#blueprint

1 messages · Page 201 of 1

dawn gazelle
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Create a Dynamic Material Instance for the lights on begin play. Ensure the material has a parameter that makes it emissive or not (effectively a multiplier by 0 or 1 that you multiply into the emissive output). Change the parameter of the dynamic material instance when you want the lights on or off by setting the parameter to 1 for on or 0 for off.

clever rose
dawn gazelle
paper sinew
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hi there, does someone already had a problem like this ? When i load my main level directly, no issues, but when i launch it from my menu level i get all these "cannot attach --- which is static" stuff

silk bay
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I'm trying to possess a vehicle while keeping the player visible. I possess the gokart fine, but I can't figure out the best way to attach the character. Attach to component doesn't give the usual transform options. Should I be using a different method to attach?

dawn gazelle
clever rose
dawn gazelle
# clever rose Like this (The highlighted nodes from the material are the emssive textures)?

You may want to change the name of the scalar parameter in your material to something useful, like EmissiveStrength.
In the "SetScalarParameterValue" node, you'd need to enter the name of the scalar parameter you want to manipulate (in your current set up, your parameter is currently named "Param" so that's what you'd want to put into this name on the node)
You don't want to create a new dynamic material instance every time that you want to turn the emissive on or off, so instead you'd create the instance once on begin play and promote the return value to a variable. When you want to change the parameter, get the variable and then call the "SetScalarParameterValue" node and make your desired change.

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If you have a mesh that has more than one material slot, you'd need to ensure the "Element Index" is set to the correct material slot number as well.

stone obsidian
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does anyone know how to make walking the default movement in the game animation sample project that unreal released a few weeks ago? when it starts up the player is already running until you press ctrl to walk

dawn gazelle
stone obsidian
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basically it just toggles, im not sure how to go about making the walk default tho cause of all the unfamiliar stuff with motion matching

stone obsidian
dawn gazelle
stone obsidian
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ill give it a shot

stone obsidian
clever rose
dawn gazelle
stone obsidian
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testing now

stone obsidian
dawn gazelle
stone obsidian
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ohhhh ok

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got it thank you

dawn gazelle
clever rose
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Datura is on a mission to help people today I respect that lmao

tall geode
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is there a reference or a bluerprint that can limit camera to always be between 2 characters like in fighting games like mortal kombat . I cant find any sources on internet on how to do that

spark steppe
lunar sleet
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Ain’t nary a goddamn day that goes by that Datura doesn’t help someone

dawn gazelle
# clever rose

(It only flickers because I hvae more in my material function that does the flicker, but you can see that it doesn't flicker at all when the emissive strength is 0)

narrow saddle
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Dropped this into #graphics before but feel it may be more appropriate here!

Hey there! I’m working on a project with some friends to create an oil painting inspired game. As part of this style, we have created a Kuwahara filter using this video:

https://youtu.be/JJZBd7Zu0Ug?si=c9_ntJv5YLgny6wl

The filter is working great, however, we’d like to adjust the strength of the filter based on the distance from the camera. So that the paint strokes are bigger in the background and smaller in the foreground.

I came across another users solution, but this throws out X3511 errors (and more).

I have an idea of how it should work using the depth mask in-engine, however, I can’t integrate it into the Kuwahara filter.

Any suggestions to fix this issue, or other approaches to achieve the oil painting style are greatly appreciated!!

This video continues to build on what we did in the previous tutorial, found here https://youtu.be/Pe3Yt3DUp04

While the video is recorded in UE4, it should work exactly the same in UE5.

The wikipedia pages I'm referencing in this video are the following:
https://en.wikipedia.org/wiki/Relative_luminance
https://en.wikipedia.org/wiki/Dot_produ...

▶ Play video
clever rose
frank locust
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Anyone familiar with the 2d grid execution macro in blueprints have any idea how to use the data from randomized splines to affect the individual 'tile' instanced meshes thats filling the grid?

stone obsidian
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Hey guys having an issue with a load error,

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the error was resolved when I changed the ABP in the player BP

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so there must be an issue in the ABP?

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this is the thing thats being referenced but I havent touched it so im kinda stuck as to why this error is happening?

steady night
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is it possible to make an variable array that conatins arrays `?

cyan hazel
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Hey, I was wondering if someone could help explain the practical difference between using blueprint interfaces and event dispatchers to me?

I'm making a music system for a multiplayer that changes based off global level parameters, and will go into different music "states" depending on that. There will also be player specific additions to the music though (ex player 1 could have State A Variation 1 music, while player 2 could have State A Variation 3 music), which means I probably want to play music in the player BP's, not the Level BP. So, I need to communicate the music "state" between the level blueprint and the player blueprints

dawn gazelle
dawn gazelle
raw sleet
barren tangle
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hi do you know what they mean by box?

dawn gazelle
raw sleet
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ah okay thx

barren tangle
cyan hazel
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I'm kinda not really a programmer...

stone obsidian
dawn gazelle
stone obsidian
barren tangle
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the camera on his head 😄

cyan hazel
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well, I guess I mean I am a programmer but like, a FOB one

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I'm an audio person but I'm in charge of makign the audio implementation system in our game

dawn gazelle
stone obsidian
cyan hazel
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oh, wait, and then like, the child inherts the methods and variables of the parent

stone obsidian
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you just mean its silly like what?😭

barren tangle
cyan hazel
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is t hat correct?

barren tangle
cyan hazel
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oh wait... but Datura was saying that interfaces are for communication of blueprints that can't share a hierachy

barren tangle
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yes

cyan hazel
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and I thought that Level BP and Character BP's can't share a hierachy

barren tangle
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but what communication do you need between your level and your Bp?

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that's the main question, what are you expecting to do, and communicate?µ

cyan hazel
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so I'm making a music system that changes states depending on the state of the battle in game

barren tangle
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Interface is : I don't know who is the actor, so to all actor that can do that things, do it.

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EDispatcher is i have accomplish something i will inform all actor waiting for that information

cyan hazel
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we're still in the midst of buidling the architecture, but what I thought we'd do is have the level blueprint contain all the global variables that would determine the current "game state"

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and then we'd send that information on what state we're in to the player BP's that play music

barren tangle
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you have the gameState for the game state...

cyan hazel
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oh

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I see

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I'm just hearing about this now lol

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again, like I said. I'm not really a programmer lol

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so thanks for being so patient with me

barren tangle
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don't worry, just we don't know what you are trying to do. there is lot of possibility to achieve what you want to achieve

cyan hazel
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Yeah, let me explain from the top?

barren tangle
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for example, if you program music, to know the situation of the real game. outside the game mode. you need a place where the music info can be share into the entire game and for that the GameInstance is the best place

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there are things that musicaly you can't perform if you play on game mode level. for exemple, fade in, fade out, to load a new level

cyan hazel
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...maybe I should just do some research on GameMode and GameInstance first

barren tangle
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what are you trying to do?

cyan hazel
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Okay, let me explain it from the top

frosty heron
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You don't want to involve level blueprint for those gameplay elements, the communication only go one way and not reuseable

cyan hazel
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so, it's a team co-op game, and you're trying to complete objectives around the map

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you can see there are multiple states in that flowchart

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The thing is, there are also player specific versions of each of these musical states (for example being Player 1 could be in Location A, while Player 2 is in Location B. Both would be playing "Enemies Approaching" music, but each location would have different versions of that music)

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so we're going to have to attach the music to the individual players instead of something more global, like the Level BP (I'm pretty)

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So what I thought would be a good system would be for some global object to be in charge of figuring out what state the game is in (are there enemies nearby, how close are they, are players fighting, etc) and then send that state to the players', which will then trigger the correct music

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of course, I'm not actually sure if this is a good way of doing it, I'm just trying to figure things out as I go

cyan hazel
barren tangle
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RIP

cyan hazel
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rip??

barren tangle
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it's not an easy task 😄

cyan hazel
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oh god...

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what about it in particular?

barren tangle
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no it's ok, it should be simple. it's on client level. and state per character

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game state will be calculated per character

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allowing them to know where exactly they are into that game state

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So if you define all those rules, yes, you will be able to switch music according to the situation.

cyan hazel
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oh so you're saying I should calculate the game state in the character BP's?

exotic flare
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sorry to interrupt but I'm new to UE and I don't know if this would be the right place to ask this, but I have a character with an animation for walking
however the animation physically moves the model forward, which obviously causes issues
how can I fix or negate the problem?

barren tangle
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but im pretty sure you will need to implement that music on game instance level

barren tangle
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on animation level

cyan hazel
exotic flare
cyan hazel
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do u mind if we move to the pivot point vc?

barren tangle
iron furnace
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Hey everyone, weird question. my player has a child actor im using for floating guns instead of a full rig, and im watching a tutorial on how to set up weapons. The problem im running into is that the tutorial suggests spawning the gun in and attaching it to component, but i dont have anything to attach to as im not using arms. I dont know how to turn a child actors bp into a specific bp object reference. Any suggestions?

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this is the recommended way, but again i have nothing to attach the actor to

barren tangle
exotic flare
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sorry, I don't understand what you said

frosty heron
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Why do you need game state? why do you care if it's networked or not?
Music can be handled locally

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if you are still using level blueprint tho, you probably don't even have a few months with Unreal. I would suggest to avoid multiplayer

cyan hazel
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i mean it's not really my choice... I was brought into the project

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it's a student project at my college

barren tangle
frosty heron
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kinda reaching out

cyan hazel
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and I was brought on to do audio integration stuff cause I have at least a little bit of experience

frosty heron
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multiplayer for your first project is not a good idea

cyan hazel
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though it's either been in Unity or in audio middleware

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yeah... I realize that hahaaaaaa...

exotic flare
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how can I do that?

barren tangle
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but with the new feature of UE5.4 it' possible i think?µ

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adaptive animation. but i don"t know how it works

exotic flare
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I have all the animations available, it just looks awkward to have it turn while moving

frosty heron
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but you don't have root motion enabled

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you get rubber banded when you stop moving too, I bet

exotic flare
barren tangle
exotic flare
frosty heron
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Root animation is exactly what it says. Animation data from the root, doing so enable you to extract those data to translate the capsule component

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I am not fammiliar with using that for movement, normally for attack montages, vaulting, etc.
Suggesting to just remove the root motion and let player input drives the character movement

exotic flare
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this is for a non-player character

frosty heron
barren tangle
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is it something to do on the animation, or it's just a button to check to remove it on UE?

frosty heron
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root motion can be enabled/disabled in the animation asset

barren tangle
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good to know

frosty heron
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there is a tick box that says enable root motion

cyan surge
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How does UE5 react to a development only branch?

barren tangle
frosty heron
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read the doc if you are not fammiliar with root motion

barren tangle
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i will when i will be that far, from now it was just a discussion :à

exotic flare
frosty heron
# exotic flare I enabled it but the only thing it does is flip the thing upside down

you want to find out if you have root motion to begin with by selecting your root and see if there is a red rubber band when the animation gets played. Don't just blindly jump in, you gotta know what you are doing.
Atm you are giving nothing as well to trouble shoot. Just a brief statement that the animation physically moves the model forward (with no picture)

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play in pie
Open console,
Type show collision.

Move forward and take a screen shoot

exotic flare
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kk

barren tangle
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so it's define a new animation?

frosty heron
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you can just use BlendSpace for most of the stuff

barren tangle
barren tangle
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like that the animation will stay into is collision boxµ

frosty heron
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you are not selecting your root bone there

exotic flare
frosty heron
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Jump to Why Capsule seperation is bad section

exotic flare
frosty heron
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you will know if you read

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gave you the section as well

exotic flare
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what?

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no the video lol

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it zooms in on the top of the screen

barren tangle
barren tangle
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sometime i see some scary comment like that

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why can't we call it Manually?

dawn gazelle
barren tangle
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ok thanks 🙂

wild crater
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I posted here yesterday because we had some issues with data loss on child actor components. But now even setting a single bool on a child actor component's Child Actor Template doesn't remain saved... This could cost us a lot of manual labour to replace or fix, so if anyone knows of any patterns to this bug or tricks, let me know!

ionic nacelle
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howdy, a lil stuck on trying to reference a box collision from the BP_player

barren tangle
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is there some issue when we use the constructor from a child?

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the angle value, is not multiplied by -1 some time

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and the distance is not apply sometime

native wigeon
barren tangle
ionic nacelle
native wigeon
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player?

hushed berry
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Hello could someone help me understand soft object and working with them? I have an actor BP_weapon that is stored in inventory, from what I understood I have to load this actor to be able to use it. The thing is I cannot use it as an object and the cast to actor fails. So I'm not sure how I can retrieve the info about it being an actor.

ionic nacelle
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BP_Player is for the character, located in a player folder within content, and BP_Projectile is located in a folder within content called Projectiles

native wigeon
native wigeon
# ionic nacelle indeed yes

i dont know the GAS system but i can imagine you'd need to have this node after you spawned it, or else you cant get a reference to the projectile, cus it doesnt exist yet?
Edit: but i'm not sure if it'll collide when attempting to spawn already so... hmm 🤔

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or you could do all this with collision channels and just have it not block/overlap a "Player" one?

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as always, multiple ways to do anything haha

ionic nacelle
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this is resulting in "accessed none trying to read property BoxCollision"

native wigeon
maiden heath
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Hi everyone. I have a problem with the UI: I would like to open a window by clicking a specific button, and close the window by clicking another button, without having to necessarily link an "Animation Reverse" to a specific button. How can I do this?

native wigeon
# hushed berry

Have you tried this. Don't cast but just resolve soft object reference and only use it after completed?

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that's what i do atm

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you can probably do "is valid" too

native wigeon
hushed berry
native wigeon
native wigeon
ionic nacelle
native wigeon
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i'd probably say that bottom one is the best idea

ionic nacelle
native wigeon
hushed berry
native wigeon
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unless for some reason later you want to be able to damage yourself. but you could always change instigator/owner later on. for example if an enemy deflects the attack

ionic nacelle
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does this mean something else is signifying it to run an event of "on component hit"?

native wigeon
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i know you definitely set instigator on your spawn actor node

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so that one should work?

ionic nacelle
native wigeon
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if you never set owner, thats why. instigator probably better in this scenario

ionic nacelle
dark drum
# hushed berry Hello could someone help me understand soft object and working with them? I have...

Actors don't self construct so using actor soft object references is only really applicable when level streaming (from my understanding) where you can reference an actor that would be in a sub level and might not be loaded. Loading said actor would normally require loading the sub level it's apart of.

To be able to use an actor it needs to first exist. If it doesn't you would need to create it. Chances are, you probably need to use a soft class ref and once loaded, use it to spawn the relevant actor if needed.

native wigeon
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also have to remember to set the default value here

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you could then get class default variables etc

native wigeon
native wigeon
# dark drum Something like this.

but this would fail without a spawn transform input right? and also means this only works for things that definitely should be placed in the actual world?

ionic nacelle
ionic nacelle
hushed berry
# native wigeon you could then get class default variables etc

The thing is the variable I can work with are soft object reference and object soft class reference.To change it I would have to revrite someone else c++ plugin which well I'm not sure I would want to do atm. If I had an actor soft object reference I could just resolve it, but the problem i think has something to do with it being of type object.

dark drum
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Soft actor object references are only really for pre placed actors in the level. If its not pre placed, you should be using the class and creating it when needed.

dark drum
barren tangle
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Hi is it possible to retrieve that postProcess Into a bluePrint?

tight schooner
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I have a somewhat esoteric question. On a struct array element/index, I can get a reference (not a copy) and "set members in struct" to update a value in a struct. For example:

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Is there a way to do this with Map variables? Unfortunately the "Find" node only returns a copy and not a reference I can set members on

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so I'm trying to find a reasonable workaround

limber parcel
tight schooner
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let's say I have a map where the keys are integers or w/e

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and the associated data is a struct

limber parcel
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i dont think this will work either, blueprint structs are extremely limited compared to c++ ones

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you cant even pass on a struct reference through a function

tight schooner
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hmm yeah, the only workaround I can think of is painful

limber parcel
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just overwriting the old struct?

hushed berry
# dark drum

Ok remade it again and this time it worked. Probably connected the wrong pin before. Nice. Almost 😄

tight schooner
# limber parcel just overwriting the old struct?

yeah, something like copy the struct to a local var, set members on the local var, write it back out to the Map variable... Unfortunately a multi-step process I can't pack into a simple function, in my imagination anyway...

ionic nacelle
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Thanks king

native wigeon
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no problem!

native wigeon
proud epoch
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Good evening all - Hope you are well?
New to the forum and needs some advice
I am trying to do a spawn area for actors - RTS style actors but they can spawn any where in a designated area.

I.e. - a large area where its x=1000 x y=1000

Any advice?

Tried to do a Nav Modifier inside a Nav are but not sure if I did it right or if that is the best way?

native wigeon
# barren tangle

Depends how you need it. you could get actor of class and find it by name, or get it in level blueprint, or you could have a reference to it in an object that's in the same level etc

limber parcel
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yeah i wish we had forums, but all we get is this channel spam T_T

native wigeon
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Unreal engine forums exist

limber parcel
proud epoch
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Sorry - not meaning to spam... I scouwered the forums and couldn't find anything I was looking for

native wigeon
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or is your question actually more complex?

limber parcel
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yeah was about to suggest the same

maiden wadi
limber parcel
proud epoch
# native wigeon Can't you just use spawn actor node with random in range of -500 to 500 for X an...

Thanks for the reply Ryan. Mmm - I tried that approach on the level blue print with a random location as well as direct actor locations but did not get the results I needed.
Hence why I thought of using a designated area that I could then use at random to spawn. I am going to be bringing in PCG at some point where the actor should not spawn if there is a PCG area close by but hit a couple of walls.

proud epoch
barren tangle
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how can i access to this material from the postProcessVolume?

native wigeon
proud epoch
proud epoch
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Lol - Trawling - bad wording there

barren tangle
limber parcel
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@proud epoch if you have nav, you can just use the "get point in navigable radius" function

native wigeon
barren tangle
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but to do that i need to be able to assign that material to the post proccess volume

native wigeon
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but you said you already applied it?

barren tangle
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i will check what is a Material Parameter Collection first

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thanks for that new element that i never used, will see what i can do with it

native wigeon
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but you could also get the dynamic instance of the pp material and update the scalar value if you get the reference correctly

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sometimes it can just be more hassle 😁

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alternatively, dont forget you could create a post process volume actor, do what you need with it, and then destroy it when finished

drowsy anvil
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hello, I made a button that spawns a sphere to destroy objects that turn other objects into collectables, but the collision of the sphere pushes them to the sides of the sphere, but I want collectables to spawn inside the sphere where the objects originally were, how do I do that?

proud epoch
native wigeon
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so they dont collide with eachother

drowsy anvil
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it only destroys them with 'block all dynamic' which pushes them, and 'overlap all' doesn't destroy the objects so nothing spawns

native wigeon
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yeah but you could put them on different channels so that the new collectables ignore that sphere's collision?

drowsy anvil
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thanks I'll google how to do the channel stuff, and see if that works

barren tangle
hollow pecan
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This is probably a stupid question but would it be fine to create an interface that holds references to main bps such as character, controller, game mode ect..

dark drum
# barren tangle how can i access to this material from the postProcessVolume?

I know you've already gotten an answer but with you mentioning it just being a fade to black (excluding an actor), you could just change the blend wait on the PP material. (the 1 in the screenshot) setting it to 0 would disable the effect and setting it to 1 would be fully visible. (just an alternate solution for you)

barren tangle
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didn't think about that

dark drum
barren tangle
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i was to much focus on the material aspect that i didn't even considere that blend value

hollow pecan
dark drum
# hollow pecan Yeh I'm an idiot ffs, I understand now

Interfaces generally should be your last resort for anything. Over using them can result in having to repeat a lot of logic and increases the level of fuzziness regarding what stuff actually does.

It sounds like you might be thinking of function/macro libraries where you can share logic between different classes.

drowsy anvil
native wigeon
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besides the statement following it of course

hollow pecan
remote rapids
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so i have my project called MYproject
and i want to duplicate him

i mean lets say i want to duplicate gim and rename him MYprojectBackup
and now if i will make changes on MYprojectBackup so that will not effect MYproject
lets say if i change the background on MYprojectBackup so in MYproject the background will not change

how to do that?

dark drum
# native wigeon besides the statement following it of course

Another reason is there's a slight overhead for using interfaces (which no ever talks about), granted it's tiny but as you scale up could make a difference. Especially if you never actually needed to use interfaces to begin with.

Adding to that, their main purpose is for classes that don't have a common parent but need to have/share the same set of functions. (Granted there are some additional use cases for plugins to keep things modular) If you're using hierarchy correctly, the need to ever use an interface will be minimal. Over using them will just make project management as the project grows a nightmare.

Imagine having 30 classes that you opted to use interfaces for some functions. Half way through the project, you decide actually, I need them all to also do this in addition. Now you have to go into each class and update their individual implementations.

native wigeon
dark drum
# native wigeon I could imagine.. But realistically would you want a shared parent class for bot...

This would be a valid use case as an NPC would most likely be a child of Pawn/Character while the chest would be a child of Actor. So unless you want to edit epics actor class, you'd need to use interfaces.

However, you can just use an actor component which offers a lot more flexibility. If you're doing pretty basic interactions using an interface would probably be a good option but if you trying to handle more complex interactions then you would be better using an actor component.

native wigeon
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Would that require casting to the actor component or how exactly would that work?

dark drum
native wigeon
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that said, a lot of new devs use casting all the time and have a huge memory footprint

dark drum
native wigeon
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In some ways i suppose! but when the chain gets long, its awful

dark drum
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Interfaces aren't a replacement for casting or a means of memory management. (contray to what a lot of people think)

frosty heron
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cast to the most generic class when possible

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when it comes down to loading, you can use soft pointers

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replacing casting with interface is a curse, not solution

proud epoch
remote rapids
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so i have my project called MYproject
and i want to duplicate him

i mean lets say i want to duplicate gim and rename him MYprojectBackup
and now if i will make changes on MYprojectBackup so that will not effect MYproject
lets say if i change the background on MYprojectBackup so in MYproject the background will not change

how to do that?\

dark drum
frosty heron
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@barren tangle try this

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to edit the first element of the array

dark drum
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Does anyone have any tips on handling held item type animations? I kinda feel like I would need to have an idle, running and falling anim in the item data that the animBP can then get but I'm not sure if this is a good approach. The other option is of course setting up individual state machines for each held item but that feels like it would be a nightmare.

proud epoch
# limber parcel thats up to you really

Right, o.k. - so this is then where I am stuck... I got the spawning in the level blueprint, that at random selects a hard coded nav volume to spawn the actor.
But I cannot seem to be able to reference the struct from the level blueprint where it gets again, at random, the details from the asset data list to spawn the actor with the details from the struct

In this case, should I then rather move it to an actor or is there a way to reference the struct in the level blue print

frosty heron
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Don't use level blueprint?

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the communication is one way

proud epoch
limber parcel
frosty heron
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You create an object reference to a nav volume type

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set it to instance editable and expose on spawn

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when you drop an actor that hold the variable to the level, it will have access to the nav volume in the level that instance is in. Use the eye dropper tool to set it.

proud epoch
ionic nacelle
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Howdy again folks, trying to get the projectile my character fires to aim where the camera is pointing, however it only fires horizontally to the player

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Im thinking maybe I have to do something with target?

remote meteor
untold ivy
#

I have two adjacent rooms (green and red). I usually uses a volume to define certain areas. Is there a way to make a volume that is not square? Something that would encompass the green room without taking the green one?

hollow pecan
untold ivy
#

I'll look it up

rugged wigeon
proud epoch
rugged wigeon
#

It should be the look at rotation from the position of the hand socket to the desired target specified by the camera.

ionic nacelle
frosty heron
#

I'm doing the same thing, it's suprisingly hard wtf

rugged wigeon
#

well you seem to have broken it a lot here but assuming you get your exec pins in order, yeah, you need to get your rotation right. the projectile will want to travel forward. The rotation you give it determines which way forward is.

frosty heron
#

but issue is since the projectile spawned in the hand, If Im too close to the wall it will hit the wall

#

FPS game is easy because you can trace from camera

#

but I can't do the same for my case

rugged wigeon
#

@ionic nacelle you said you wanted to shoot from the hand to the position specified by the camera. So make sure you get the correct rotation to do that

#

@frosty heron what exactly is the problem with this video?

frosty heron
#

having the projectile actually start from the player's hand pose an issue

#

it's unsatisfactory when crosshair is pointed towards an enemy but hit the wall instead

rugged wigeon
#

But isn't that... reasonable? I think it looks bad in your game because you have no UI to indicate that the shot wouldn't hit the target. The fireball is also very large so it probably clips on stuff a little too easily.

ionic nacelle
frosty heron
ionic nacelle
frosty heron
#

if you are aiming from camera then it's not an issue

#

this is how Lyra do it

rugged wigeon
#

Lyra presumably uses line traced bullets. I feel like your problem is you're using chonky fireballs that are much more likely to clip on edges along the way.

surreal peak
#

There are games that show you that the bullets won't hit iirc

rugged wigeon
#

Remnant comes to mind. It doesn't happen very often because it's not that frequent that your camera can aim at something that your gun can't hit.

surreal peak
#

From simple cross out crosshairs up to actually showing an indicator on the wall

ionic nacelle
rugged wigeon
#

this is what you should be putting into your projectiles starting rotation

#

@frosty heron

frosty heron
#

my orientation is fine, it's traced from spawn point to focus, but when I am too close to a wall that I am faced with new issue

rugged wigeon
#

Make the fireballs less chonky and put the camera closer to the character.

frosty heron
#

hmm, adjusting the camera might help

rugged wigeon
#

your problem is that it's too easy to aim at something that you can't actually hit

#

not that hitting something unintended is possible, per se.

harsh coral
#

Quick question: When I add a track for a skeletal mesh inside a blueprint actor in sequencer, I do not get a skeletal mesh component and I think thats the reason why my animation blueprints fail to animate.
What am I doing wrong here?

#

When I add the same skeletal mesh normally (not nested inside a blueprint), it works just fine with the same animation blueprint.

rugged wigeon
#

Leon here is also aiming to the right. He's very close to the camera. His gun is also almost center screen already. With small line traced bullets, he's going to have to be right at some very specific angles in order to not hit the center of the screen from the perspective of his gun.

#

in fact I guess we can just draw it

frosty heron
#

will try offsetting the camera

rugged wigeon
#

Bad zone. PLUS the width of the fireball

#

bad zone for leon and his bullets have zero width.

dark drum
dark drum
# rugged wigeon

An aiming down sight sort of mechanic can help help narrow the gap between gun and target. (I believe that's what they do in Res) Plus it kinda makes sense, free shooting having bad accuracy and aiming having better accuracy. You could even lean into it a bit more and add spread if not aiming.

ionic nacelle
maiden wadi
ionic nacelle
#

damn daniel, using "Get Player Camera Manager" intead of "Get Player Character" made it work

frosty heron
#

I didn't notice that

ionic nacelle
lofty rapids
ionic nacelle
ionic nacelle
ancient drum
#

how can I make it so that after I pick up an item in my case a flashlight to hold it still when its activated so like the hand goes a bit in front and stays still

rotund harness
#

Does anyone have experience with the mountea dialogue system? I havent really used any plugins in my project yet so I'd like to know if it's a good idea or if I should stick to my own code. Does anyone recommend any other dialogue plugin or tutorial using blueprints?

dark drum
# rotund harness Does anyone have experience with the mountea dialogue system? I havent really us...

I've not used it myself so I can't say how good it is.

Regarding if using plugins is a good idea or not, this can depend. They can give you access to things you wouldn't normally have if just using BP but it might hinder you moving to a new engine version if it's not been updated. You have to weigh up the pros and cons for yourself to decide if it's worth using.

As for a dialogue system, I do have a tutorial on how to make a node based one. If you like the system, there's a more advanced one that can be found in 'Project Sunrise' on the market place if you require more features and better scalability. All of which is BP only.

maiden wadi
#

If it's paid, don't do it. If it's free. Try it.

maiden wadi
#

I think everyone should check out Flowgraph. I feel like it really should be a fundamental tool in Unreal.

ancient drum
#

how can I check if item socket contains something so that if I do have somethin in it I can press f to use the flashlight if not I can't use f yet

lofty rapids
#

probably just a boolean, HasFlashlight

pallid nest
#

I'm having a weird issue with a timer in my character blueprint. It's supposed to count down from 180 seconds and trigger a game over when it reaches zero. Checkpoints should reset it to 180, but it seems like a duplicate timer is created, causing the original to keep running and eventually leading to a game over.
The timer variable is stored within an actor component attached to the character. I've verified that the checkpoint only sets the timer back to 180 and this logic works fine in other versions of my game. Any ideas why this is happening?

ancient drum
rotund harness
ancient drum
#

so if in the pick up code I set has flashlight to true I should do it to the others as well I think

rotund harness
ancient drum
#

I think tho im not sure if its right what I say

untold ivy
#

I have multiple rooms in a shop. Here is the example layout of one of these shops:

For note: Red is just another room and purple are impassable obstacles.

What exist and work:
-Yellow is an "interest point". NPCs in the level chose random interest points and move then "act" on these. For shops, they go shopping.
-Blue are shop's smart objects. They are things "to do" inside an interest point. So far, it's mostly just spending time there and moving around.

What exist and somewhat work:
-Green is a volume that encompass the whole shop. It is used to find out all the smart objects available, and also because player get awarded bonus points for doing certain actions in an area. So far the only issue: Volumes are perfectly square. So for a couple of shops that are not perfect squares, it cause issue. The example shop here. I'm looking for a solution to that.

What does not exist:
-Pink are clerks spots. Some specific NPCs will stand there mostly. They'll have animations if people come to an interaction spot (brown) and they'll react if someone call for help from within the shop boundaries.
-Brown are the interaction spots for the clerks. As long as a clerk is available in the appropriate spot, people will pay and leave.

Now why do I need help... Mostly in terms of logic. So far, what I've done is that each interest (yellow) spot has a "shop volume" (green) associated. So when an NPC trigger the interest point, the behaviour tree ask for that shop volume then search for every shop's smart object (blue) inside it and randomly assign one.
But I'm starting to realize that the complexity of shop's increases and I don't know how I should handle it properly. For now it's a couple of simple things, but I also plan to make a few restaurant, which mean clerks are going to be moving around and all that.

Does anyone have an idea how to better manage all that?

dark drum
thick wharf
#

how do I remove outputs from a blueprint function?

lofty rapids
thick wharf
lofty rapids
#

i'm pretty sure it's there to the right of the output

rotund harness
thick wharf
#

I see; I guess rig graph blueprints just suck

#

....oh. The remover thingy was there, but hidden by my panel size

#

god I hate the unreal editor ui sometimes

thin panther
tall geode
#

I was trying to figure out how to cneter camera between 2 players and always move between them just like in tekken8. but it was a disaster

#

anyone have an idea on how to do a better bp that accually work?

ancient drum
#

does anyone know why when I try to scale sphere collision and billboards they don't scale at all? I mean the sphere only scales between 0-1 and the billboard does not scale at all

keen widget
#

how i can run scripts from blueprints? python or C# or C++ ?

faint pasture
#

BP can call BP or C++ code by default, anything beyond that is getting a bit obscure

keen widget
faint pasture
#

I mean it's just the normal way of doing stuff in Unreal. What are you actually trying to do?

keen widget
#

maybe to create functions with what goes in and out ill tell gpt to make

faint pasture
#

You're very much barking up the wrong tree

#

But if you want to make your own BP nodes you'd make a BPFunctionLibrary

maiden wadi
#

Gotta say. I love NVidia's CEO's vision. "Humans will become the programming language". It's a nice thought. Like I'd love to Jarvis some games up too. It's also not realistic for many decades.

broken wadi
keen widget
#

where i can get nodes that will exucute any code that chatgpt can give me?
i know that he cant work with blueprints directly for now

maiden wadi
#

I mean it could. You can copy and past BP code in text form.

#

Will it? Probably not. Cause using GPT sucks for real tasks.

fiery sierra
maiden wadi
#

Lol. There you go. Enjoy. 😂

keen widget
fiery sierra
#

just a simple hello world generated from chat gpt

keen widget
#

what is "BP code"?

fiery sierra
#

gl getting it to do more but ya

broken wadi
#

blueprint code

fiery sierra
#

you copy it and paste it into the blueprint event graph and it will translate that into nodes that work (if it exists in BP already)

keen widget
#

he can constract whole blueprints from that bp code?

rugged wigeon
#

To be clear, this is definitely NOT going to work. It's just theoretically possible.

fiery sierra
#

^^^

rugged wigeon
#

But it is definitely NOT going to work. Definitely.

fiery sierra
#

It's not good and won't work well lol it had 2 issues I had to fix.

broken wadi
#

Just ask chat GPT to make a free to play MMORPG and have it generate blueprints for you. What could go wrong?

fiery sierra
keen widget
lunar sleet
#

Christ why are we enabling this lol

rugged wigeon
#

You say "please write me blueprint code" and then it gives you unuseable garbage.

rugged wigeon
proud sentinel
#

are runtime added components not shown in pie mode?

keen widget
#

thanks i think i get it now how this works, that cute

lunar sleet
#

The blueprint itself doesn’t change at runtime but you may be able to see them in the Outliner under that object’s hierarchy

proud sentinel
# lunar sleet Shown where ?

pie mode, play in editor, id assume i could click on an actor and it would show me how its been modified during play, but it doesnt seem to update the components list just some values

lunar sleet
faint pasture
#

But if you must copy paste from ChatGPT then you want to do C++, good luck, it probably won't even compile.

harsh coral
#

haha, looks like I came here at the perfect time to ask the same stupid question...
I´m struggling so much with blueprints, I´m a generalist and only started using Unreal for work about 2 years ago.
Spent most of the time learning shaders and all the other stuff I need for my line of work (linear content production for TV and commercials).
But the more I dug in the more I wanted to make my own blueprints, because its generally a lot easier than lets say maxscript for 3ds max or ANY "real" coding language.
I´m too old for that shit and also I suck at math and I keep running into logic-problems due to my adhd.
I was really hoping ChatGPT could help but of course it sucks at blueprints...
It generally sucks for unreal and it will unless SOMEONE trains a custom model on the unreal developer forum AND the documentation and whatnot, but thats also not gonna happen unless someone can profit from it I guess or epic does it themselves...

Unfortunately, its also really hard for me sometimes to find the answers I need, as a lot of the stuff I ask google is worded wrong or the same keywords are searched a gazillion times more for something different than what I´m looking for and even though there was a ton of buzz about virtual production, not that many people actually focus on the more technical aspects of it....so.
How DO you gain knowledge about blueprints, when your time is sparse due to having a full time job already...?

I even tried once to pay someone to get something to work and the results were....not very inspiring to try again...

#

I´d also take any tips for more specific communities that could help me or some really good courses you could recommend...

faint pasture
#

Do you know what a variable, function, class, instance, are?

harsh coral
faint pasture
#

Then just start trying to do the thing

#

it's really not that bad

harsh coral
#

Yeah, but its not doing the thing usually...:)
Especially when it comes to sequencer.

#

I´ve been struggling with the same 3-5 issues for weeks now.

faint pasture
#

I've never touched sequencer but I'd guess it's a bit different then normal runtime stuff

#

I'd just start getting comfy with the engine

#

start with the 1st person shooter template and make a door that opens when you shoot it

harsh coral
#

Yeah, thats why I´m saying: Its hard to find ressources on sequencer stuff specifically.

#

I have massive blueprint actor with dozens of functions already, I´m past that stuff.

#

But understanding why blueprint variables don´t update in sequencer or in editor or either of these combinations, why some stuff I CAN overwrite and some stuff I can´t get to work, thats where I´d need specific ressources other than the manual, which is rather sparse on some topics.

faint pasture
harsh coral
#

Yeah, I do all the time...:)
Thanks for trying to help though, but I constantly hear "i don´t know about sequencer" from the same people who otherwise seem to be very comfy with blueprints.

#

And I don´t quite get it...

#

I mean, I get the part of unreal engine being a game engine first and foremost...:)

#

Like, tons of animation stuff is very specific in the way its set up for games and it seems overly complicated to do very simple stuff.

#

Isn´t there a place where you could book a one on one session and someone just looks at your blueprint and could give you advice?
I mean, maybe thats not high enough in demand to create an actual market for, just wondering.

lunar sleet
harsh coral
#

Oh, nice, I missed that. Must have been added recently? I´ve only seen the other job boards before that.

#

Ahaha, sorry, I misread that...:)

lunar sleet
harsh coral
#

Its not actually an instructions-job board...its a instructions on how to use the job boards...:)

#

I think I need a friend...who also happens to know a lot about blueprints...:)

pastel apex
#

is there a way on timelines to set a curve during runtime? LIke basically before starting the timeline i set the curve to be used as the output curve?

lunar flower
#

Anyone used brushify? I have set up the automaterial on my landscape and added layerInfo to each material, but its not procedurally adding grass and rocks.

versed sun
fiery sierra
#

any idea why this widget is going all the way over there?

#

I'm using the actor of the door

faint creek
#

Hello Guys I'm traying to make a system AI with this dynamic:
The AI have a patrol path. If it see the player start to chase it, BUT if the player is hide, cannot see it.
I've tried a lot but without success: I' have created a variable bool that is true when the player is hidden, but it doesn't work.
Im using AI perception
Please Help

onyx swan
#

I have a 'health' component on actors and characters. I need a 'die' function that each implementer can override, and I can't seem to override component functions. Am i missing something, or what's proper?

versed sun
faint creek
round elk
#

hey can someone help me its not displaying when I click on the asset

#

also I'm an idiot so its probably smth simple

rugged wigeon
#

The white lines connected by arrows show the order stuff happens in. You draw the execution thread to like trace by channel and then nothing else so nothing else happens

round elk
#

gracias

#

so how might one fix this

#

line trace to branch?

rugged wigeon
#

Draw the execution line from the trace to the branch

pastel apex
round elk
#

hmm

#

still nothing

maiden wadi
#

That branch check is wrong.

round elk
#

how fix?

rugged wigeon
maiden wadi
#

Dunno. I'm not sure what you're trying to check. But that branch is wrong unless you're trying to test if you're hitting a very specific static mesh component in the same BP.

round elk
#

uh theres a whiteboard on the wall and the static mesh is the big white part of it

maiden wadi
#

Right. But look at what you're comparing it with.

#

HitActor is an Actor. Actors contain components, they're not components themselves. It cannot ever be a component and you're comparing it with a static mesh. So that branch will never be true.

round elk
#

ok my code is very bad

#

what is the simplest way for me to check if im looking at the whiteboard

#

and hit click

maiden wadi
#

Is your whiteboard in this blueprint? Is that the static mesh component?

round elk
#

yes

#

thanks for your time

maiden wadi
#

Then you just need to change that from the hit actor to hit component

#

I think.

#

Also make sure that you're even getting the input with a print before the line trace.

round elk
#

and this code is supposed to be on the Character controller

#

wait

#

im stupid

lunar sleet
#

What is a “character controller” ?

round elk
#

like the guy im controlling

#

its the first person controller from the horror engine

#

i know im probably doing smth very wrong but I got unreal engine yesterday

lunar sleet
#

Ok so the player controller? Cause I’ve seen others refer to the player char as player controller, confusing everyone 😀

round elk
#

oh its the character im stupid

#

its pawn class

hollow heron
#

hi! so im new to coding with blueprints and im just looking for some advise. what would you guys say is a good way to learn all the different bits and pieces to coding in blueprint?

round elk
#

@lunar sleet

versed sun
hollow heron
#

but i also need to learn things like events, casting, inheritance, etc

round elk
#

anyone know why this does nothing

bleak sable
#

What would be the smoothest way to handle recoil recovery? I have my stuff set up to smoothly go up and to the side but I am trying to find a way to reset the recoil without jank.

I'm guessing games have lots of conditions like if the player moves the mouse over a certain area it won't and whatnot but I'm still not certain on what to do.

maiden wadi
#

You can just make the player's input offset the recoil recovery. They're both just Vector2Ds

fiery sierra
remote rapids
#

i have weird error

#

i have this

#

and when i compile and save all seems like no probelm

#

and when i play the game all work exacly like i wanted

#

but when i exit the game so i get error

versed sun
#

You are trying to do something to the item in the array
To avoid the error, make sure the array is not empty before Set Text

faint creek
native wigeon
#

you should be getting all actors of class before the branch

#

because you're using the output of it to define the output of the branch

oblique cape
#

Dumb question but does there exist a number node? Like something that I could set to a specific number like 1 and plug to an "is equal" node to verify that another integer is also 1, instead of having to make a new variable just for that?

hollow pecan
oblique cape
#

Without making a variable

versed sun
oblique cape
#

Which I dont wanna do

oblique cape
graceful sage
#

Ah yeah I was thinking of a add/subtract/multiply/division

oblique cape
#

Also does the select node return an integer or a bool?

versed sun
#

Select is Wildcard, whatever you plug in it can return

oblique cape
#

In this case?

#

Wait nevermind

#

I need to plug stuff into options

#

I kinda get it how it works now

#

I didn't even think about plugging stuff to options, just realized I could do that

frosty heron
oblique cape
#

I was able to make a randomizer

#

Idk if there's an easier way to make one but Ig this works

dawn gazelle
#

random bool

#

"With Weight" lets you define how often it is true.

faint creek
fiery swallow
inner vessel
#

I've got this procedural mesh terrain and followed a tutorial for micro variation

but everything is applying to each chunk the exact same way so it kinda does nothing

Not that it's working in the first place

mild ibex
#

using event triggers and repeaters in sequencer, how can I use the same event multiple times over rather than having to copy paste and do all this manual placement bs? Or is that not really possible?

dawn gazelle
#

If you have multiple actor that need to perform the same logic, see if they can utilize a hierarchy. If not, you may want to move the logic into a component

mild ibex
#

its more like repeated functionality, for instance changing scale up then down then up. Seems to me, using repeaters, and offsetting them is the only way to do this?

inner vessel
#

are you wanting the same action every time? this then that then this then that?

mild ibex
#

along a timeline. Which the example is arbitrary. But on a timeline at certain points in an animation it seems to me that I have to have an event every time the functionality swaps back and cant just have 1 scale up node and 1 scale down. Its moreso 4 different events for up down up donw

dawn gazelle
# inner vessel

Not much #blueprint can really help you with as it's more of a #materials kind of thing.... You'd probably need to use the absolute world coordinate in there as well somehow.

cerulean mango
#

Hey guys, I made a notebook system by drawing on my mesh with render targets. I make a line trace to know how to draw with the position of my mouse the problem is that it doesn't tick quickly enough, I imagine that I would have to save at each line trace the position and draw between the last position and the new position but I have no idea how to make such a system. Here is my blue print and here the actual result :

spark steppe
#

yea your observation is correct

#

idk if there's a DrawLine method, otherwise you probably have to draw several times among the distance

cerulean mango
#

I don't think that i can use drawline to draw on my target, so if i have to draw material between both line trace position this will be very expensive for my performance no ?

spark steppe
#

you have to issue several brush draws, yea

#

idk HOW expensive it is tho, it might be smart enough to only issue updates on the affected pixels

#

since it knows the size and position to draw on

trim matrix
#

Why am I getting an error, even though when I test it in-game it works properly?

faint creek
#

Thats why I need help here

spark steppe
#

do the cast in the event interaction

trim matrix
trim matrix
# lunar sleet Is the Cast Failed firing?

It's being super weird, I was just trying that before you messaged and sometimes it fails, sometimes it doesn't. I know its not an issue with my interaction system as it works completely fine, however I just cant get it to play this simple sound lol

lunar sleet
#

If Cast fails it means FPP is not properly set when that event fires

#

Btw you can just use get player character

#

Instead of however you’ve set FPP. Unless you’re doing that already

trim matrix
lunar sleet
#

Watch the bp comms live training pinned here to understand casting and other methods

trim matrix
lunar sleet
#

You always need an actual ref to something, casting just checks if the ref is of a certain type. An empty variable of a certain type is not a valid ref

trim matrix
carmine palm
#

Stuck on a save game portion.

Made my main screen:
User clicks play:
User is greeted with 3 "slots" (buttons on the ui)
Here is where im stuck:
if they click a button, I need it to create a save game for that "slot" or load from that slot.
IE: if they don't exist in any, I need to know how to recognize that and what to call in the BP on button press
#

Figured code block be easier to read

#

How do I create the original array of game saves, and then be able to modify/save/etc as needed

versed sun
#

you want a choice of 3 savegames to play from?

carmine palm
#

aye

#

I know the load button/create button/etc

#

I just don't know how to create the initial empty slots

#

on click

#

if (gameSlots.size() > 0) { etc etc }

versed sun
#

did you make the savegame object?

#

or you just need the widget to slot ref link ?

carmine palm
#

so far I made the save game bp

#

with my save "vars" i need per slot

#

Im just assuming there is an array you save these to, so that you can access them lol. like gameServer->getSaves->getSave[0], etc

#

(made up functions btw)

faint creek
#

How can I link the BP player in my BP enemy?

carmine palm
#

link what?

faint creek
versed sun
#

for simple, I would have the Button's Text be the Save Games to Slot's name

#

Making a moc bp, sec

carmine palm
#

ye im figuring it out I think

faint creek
#

But i dont know how

versed sun
#

Make 2 widgets , a Main one , and a Button one

#

Put 3 Buttons in the Main

#

Use the Event Dispatcher to tell the main Widget what save slot to use

#

barebones

clear marlin
#

Im trying to create an effect like this for my character,

Where whe part of them in the shadows is invisible.
I ahve the characterModel and material arleady made i just need to figure this out

dreamy sail
#

I'm trying to create a simple logic that will detect if a player reached level 21 ( L21), and make a button open level 21 , only if the player has reached it. This is the logic I tried, in the screenshots, but it's not working.

the first screenshot is in a collision box BP in level 21, and the other one is in the character BP

Does anyone know what I'm missing?

#

Level 21 is basically a level that allows the character to select and play any other level, after the player has finished the game . So it should work in any level, but only if the player has previously reached level 21. Otherwise, the default main menu map will open

lunar sleet
#

Do either of the input events fire ?

lunar sleet
dreamy sail
dreamy sail
lunar sleet
#

Print string or breakpoints

dreamy sail
#

or how can I approach it so it actually sets the gamefinished to true ?

dreamy sail
lunar sleet
lunar sleet
meager rain
#

Would anyone know how to stop my camera from going through a wall like it is in the video?

I am using a true fps setup where the camera is attached to the head and when I get my weapon out it bends my body using the bone transform node in the anim bp so that I can aim the weapon up and down.

I know an easy solution would be to just increase the capsule size but it will end up being too large for my liking.

Any Ideas are appreciated. Ty

tight pollen
#

hello, Simple Move To Node can't be replicated?

#

on server works fine, but on Client not, client not move

#

someone can help?

#

i use Simple Move To Location

#

on Player Character

frosty heron
#

Makes no sense to call simple move to in client

#

Assuming it's for A.I

#

A.I is server only , why would you call that node in client machine? If it's a replicated actor the A.I in client machine will just get corrected again to the server position.

obtuse oriole
#

why the user parameter won't change? It is default to 500 within the Niagara asset
[RESOLVED]: Use int parameter not float ☠️

tight pollen
#

on the server it works fine, the server character goes to a specific place

frosty heron
#

If the character is owned by client, it would be more complicated. You gotta look at the code if you can even run move to on autonomous proxy at all.

#

Movement by clients are done via add input afaik

tight pollen
#

so what, I can't do it without C++?

frosty heron
#

Don't know, you gotta look at the code

#

You can try running simple move to as client via server rpc

#

If that don't work then there is probably no easy way to do it in blueprint

tight pollen
lunar sleet
obtuse oriole
#

I have been stuck with it for 2 days lmao

frosty heron
#

@tight pollen maybe unposses the character then and let server take control

#

Handle the camera some other way

tight pollen
#

good idea 😄

#

i will check it

lunar sleet
obtuse oriole
#

yea

umbral nymph
#

Hi All, Probably a silly question, but I am stuck and would appricate a bit of help!

In my construction script I am listing material params to be able to be adjusted on the BP.

In this section I want to be able to adjust my UTile "offset" by the specific values listed below;

.125
.250
.375
.5

I thought I would use a Float Menu selection for this? But...

When I try to use a float menu list to set these values I get the error Map of Float (Double Precision) is not compatible with Float (Single precisions)

How can I solve this?

harsh coral
#

How can I get a skeletal meshes current bounds, so I can multiply them?

lunar sleet
#

Thing is, in blueprint, UE calls doubles floats (double-precision)

#

So either you need to make the float menu single precision

#

Or if there’s a Set Double Parameter you could prly do it that way

lunar sleet
harsh coral
umbral nymph
#

Thanks @lunar sleet

I basically want to controll thoise UTile and VTile values in a blueprint on a dynamic material instance, "Set Double Parameter Value" doesn't seem to work either

harsh coral
#

i may be doing it wrong anyways, what I´m trying to do is to set the bounds of some skeletal meshes and they are all different sized, but bound to the same skeleton. Which leads to rendering issues (popping in and out), so they all need different bounds to render correctly. But then when I scale all of them using a global scale function, I´d need to multiply by the scale I set there, I can´t just set the scale to the same value on all of them.

#

Also, I can´t find a function to ignore the bounds scale for editor focus, but I´ve seen that popup somewhere...

#

(pretty annoying if you have a 10x bounds on a small mesh and when focusing it zooms way back out...)

lunar sleet
#

But also

#

Your param name is None in that screenshot so..

lunar sleet
#

You might need to write your own function to handle the math but no idea how you’d go about this. Maybe #game-math

harsh coral
lunar sleet
#

You can’t convert it into one. You can multiply a vector by a float but the result will be a vector

dark drum
harsh coral
#

Nevermind, think I found the solution and I can actually save myself the trouble of dealing with the bounds scale alltogether.
Simply check the box that says "Include component location into bounds" for all skeletal meshes and everything renders correctly.

harsh coral
#

One more question...I wanna have a variable to set the animation class from a dropdownlist, so I can globally switch between "use blueprint" or "use animation asset".
Depending on which one I pick, I then want to have another variable for the animation instance or the animation asset to use,

trim matrix
#

Type mismatch in MyArray of BP_Test_C - Previous (ObjectProperty) Current(ArrayProperty) in package: FObjectReader

#

What does this mean?

#

I'm trying to add a skeletal mesh component to a skeletal mesh component array.

faint creek
#

Hello guys, It's two days that I have this issue on my Behavior tree decorator: I'm trying to access to this value in Bp player that if the player is hide, continue to patrol but if is not hide it will follow the player.
PLEASE SOMEBODY COULD HELP ME please? I dont know why but the cast to doesnt work

faint creek
#

Ok so how can I cast my bp player?🙈

proud epoch
#

Good day - Does anyone have an reference to an old post or can help me with setting the forward vector and direction of an actor to point to the center of another static mesh in game
I.e. something along the line of; on actor spawned > then point its direction to the center of the floor at a specified height (Z axis)?
Guess this would be for World location but tried numerous methods but not getting the right thing I need from it

Got an actor moving at a constant speed but on spawn its never pointing to the correct direction and forward vector

faint creek
toxic nacelle
faint creek
#

To find the player actor

toxic nacelle
toxic nacelle
#

Instance Editable

#

set it in the behavior tree (click on the decorator node) (the name must be your target actor key)

#

then retrieve the value with Get Blackboard Value as Object

#

then cast to your player class

faint creek
toxic nacelle
#

yes

faint creek
#

But it doesnt work 🥲

toxic nacelle
toxic nacelle
# faint creek

you didn't check "Instance Editable" on your variable (Player Target key)

proud epoch
# toxic nacelle this ?

Man - So freakin simple! Thanks MaxInk - yip that is pretty much what I was looking for.
My forward moving vector though is still not correct... I would assume that is the same connection I need to set for the forward vector correct?

toxic nacelle
toxic nacelle
#

click on the eye next to your variable

#

then edit the value inside the BT

faint creek
faint creek
toxic nacelle
#

now click on the decorator inside your behavior tree

#

you will see your variable exposed in the details pannel

#

set the value of the key to the "TargetActor" name

#

and it will works

faint creek
#

done

#

OH my god

#

man

#

IT WORKS

toxic nacelle
#

hope you understand what you did

#

the player reference is inside the blackboard (associated to the key TargetActor), you just need to retrieve the value inside the decorator thanks to the blackboard key selector 👌

faint creek
faint creek
toxic nacelle
#

you set it in your perception system

faint creek
#

aaaaaaaaaaaah

#

👽

barren tangle
#

hello i would like to create a component that get the owner. But i don't know who is the owner, and i would like to be able to reuse that component on different project, with different owner....
how can i get the owner information without casting it. if i have to cast it that means i will not be a generic component but a dedicated component.

For example the CharacterMovement, it's a component that adapt to the owner, and owner type of actor.

flat mauve
#

Hey guys. I have a problem. I have a pak file and my goal is to load the class from that pak file at runtime. So I'm using the pak loader plugin from the marketplace. It's a pretty good plugin and i'm sure that the problem is that I may not be providing the correct paths. So the idea is to mount and register the pak file so that unreal recognizes it and then after that, load my class from the pak file and spawn it into the level. So i Tried connecting an is valid class after async loading but my class was found as invalid. Again, i think the problem is my mount and registration paths since i think unreal is not detecting my pak and it's content i think. So the pak file has a simple cube that was originally in a project called NeoworlderTests and the cube was in a "Cube" folder found inside the project content folder so the path to the cube in the pak file itself is a relative path of ../../../NeoworlderTests/Content/Cube. In my current project, called "3dlauncher_mac" i have in it's content folder, another folder called paks and inside there a pak called Cubepak.pak. So /Game/Content/Paks/Cubepak.pak is the filepath to my pak file. So what paths I'm i to put inside the mount path, root path and content path? Also if i need to know anything i need to do so that the class from my pak file is found and considered valid, let me know please. I triple checked ensured the pak has the classes inside. Unreal is just not able to validate or load them for some reasons that i'm still yet to know. Also let me know what goes into the path string in the make soft class path node.

#

The asset inside the Cubepak.pak is a Cube.uasset so I had used a few nodes to get the Cube.uasset string as an output parameter then split that string using string functions so that i had only got the word Cube as a string then appended that to a path i.e /Game/NeoworlderTests/Content/Cube so that i had a final result of /Game/NeoworlderTests/Content/Cube/Cube but my class was still not valid after using that final result as a string path. I also tried /Game/NeoworlderTests/Content/Cube/Cube.Cube_C and it didnt work. My mount path was /Game/NeoworlderTests/Content/Cube , my pak file path was /Game/Content/Paks/Cubepak.pak , my content path was /Game/NeoworlderTests/Content/ and my root path was /Game/ . In all the places I've mentioned /Game/ i used the project content directory node then appended the rest of the path. So yeah. It's quite a read but will appreciate the help so much. It's been giving me sleepless nights. Thanks!!

graceful sage
#

Then it'll work for any character you put the component on

harsh coral
#

Anybody here know why my variables aren´t updated, when I change them in sequencer? Stuff like "anim class" or "animation sequence" are being completely ignored.
I can change everything I want directly in the blueprints details panel, but if I try to change it by keyframing the variables in sequencer, it just doesn´t update. Neither does it when hitting PIE
Its incredibly frustrating and I´ve tried pretty much everything I could think of...

#

And yes, I tried moving everything that should be animatable from construction script to event begin play or event tick.

proud epoch
toxic nacelle
#

and here, you don't use delta time, it's not "frame independent" :/

proud epoch
toxic nacelle
#

if the player can "control" your actor, it should be a pawn

#

but if you want to move your actor foward, you can do :

#

(with sweep checked to true, i forgot to checked it)

plush hornet
#

Hi all, I have a BP actor in a level, that when the player enters that level gets spawned and then possessed. It works fine but ive noticed that Event begin play doesn't seem to work properly off of it. Also iv'e noticed that I don't have to put any enhanced control movement input nodes in the spawn actor at all, and yet i can control it just fine. Does anyone know why this is happening?

#

Thanks

proud epoch
# toxic nacelle but if you want to move your actor foward, you can do :

That's it! Yip - its working! I tried with the world offset node before but had an issue where I just slowed down mid way through and then wrote it off.
HA! You are a hero to me @toxic nacelle - Thank you so much, you saved me a few hours of trying to figure this out on my own.

Man - I should have joined here ages ago.

graceful sage
#

And it's a pawn or character not just actor?

plush hornet
#

when the actor is spawned I link the player controller to the possess node

graceful sage
#

Oh I'm not familiar with 2d. And there's no input action on the character

dark drum
plush hornet
plush hornet
dark drum
graceful sage
#

Try doing it on event possessed

plush hornet
#

create widget - add to viewport, like normal

plush hornet
dark drum
graceful sage
#

Are you using autopossess or possessing in code?

plush hornet
dark drum
#

You also have to remember there's also a 1 tick delay before possession is completed. Sometimes you might need to account for it.

plush hornet
dark drum
barren tangle
#

timeline are not available on component level 😢

plush hornet
dark drum
barren tangle
#

is there any alternative on component level?

dark drum
barren tangle
remote rapids
#

i have a problem

in Widget Blueprint called Main Menu, i have an integer number called Currency and every time when i click a button i get +1000.
in widget blueprint called Game Menu, i have an Integer number called Score save that every time he touch Cube i get +10.

i want that the Score save will not effect the Currency. when i finish my game lets say with +80 and i go back to the Main menu so the +80 will added to the +1000 So i will get 1080.
so the Integer Score save wiil added to the integer number Currency.

#

how to do that?

winter sail
#

Hey guys,

I just wanted to ask, is there a way to change the pivot point position and rotation of an object and is there any kind of way to access the modeling tools inside of the blueprints?

Thanks alot ^^

barren tangle
# remote rapids how to do that?

GameInstance, to communicate between different gameMode, (Menu, Game Mode 1, Game Mode 2) At the end of the game mode you sent your +80 to the game instance to add that value to the currency which is store into the game instance.

#

all different game mode can access to those variable througe the Get Game Instance

remote rapids
#

in game instance i add Integer called Score save

#

and i did that

#

now i stuck in how to transfer that +80 for example to the Currency that in diffrent widget blueprint called main menu

graceful sage
#

get game instance and the get the var

remote rapids
graceful sage
#

well you want it in game menu so that I assume

#

you wouldnt cast to game instance if youre in game instance

remote rapids
#

i didnt underdtand

#

all work wrong 😦

graceful sage
#

i dont understand what you dont understand

remote rapids
#

this is the game_menu widgetblueprint

#

when the ball destoryed all the green cube so it go back to Main menu widget blueprint

#

this is the moeny on main menu

#

this number is the Score save integer the i set on gameinstce

remote rapids
#

every time when i destory cube i get +10

#

becuase of this

#

i want that every time when i play the score save will add to the Currency withput change the currency

#

only add to the currency

graceful sage
#

everytime you play the game you want to add currency?

#

or only when you destroy cube?

remote rapids
#

i want

graceful sage
#

do you have a save game object?

remote rapids
#

every time when the game over

#

the score

#

will add to the currecny

#

i want that to work and then i will save game

remote rapids
vital dome
graceful sage
#

on the money widget get the game instance and get the score save and add to it and set the text?

remote rapids
#

on the first time

#

that work

#

but not after

graceful sage
#

you need to make a save game object that saves your values

remote rapids
#

that not good

#

like

graceful sage
#

can you show what your doing in money widget?>

remote rapids
#

lets say the currency isnt 0
lets say its 1000

so if i play the game and i got +20 and i go back to the main menu so i see 20

#

and i want to see 1020

graceful sage
#

show what you got

#

for the money

remote rapids
#

i send so pic that you can understand for exmple

#

lets say

#

i have 1000

graceful sage
#

show the code for money

remote rapids
#

this is the code for

#

for that

#

and this is the code for that

graceful sage
#

is that a binding?

remote rapids
#

yes

graceful sage
#

so is it not adding? I'm still not getting what you mean

remote rapids
#

for example

#

now i start the game

#

now i finish the game and destoryed 2 cube

#

and for all cube destoyed i get +10

#

but i want that h 1020 will show

#

i just want whatever happend in the game will only add to the currecny

graceful sage
#

so make the default value of score to 1000?

#

im not really understanding

remote rapids
#

the default value should be 0.

#

if i click on the present button

#

i get 1000 coins

#

but if i play the game and win so i get 20 coin

#

the that reset the currency instead of adding to the currency

#

i just want whatever happend in the game will only add to the currecny

graceful sage
#

youll have to show the code of what happens when you win? I dont know anything besides the function that adds 10

vital dome
# remote rapids

Are you getting a reference to the game instance Currency for the in-game UI display here?

remote rapids
#

Currency isnt in the game instance

#

Currency is in main menu widget

remote rapids
#

whis is what happend you win

#

i set here that if there is no more bricks so that go to the main menu

#

just for testing

graceful sage
#

you arent setting currency anywhere else? and where do you call this function?

remote rapids
graceful sage
#

but where do you call it

#

my guess tho is currency is getting set somewhere else tho if its set back to 0 thats only thing I can think of

dark drum
graceful sage
#

try printing the values and see if it changes

lofty rapids
#

so you add ten, it switches level, but your score save isn't set it's 0 ?

graceful sage
#

that is true if you destroy it will be reset

remote rapids
graceful sage
#

you should store the currency on game instance and on construct get from gi and set it

dark drum
# remote rapids that work perfect to me with diffrent object

Just because it worked once doesn't mean it'll always work. Chances are you have you main menu widget with the currency var in it. You start the game of which you then close the main menu widget. This means currency is gone.

You can't add to the variable until you recreate the widget but then when you start a new game, those changes will be gone when you remove the widget again.

remote rapids
#

if you use save game that will not happend

graceful sage
#

are you loading it?

#

when you change levels it wont persist

dark drum
lofty rapids
#

its on the game instance tho

graceful sage
dark drum
vital dome
#

Why not make a BP_GameData and put it in Persistent Level since you're using sub-levels for the Widgets and then store Var Currency in this? You can call reference to Currency whenever needed from both Levels for both Loading/Updating and updating will be as simple as tallying your total score to add during gameplay and then calling UpdateScore function before you switch levels?

lofty rapids
#

oh i c, it's a different variable thats not changing, i was just looking at the code that was sent

graceful sage
#

also using bindings are bad practice

dark drum
remote rapids
graceful sage
dark drum
remote rapids
#

so how you suggest me to do that?

lofty rapids
remote rapids
#

okay

#

you think that will work?

lofty rapids
#

it persists through levels

#

so whats happening is your variable is probably resetting

#

put it on the game instance, that won't happen

remote rapids
#

and in the end i can combine them
i mean to take Score intger and Currency integer and make them lets say Final Currency?

lofty rapids
#

i mean if you have access to variables sure you can combine them, but start by putting them on the game instance

#

so they carry over through load levels

#

pretty much everything but game instance resets when you do that

final berry
#

Hello! I thought I was being clever by putting my enemy stats in a datatable and then grabbing the data (the child class of each enemy based on a base class with stuff like movement and variables like health and movementspeed). I put those variables on expose on spawn, but when putting the enemy class variable from my struct that I grab from the datatable the variables that were exposed on spawn before are gone. Which obviously makes sense, because its impossible to know which variables to expose for a variable class reference.
How would I got about fixing this? I was thinking about an interface to setup variables like Health and Movement Speed after spawning the class. Is that the way to go or do you have another suggestion?

graceful sage
#

I'd say thats the way to go.

final berry
#

The reason I'm not sure is because technically for a verrryy small moment the stats are not how they should be, could that affect anything?

#

Or is that moment between the spawning and the setting using an interface negligible and am I worried for nothing 😛 Which is very probable 😛

graceful sage
#

I'd say its fine also if you have a base ai and childs of that you can set the variables instance editable and set for each one depends what the variables are

frosty heron
dark drum
pastel garnet
pastel garnet
final berry
dark drum
#

Does anyone know if it's possible to make the 'Completed' pin on an input action event still fire if a new ICM (with an action that uses the same key) has been added with a higher priority?

versed sun
#

Also , Instead of many specific variables , you can Expose on Spawn 1 Object variable that holds different variables per enemy

primal hare
#

OK, now almost sure that there is this one BP, which works sometimes and definitely doesn't work the first time..

#

Has anyone experience such a thing? Or am I losing it.. hahaha

lofty rapids
#

wdym "first time" and what part isn't working ?

primal hare
#

like if I do some shifting of nodes and reset it, it starts working

#

this BP is casting and listening to boolean variables from another bp

#

this boolean bp is the problem

#

it doesn't fire sometime and other times it does as it is suppose to

lofty rapids
#

thats unusual, show the code

frosty heron
#

the logic sounds like the problem

lofty rapids
primal hare
#

yes sometimes

#

and oterh times it works

#

haha

#

wait lemme get pics

#

its going to be hard, it is a long code

frosty heron
#

spaghetti

primal hare
#

the BP is it listening to involves death of player

#

although I'm setting the "required" boolean way before it

#

I just got an idea of trying to add Delay

#

sometimes delay makes thing works

frosty heron
#

no

primal hare
#

no for the delay?

frosty heron
#

yes

primal hare
#

ok posting pics is the only solution. I'll get them

frosty heron
#

debugging should be your next step. Use break point and print strings.
Also stop cross pinning

flat mauve
primal hare
#

yes I saw the debugging code. That's why I know, sometimes it works and then I save project reopen and it back to No go

frosty heron
#

don't focus about re-opening the project, I doubt the issue lies there