just wondering hy timeline doesn't work on controller

ripe comet
#

why is there almost no first person animation tutorials

#

and what few ones there are seem to almost exclusivley be guns

pastel apex
#

yeah unreal community is on the scuffed side when it comes to tutorials still

ripe comet
#

ive been able to find almost everything else, but i just cant figure out 1st person melee stuff

#

specifically animations

#

i have combat and damage working

#

and the ai will attack you too

#

i even have an idle animation for just holding a weapon

#

but i cant get the montage to overide it through BP

pastel apex
# ancient drum

sorry to bother, you sure it runs on the character controller right?

ancient drum
#

I mean I think ye

#

its here

#

in the event graph of the character bp

iron idol
# ancient drum this stamina is making me go insane fr

There will be many many many moments like this. Making games is hard. Learning to make games is hard. I know a lot of people say that, but it truly is. There will be many many nights ahead where you are going to get chewed up and spit out. This problem you are facing is likely not even the closest to the most frustrated you will be. The hardest truth is most things you will not be able to get help for, you are gonna have to grind to figure it out. But with some serious determination, you will push through it.

pastel apex
# ancient drum

wait that's not character controller that's the character itself

#

eye sea

#

so i guess timeline just doesn't work in character controller

#

cause when i say character controller i don't mean the blueprint of the character

pastel apex
pastel apex
#

yeah ok well that saved me the headache

#

but damn

iron idol
#

you got this. the only way to really learn is just keep beating your head against it until yoou get it right. learn to search things online and learn to ask the question in different ways. again, you got this.

pastel apex
#

well at least i know what to use for non-time dilated affected timers

pastel apex
ancient drum
#

xD

dawn gazelle
#

Start thinking and following your stuff logically, one thing after the other.
You know you've reduced your stamina. You know that we have a means of checking if the player is out of stamina in the function we made. From that point you know you want your timeline to reverse so it resets their speed, so you create an event and call it to reverse your timeline.

#

Where? At the point in time where you want it to happen, which would be where you know that the stamina was reduced to 0.

lunar sleet
pastel apex
#

i'll test later if timeline works in player state

azure smelt
#

Not sure which thread to ask this in but should if I am putting in custom guns into my game should I have them rotated correctly before import? Or should I add a scene component so that I can rotate the skeletal mesh as needed?

spark steppe
#

you are doing yourself a favor if you import them correct

#

and all being aligned the same way, e.g. x axis forward, z up

azure smelt
#

Okay noted.

remote storm
fiery sierra
#

I need some help if possible. For context: I'm wanting to learn a bit about 3d since all I've messed with on ue5.4.2 is 2d. I prefer 3d games and I'd like to learn it some more. Now, I'm trying to make a linetrace activate an outline on an actors mesh without using post processing effects, I found a tutorial but out of the box it didn't work. so I've been trying to get it to work.

https://blueprintue.com/blueprint/bpy4xptu/

I know the code is messy and it shouldn't all be handled here, it was in the custom event, however I moved a lot of it to see if the issue was the event by chance, it was not.

#

also for reference BP_ItemOutline is where the custom event is, and BP_TestActor is a child BP of it.

gentle urchin
stone obsidian
#

Hey guys im using the UE5 game animation sample character and trying to figure out how to add sprinting, has anyone got this to work?

gentle urchin
#

Timeline is just a component with a custom interface

#

Curve editor etc

pastel apex
#

it ticks once and that's it

#

timer is just left in limbo

#

that said timeline does work in player state thankfully

#

so gonna implement in C++ some logic for being able to do a counter edge during the slow-mo and implement it in blueprint

obtuse kiln
#

How would I go about a first person 180 quickturn like this without it sometimes deciding to get there via a different axis than intended (i.e. rotating over the top)

maiden wadi
#

Lerp the yaw, not the full rotator.

obtuse kiln
#

oh, derp
thanks

gentle urchin
#

tested, works like a charm

#

in the playercontroller

#

5.3/5.4

#

Add timeline -> add float track -> add 2 points (t:0.0,v:0.0),(t:5.0,v:5.0) -> Play

open garden
paper patio
#

Really hoping to get some recommendations from a gameplay programmer. How would you go about programming a ladder climb animation so that it perfectly lines up with every step of the ladder? We made a ladder that is perfectly spaced, and creating animations specific to that ladder.

But every time we try and program it (we set the character to fly mode and so the can only go up) the animation inevitably always goes out of sync and his feet and hand placement wont be accurate. So does anyone have any recommendations to force the animation and character controller to stay in sync with the ladder?

dark drum
dark drum
paper patio
grave relic
#

Hey Slackers! I was wondering if you guys know if Event End Play Triggers on ALT + F4? 🙂

dark drum
# paper patio Not quite sure if this is the right solution. Regardless the animation will beco...

You can use animation curves to define how much it should use IK. As they move the hands/feet away from the rungs, you can set it to not use the IK and then as it goes to place the hand and foot on the rung, you set it to use it. As you can use an alpha, you can have it lerp from 0 - 1. 0 being no IK and 1 being full IK. 0.5 would be half IK.

You just need to define the logic for determining the placement locations based on where they are on the ladder.

open garden
# dark drum I know you have a solution but in case you run into other issues or want to expl...

Actually I do have another issue I was going to look into
I use root motion and sometimes attacking enemies will make you get too close
In fact, someone posted the exact same thing: https://www.reddit.com/r/unrealengine/comments/196ro28/how_do_i_stop_root_motion_movement_when_too_close/
Someone mentioned using motion warping as a solution
For motion warping, prevents you from going too close even if your root motion animation is supposed to move you forward?

Reddit

Explore this post and more from the unrealengine community

dark drum
grave relic
dark drum
grave relic
#

Thx! 😄

dark drum
cerulean mango
#

Hey, I encountered some small performance problems, I could see with the "stat units" that it was the game threads that were bottlenecking, so I decided to look for details in my stats and I could see that the overlaps were rather high I don't know if it's normal there are very few actors or I use node overlaps

remote rapids
#

how to save game in unreal engine

#

?

#

i have a Heart Button that on every click 1 Heart Added
and i have text that represent how much Hearts i have

how to save the number of hearts that i have

frosty heron
#

Look up Save Game Objects

dark drum
cerulean mango
fiery sierra
#

@frosty heron are you around? I feel like you may be able to help me here

#

(Sorry for the ping if it's against the rules I won't)

frosty heron
#

just post in relevant channel, I only know like 0.5% of Unreal

#

mostly basic blueprints

#

most of the time there are other people that can help

fiery sierra
#

That's fair, I apologize again.

dark drum
frosty heron
#

don't be, just saying there are others that can look and help

dark drum
#

Yea it's what makes this discord so helpful. Everyone knows a little but together we know alot. 😄

cerulean mango
dark drum
fiery sierra
#

https://blueprintue.com/blueprint/yeyh-a6g/

This is what I am currently doing, I'm trying to make an interaction system (I know there are free ones but I wanna learn). Basically it draws a small outline without post processing effects. and it almost works but my static mesh component that the material is placed onto doesn't set to my transform properly. It's just a square? as you can see in the second image.

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I have been working on this for a few hours and finally got it to somewhat function I'm sure I could have gotten it but figured getting a migraine wouldn't be worth it lol

frosty heron
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Personally I haven't work with post processing outline

fiery sierra
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that's fair

frosty heron
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only expensive outline that double the mesh using world position offset

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but I know there are tutorials out there

dark drum
fiery sierra
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I am doing that

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am I not?

dark drum
# fiery sierra am I not?

Just the normal material with the looks of it. There should be a specific node for setting the overlay material.

frosty heron
#

if you don't use Post Process, do you have a duplicate mesh? (one for the static mesh the other for the outline?)

fiery sierra
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it's 1 extra asset, it changes the static mesh every time you look at something else.

frosty heron
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Ahh same way as me then

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I can dig into my material maybe

dark drum
fiery sierra
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I believe so

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yes?

frosty heron
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@fiery sierra I can change the outline color because I made it a param.
Also added a function to resize the outline based on the distance between the camera and the actor in the material (Using GPU)

fiery sierra
#

that's very cool

dark drum
# fiery sierra yes?

You could just add the overlay material directly to the thing you look at. No need to create a new mesh.

fiery sierra
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hmmmmmmm let me see if that works better

fiery sierra
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oh wow

frosty heron
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if it fit your purpose, feel free

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but again, it's kinda expensive since I need extra mesh

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so I kind of reserve it for Items and Characters only

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maybe it's just a skill issue but I can't get a nice looking outline with post process soo far

dark drum
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This is my PP outline.

frosty heron
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post process?

dark drum
frosty heron
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@fiery sierra ^ what pattym have probably fit your purpose more?

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if you are interacting with item, you want that glowy effect imo

fiery sierra
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yes I do

dark drum
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The material is pretty straight forward as well. (I can ping you the math expression for the neighboring pixels calculation if you want it)

fiery sierra
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and that worked pattym ty

frosty heron
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yoinking that

fiery sierra
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now all child blueprints of my BP_ItemOutline can viewed with an outline

dark drum
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I only take credit for about 20% of that material haha.

wild crater
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So setting defaults on a child actor doesn't get saved? I restarted the editor and none of the data changes on a child actor details were still there...

frosty heron
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child actor component?

wild crater
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Yes

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You can edit the Child Actor Template, none of the changes to that remain saved it seems

frosty heron
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I was told to avoid them by reputable people, they are known to be buggy.

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my suggestion is to not use them all together

wild crater
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Yea I'm learning that now

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A bit in to deep to replace the ones we have now. But will definitely avoid them in the future

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Damn, seems like we have also incurred a lot of data loss by making a change the base class of that actor...

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This is rough

dark drum
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From my limited use of child actor components, they tend to be less buggy if instancable data is driven by a data assets. Sometimes they might still loose the data asset it should be using after you make edits to the BP but it tends to be a quicker fix.

tame pecan
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don't use child actor components 😄

fiery sierra
wild crater
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It appears to be caused by changing the actor class we use as child actor.

wild crater
dark drum
wild crater
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Can't really get more simple than this though. It just contains some data and sphere for visualisation lol

tame pecan
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will be a pain later down in development

wild crater
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Yea I'm learning this now ^^ the hard way

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There goes a productive start to the week lol

frosty heron
tame pecan
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exactly

dark drum
frosty heron
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Some people still insist on using them, I am just happy to not touch it ever again

tame pecan
wild crater
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Well what does it matter whether the editing is bugged or the thing itself. It's a problem

tame pecan
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and can break very easily, its just the matter if you run into it or not. Some do, some don't.

frosty heron
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yeah but I edit my structs every now and then. The worse thing is the corruption comes in silently.

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the best way is to not walk into the mine field imo

wild crater
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I agree

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This sucks, but at least we noticed relatively soon

teal jasper
#

hello, is there any fix for the blueprint lines being crooked all the time, and i don't mean using straighten wires manually, that's what i'm already doing

frosty heron
tropic peak
#

I have to share something with you guys because I just feel like I struck gold

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debug inspector thing is a godsend

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my god

dark drum
# frosty heron yeah but I edit my structs every now and then. The worse thing is the corruption...

The only time I actually had issues with BP structures was when i was fairly new to UE. I've not had any issues with them for years. Things not saving correctly before I closed out were a big cause. This expands to not fixing errors caused by changes to the structure before you close out of the editor.

Kinda like the bad BP bug where if you load a map that has BP with a compile error, the BP's will go to 0,0,0. This can also extend to other variables in the BP causing them to return to the default value.

dark drum
frosty heron
#

I still see unknown structure error experienced by people in 5.4

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losing hope that Epic will ever fix it tbh

tropic peak
wild crater
tropic peak
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I'd guess no

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but it's new to me

wild crater
#

Damn I'd love to have that

dark drum
wild crater
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We're in 4.25 still

tropic peak
#

just put a breakpoint, hover over any array

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and watch the magic happen

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I instantly can see what I'm looking for. It's a gamechanger for me, I have ADHD and I find it super difficult to keep a few things in my mind at the same time so sometimes it's hard to imagine the hierarchy of the objects, now I can just browse through them

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I'm so excited

wild crater
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No that doesn't exist in 4.25

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Unless it's something that needs turning on

tropic peak
#

it has to

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when you hover over an array output you cant' see that?

wild crater
#

hovering over an array just shows a tooltip with all the items listed in text

tropic peak
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okay well this is a widget

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that holds stuff

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like data assets

wild crater
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So you need to activate it?

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Or I guess it's just not in the older version

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I'm used to having all that stuff in C++, debuggin blueprints can be really annoying sometimes

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With stuff being optimized out as well if you use a lot of pure nodes

dark drum
wild crater
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No I can't. I'm in 4.25

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Hovering just displays a text tooltip with all the elements listed

tropic peak
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isn't it just because you have a boring array with just text elements? 😄

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mine holds widgets that hold data assets and other variables so it'll always have more stuff

wild crater
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They're child actors

dark drum
wild crater
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Nope! The good old days lol

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looking forward to a fresh project in up to date software ^^

tropic peak
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just press update engine version and pray for the best

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what can go wrong

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man up

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on a serious note, how can I compare if there's a value present in an array, and if there's 2 of those in you can't add that one any more?

dark drum
tropic peak
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hmm

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or maybe use a different structure than array

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where I'd hold all the toppings and the value 0-2

dark drum
tropic peak
#

yeah

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I didn't realise they are this complicated 😄

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can you actually set a value in a map? well not set, update it

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ha!

wild crater
tropic peak
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trust me nothing can go wrong, just make sure you do the engine upgrade at 4pm on friday

dark drum
tropic peak
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the first one is a bit bizarre

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is the first record in map always empty? because I'm sure I'm not adding anything to it

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I love maps now

dark drum
tropic peak
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is there a reason for that?

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I mean I don't want to touch it, just being curious

dark drum
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The same as an array, if you set the default value to have 10 elements, those 10 elements will still be there when you start playing. (assuming you don't clear them)

tropic peak
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hmm

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yeah that explains it

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@dark drum how can you actually pull a key as value from a map?

gentle urchin
#

Findn

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Get keys

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Find for value

tropic peak
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ok it might be a very stupid question but I still don't quite understand this. when I try to "get" something from the map it's totally possible, but I can't link it with the map itself

dusky cobalt
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You don't use Get, you use Find and then break struct

tropic peak
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what struct though

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the outputs for "FIND" are a value for the map record and a bool

tame pecan
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it's always a copy

tropic peak
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yes, but that still doesn't give me the juicy insides that I need that are held in a key

dusky cobalt
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If you have keys that are numbers like 0-10 then you Find[0] and get Value at that index. It's almost like with arrays. If you need more advanced map then you can also use something else than numbers for the keys.

tropic peak
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for this map my key is a dataasset, I need to access parts of it

tame pecan
dusky cobalt
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Unless you want it that way on purpose

tropic peak
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I want it that way on purpose, I'm counting occurences

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data asset / integer

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when there's none in the map - int+1, when there's one already in int+1, if int==2 disallow adding more of the same key

dusky cobalt
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Ok if you are counting occurences why do you need to access what is in the key...

tropic peak
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because key, the data asset holds important info like details about static mesh that I'd like to pull out later on

dusky cobalt
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that is like trying to have cake and eat it, separate the concerns

tropic peak
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well I could technically pull it out from elsewhere

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just wanted to know if I can do it here

dusky cobalt
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and as Olsson said if you trying to find the value of key, you already have key

tropic peak
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that's true, it's more of a "wow maps are weird, where's the output socket" kind of thing

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it's fine though my question is answered 😄 thanks guys

plucky locust
#

Hi, I’m trying to make a barrier trap by spawning a sphere collision, the player is supposed to be inside of the sphere collision and is supposed to not be able to leave , but when the collision spawn he’s on the top of it and not inside how can I solve it ?

tame pecan
tropic peak
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I know, I'm just increasing the int when another one of that type is detected

tame pecan
#

then just do a bool?

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if it cant go above 1

tropic peak
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that's how I done it

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but if there's a better way I'm happy to learn

untold ivy
#

Alright, I have two NPC. One Guard NPC is a child of Base NPC. I thus also have two controllers. Guard controller is child of base NPC controller.
Within the Guard AI controller, I override 1 function : the "Switch to random travel" function. For now this is pretty much the only difference between the two AIC: They simply call a different behavior tree.

Yet in one of my tasks, despite casting to AIC_Guard_NPC, when I call the function, from the casted AIC_Guard_NPC, I still get the AIC_NPC_Base of the function. Which end up sending the guard on the wrong Behavior tree. How can I make sure it use the correct version of the function?

solid needle
#

hey all, wanted to render my game at a non native resolution of 860x600, how can i do this with the camera and stretch it to fit the screen without black bars?

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is this possible with camera or should i make a 2d scene capture and widget?

winter sail
#

Hey, I want to merge all my child Actors into one Actor, holding all Static meshes -> basically a new Actor with all the static Meshes of the previous Actors. The problem is, that the Parent Actor has multiple Blueprint Actors with no logic what so ever. I would like to do this in BP because I want to automate the process.

Thx in advance

maiden wadi
manic vessel
#

I am tracking the Velocity of my characters capsule component while a climb bool is true, and then when its set to false I am trying to transfer that velocity to launch the character in that direction. but Its not going in the correct directions, anyone know what I need to do

maiden wadi
manic vessel
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No tried that yet. it dose launch but its going either left or right when Im pulling it up or down.

maiden wadi
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I would maybe to a draw debug arrow in your first function right before the return. Make sure the velocity is setting correctly up or down.

slate jungle
#

Hey everyone, i was wondering if anyone had any good links to videos or guides on how to learn/achieve directional sword combat?

dark drum
#

I know this is probably a long shot but I'm working on a bug I can't for the life of me figure out. (been at it for a few weeks now). I've setup a system that allows the camera to be moved/adjusted (lerp changes the spring arm, offset, fov etc..) as part of this, you can denote preset values that can be set at runtime depending on various events.

Now in the editor everything works fine but in a build, one of the presets for some reason is off. (Printed values match what they should be) Now just to make it even weirder, if I save, exit to the menu (not close out of the game) and load the save, the camera change works as it should.

The image shows how it looks the first time in a build (top) and how it looks in the editor (bottom) or if I reload the save.

Would anyone have any suggestions as to what might be causing the discrepancy?

past hull
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Hello,
I have an issue making an interaction system for everything the player can interact with in the game. For now the only action I am trying to have is pickup a weapon, and opening a door. So I made an Interface shared by both the Door Blueprint and the WeaponPickup blueprint. I can Pickup a weapon, but the door interact implemented function won't work. Is this because the Interact function is expecting a Character argument ? This argument is used only when the player is picking a weapon so I can spawn it in his hands.

lofty rapids
past hull
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oh ok I get it

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Thank you will try to fix that!

lofty rapids
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not sure if thats your problem, but it looks weird that way

maiden wadi
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Interfaces for interaction. Much sad. 😦

maiden wadi
#

In all seriousness though. Does it only happen in packaged, or also Standalone?

past hull
maiden wadi
dark drum
dark drum
maiden wadi
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When you get it. Do you start on this map like that, or are you travelling from like a main menu map to here?

dark drum
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Actually, its does it in the editor if there's no saved data. o.O

maiden wadi
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Can you get it in PIE by doing the same MainMenu to MainMap thing?

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Assumed it was an initialization area. Just wanted to narrow it down. 😄 Since PIE inits on a map are slightly different than travels.

dark drum
#

That's making me question which one is actually the bugged one haha.

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@maiden wadi Thanks for you're input, its definitely down to there no being a save so the one I thought was bugged might actually be the right one haha. Atleast I can get some more info now to try and actually squash the bug.

rough eagle
#

hello, when i do a "Open source" on a media player. is there a way to get a feedback once the source is loaded ?

vital dome
#

Does the world partition system not work with actors that are spawned at runtime?

maiden wadi
rough eagle
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simple video files

maiden wadi
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That's odd. I've never had that issue. But I'd also recommend the Bink player. It has identical quality, is a lot more platform agnostic, and it consumes about 20% of the resources of other media players.

rough eagle
#

ho, good to know. thx,

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in my case, i want to assign the video to different movings screen in the game. so i want to "pool" my video, to just asign and play on the screen (custom shader) later. if you have a good idea how to do it, i'm interested

dark drum
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@maiden wadi I figured out the issue. At some point a relative location of the spring arm was changed from 0,0,0 on the character placed in the level. Whilst we don't use the relative location of the spring arm any more, we still set it when we load saved data. In summary, I had to clear the relative location of the spring arm.

I can't believe I've wasted some much time trying to fix this one. 😭

gentle urchin
#

Almost not satisfying to fix it when its like that lol

thick wharf
#

One of my blueprint classes has simply vanished from the editor... It's there in my file explorer, it's referenced by other assets, but when I select "browse to asset in content browser" nothing is selected; it's not visible in the appropriate content browser folder, and it doesn't show up in any searches in the editor.

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I've tried fixing up redirectors and rebuilding my project, neither of which fixed the issue. I haven't changed engine versions since I last manipulated this asset

ancient drum
#

now its does work

broken wadi
thick wharf
#

More probing in file explorer - "resave all" in the content browser updates the "last modified' date in file explorer for every asset except the invisible one

remote rapids
#

Hey I have a question
I have 2 widget blueprints

  1. Main_menu
    2 Game_menu

In the main_menu I have an integer
And I want to get ref on him in the game_menu
How to do that?

thick wharf
broken wadi
thick wharf
broken wadi
#

Then it sounds like the blueprint is corrupt to me.

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If you have a backup to restore from it should be fine.

stray halo
#

im having an issues where i have two AI with the same behavior tree and when they see me it sets the canseeplayer? to true and they chase me, but when i kill just one of them the other AI returns to to going to the first intended area as if the bool was never set to true

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NOT two AI its the same AI placed twice with Same Behavior tree

broken wadi
ancient drum
#

why when I click on a variable it does not show me its settings in the right?

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they were showing yesterday but now they do not and I can't put a default value to a variable I need

broken wadi
ancient drum
#

it is compiled

broken wadi
#

Can you just not see the side panel at all?

ancient drum
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the details one

broken wadi
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Can you see that?

ancient drum
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I can't

broken wadi
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or if its hidden go to Windows > Layout, Load Layout

ancient drum
#

thats the one I can't see

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oh nice

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thanks

broken wadi
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Yeah those windows can sometimes get closed by accident

lunar sleet
#

there's also Windows - Details for that specific window

pastel apex
untold ivy
#

I do not understand. I have the Switch to random travel that I override in AIC_Guard_NPC.
When I try to call that function from another blueprint (that I cast into a AIC_Guard_NPC) it brings the function from the parent rather than the child. When I try to bring the test function, it works.

lunar sleet
#

different targets

maiden wadi
lunar sleet
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which is evidenced by the targets shown on each function call

untold ivy
maiden wadi
#

You don't need to.

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"It will still run the AIC_Guard_NPC's version if this is actually a AIC_Guard_NPC ."

pulsar vigil
#

hey guys can u do a soft object reference of a structure ?

maiden wadi
untold ivy
pulsar vigil
# maiden wadi No. A structure isn't an object. And it doesn't make sense to do that. What is y...

thx i have a problem, i have an interaction in my game that require me to set at least 5 to 10 anim montage at the same time cause i can swap animation with input and with the current way im doing thing i set a ton of anim montage variable in a function to make it super clear and modular cause i like the ui that way but it make load and set like 40 anim montage variable and im trying to resolve this loading/set time by dividing those anim montage to set per step in the interaction but i want to keep it modular and clear and i also have A TON of animation variable as i said and would be cool* to put them in structure or something cause thats anoying to manage

pulsar vigil
real solar
#

trying to add a sort of bunny hopping but my characters max speed is being reset if falling from a higher height before touching the floor, not sure what to do

pulsar vigil
pulsar vigil
lofty rapids
#

you don't even have an event hooked up to it

faint pasture
lofty rapids
#

i would put the widget refs in the HUD, where you can get the ref and probably get the variable

lethal pollen
#

I've put a camera actor in a level, and I want to use it to view all the level from top. I've tried this code on the Player Controller, but it doesn't work. How can I set the camera to be used in the level? Thanks!

faint pasture
#

why not set it to be that cameraactor

lethal pollen
broken wadi
#

You can use Get All Actors of class for that if you want

#

Later on if you add more cameras you can add actor tags to filter out the exact one you want

deft pilot
#

Anyone have a good reference/tut for creating blueprints that have exposed parameters for a material instance that is made up of material layers?
I have a material that uses dirt & edge-wear material layers, but I want to be able to control their parameters per-instance of a blueprint. Can't seem to get it working using Create Dynamic Material Instance as it appears to not recognize the layer parameters, even using Parameter Info

maiden wadi
#

I recall there being a material instance bug in the construction script maybe.

deft pilot
maiden wadi
tall geode
#

why cant divide like in the tutroial on the left?

maiden wadi
tall geode
#

but ty

maiden wadi
tall geode
#

Iam doing a 3d duel faighting game and I want to make camera between 2 character

#

I was searching for 2 weeks now for a solution

maiden wadi
#

True Fighting Game Engine: https://www.unrealengine.com/marketplace/en-US/product/6784e2923b9f42408b270072c06354cd

In this tutorial we are going to align the side-view camera in our fighting game in the proper way, so we always see both of fighters on our screen. We are going to calculate the centered position of the camera, and we will also mo...

▶ Play video
tall geode
#

I followed it but camera is not fixed between 2 characters

#

did it work for you

#

?

maiden wadi
#

I don't use tutorials. I'd just set the two pawns somewhere like the GameState and make the camera manager's camera update manage camera's view location.

light summit
#

I'm working on a tank system that doesnt use vehicle physics, how would i have the mesh snap to the ground so it doesnt look weird when going up terrain?

ancient drum
#

now that I can pick up the flashlight in my hand how do I make it so that when I light it up my hand stays still in a direction and the light can be seen getting out of the flashlight

orchid geode
orchid geode
lunar sleet
orchid geode
#

Tryed that, its a Horizontal list, already on screen~

#

its clearing and creating buttons, again and again but not adding to the list visually~

#

and no erro reports either~

lunar sleet
#

Not the right node I think

#

It’s add item or add entry or such, can’t rmbr off the top of my head

orchid geode
#

Not compatible~

oblique cape
#

@dawn gazelle Thanks man I watched the video about blueprint communications and I get it now, I was able to fix the problem I had, it wasn't as bad as I thought it would be

orchid geode
#

The SlotList is a Horizontal Box so it has to be a "Add Child to Horizontal box" or "add Child"

#

both give the same result, item is created but not showing in the game~

versed sun
dawn gazelle
orchid geode
#

givin' errors on the process~

versed sun
orchid geode
#

Trying adding space~

versed sun
#

If you are trying to do this in the widget editor , I dont think it can access the Player unless you are playing the game

orchid geode
#

Problem persists~

Notice that the buttons have been created but not showing bellow "inventory"

tall geode
#

the one on the left was done using character class it self , the one on the right I made a new actor.

the one on the left was capable of aligning camera between 2 players for a while until they get too far from each other and then only player one do appear . there is no limit to how much they can go further from each other. but its working. the other one got it from chatgpt because I cant find any resources on how to do this. but its not following or doing anything.
https://www.youtube.com/watch?v=TuIDlTssCoc this is the guy I followed to make the one on the left but he does not go further than that.

True Fighting Game Engine: https://www.unrealengine.com/marketplace/en-US/product/6784e2923b9f42408b270072c06354cd

In this tutorial we are going to align the side-view camera in our fighting game in the proper way, so we always see both of fighters on our screen. We are going to calculate the centered position of the camera, and we will also mo...

▶ Play video
orchid geode
versed sun
#

Wrap your Horizontal Box in a Scroll Box

orchid geode
#

still nothing

versed sun
#

looks like too much radiation...

orchid geode
#

its a VHS effect, unrelated 😅

lunar sleet
#

You may want to use one instead

orchid geode
#

no, its a Horizontal box in a Canvas pannel~

lunar sleet
#

Otherwise ask #umg about this

orchid geode
#

should I move the images there too?

lunar sleet
#

Yeah probably

#

They’ll prly also recommend scrapping the canvas panel if you’re able

old bough
#

@lofty rapids xbox controller user here, can you provide any tips on getting it working... not sure if it's related to my char blueprint , UE or windows.. but it only notifies me the controller is connected but i get no inputs detected in binding the IMC

lofty rapids
#

So it says it connected but no events are firing? Also is it working outside unreal?

#

@old bough

old bough
#

yea it's working in most things but i am very perplexed still new to UE
it's an xbox elite gen 1 thru USB which i would think is a functionally equivalent to an xbox one/360 connected the same way

#

no presses are recognised

#

this still pops up as soon as i plug it in

lofty rapids
#

And is the event firing ?

#

Try just a hard coded button event see if that fires off

#

@old bough

pine steeple
#

Hi, I have a beginner question on how to expose properties without events, just... change them in the editor with the results visible without any events?

I think the graphic should explain how I want to set values in editor/viewport with visual feedback.

old bough
lofty rapids
clever rose
cyan hazel
#

Hey, sorry for the super late reply;

#

I have two event graphs in my actor im trying to implment the functions from the interface in

#

and I tried to create the custom event from the interface in the 2nd event graph I made, but I can't seem to do so?

#

when i double click the function in the interface menu on the left, it just jumsp to the first event graph and creates the custom event there

#

I know this isn't a big deal since it'll function the same, I just was trying to have some organization in my blueprints

raw spindle
#

is there any way to tell which widget this is?