#blueprint

1 messages · Page 202 of 1

frosty heron
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the code dropped there is entirely to blame I'm pretty sure

lofty rapids
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thats unusual it would do that, there must be something in the code thats off because it normally doesn't just change

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but i've seen unreal have some weird bugs also

pulsar vigil
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any keybind to create a new custom event in a bp fast ?

primal hare
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thank you guys, I think I solved it. It may not make sense but I just set the needed boolean at one extra place and now it seems to fine.

granite frost
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is their any docs or video that goes over binding function to an animation player for animation blueprint. I am facing error after following lyra and I am not sure what is wrong their and I don't know what lyra did but all the parts where animations was added to the variables are missing and they're all empty so I don't know how to make it work.

blazing plinth
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Hello everyone.
I'm new to unreal engine and I'm trying to deform a beam under the weight of the player using the finite element method.
At the moment I have normalized the position of the player when he hits the beam.
After that I tried the deformer graph, materials, blueprint and even creating bones in C++ to use them as elements.
But I can't create deformations, I don't know which method is best to use, and in C++, I can't save the bones properly.
I also saw the FemFx plugin from AMD, but it seems to be abandoned and works on unreal engine 4.
Do you have any suggestions? How can I do it?

untold ivy
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Is there a way to make a list of regularly used tags? I'm about to have a bunch of tags depending on areas of my game, so I kinda want to more easily handle them by having a common tag for each area.

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Also, since there is one Blueprint that is basically the "Area manager", how can I set that tag as a variable in there so I can look for every item with that tag?

storm vigil
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when checking the detailed stats for cpu and gpu, especially for cpu stalls wherein in shows the list of tick events, is it normal to see more counts when opening other bps in editor? and once i close those bps, the tick/tick related counts are reduced? Thanks

toxic nacelle
untold ivy
toxic nacelle
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do you need this "list of regularly used tags" at runtime or in editor ?

untold ivy
toxic nacelle
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Other than to iterate over all the actors in the Scene, retrieve each of their tags, and list them in a Map, I can't think of anything better 🤔

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alternatively each eactor can notify the manager of the tags it owns at begin play (to avoid iterating)

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but this only works for custom actors

untold ivy
toxic nacelle
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did you check about EQS?

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Environment Query System

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if not, what I have suggested doesn't work ?

untold ivy
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Nope. From my understanding EQS was to help NPCs move around areas, here I don't need that. NPC can move around and reach their destinations. I just needed a way to encapsulate things properly.

toxic nacelle
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what is "volume" is our exemple ?

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the volume we see on your picture ?

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(that overlaps all the shop ?)

untold ivy
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Yes

toxic nacelle
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Retrive all actors of type smart object inside the volume, retrieve theirs tags and find the most common tag is the solution ?

digital palm
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do you have a idea of how I could blacken the background around a specific object? like having a widget in the background for example maybe?

digital palm
toxic nacelle
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yes render target

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you can render your cube inside a render texture

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and show the texture inside a UMG widget

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with your background

digital palm
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oh I see

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gonna try it, thanks

toxic nacelle
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good luck 🙏

wild sage
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Does anyone know why i need to close out my game (package build) to actually delete the save game and start a fresh new game?

My save system is stored in GameInstance

wild sage
wild sage
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Ok i already found a solution

clear marlin
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wdym not enough info, i want that effect where anything is in shadows is invisible and things in light are visible

lunar sleet
clear marlin
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Oh sorry

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Basically whatever the light is touching is visible and whatever the shadows touching is invisible

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(using a cube for now so i dont have to press play)

lunar sleet
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Not sure how you’d go about that tho. It’s one thing if you’re turning off visibility on each component, or each material index at least, but any single part of a mesh that’s in the shadows turning invisible seems very complex.

clear marlin
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Well how the heck didi the dude do it then for this

maiden wadi
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@digital palm For better context. This. Except that the rest of the material is black except that stencil value.
https://www.youtube.com/watch?v=PiQ_JLJKi0M

Masking enables you to alter specific parts of your final scene without affecting everything else in it. There are several options in Unreal Engine to perform real-time masking.

In this episode of Unreal Tips & Tricks, we focus on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rende...

▶ Play video
jagged moss
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is there a way to get the speed of a projectile on either hit or overlap?

maiden wadi
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It's velocity shouldn't change when those events fire if I recall correctly. So if you don't do latent stuff it should be gettable?

jagged moss
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the speed of the object will change, but i need to know the speed at overlap event(or hit event)

jagged moss
dark drum
jagged moss
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that returns a number around 4K, so im guessing im getting a base value instead of the actual value? how do I get the actual value then?

rugged wigeon
jagged moss
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this returns about 4000 no matter the actual speed. If i see the projectile move at 1km/h its 4000. if it travels at mach speed, its still 4000

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Same with this

rugged wigeon
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well what is causing it to move if not the projectile movement velocity

jagged moss
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it has an impulse when it spawns in. and this impulse changes. and colitions will also change the speed. i need to know the speed on a specific hit

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it should also be able to loose speed on the way over to that hit, and its not the launch speed i need, its the actual speed upon the hit

dark drum
jagged moss
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i want the velocity/speed of the onject when it passes through or hit a target

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basicly, the faster it passes through the more dmg it should leave behind

rugged wigeon
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right but show where youre calling "get velocity" and printing it

willow gate
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Hey folks. I'm implementing a little object pooler for the projectiles in my game. I'm doing so by creating an Actor Component that any actor can be given which manages ammo type, spawns actors of the desired ammo type class, stores them into an array and then places them into an innocuous place in the map.

When fired, the component gets a projectile from the array at current index, increments the index (checking to make sure we haven't gone past the last index of the array) then moves the projectile to the appropriate location and activates it. This is all working fine. The problem I am having is that when the projectile hits, it seems to activate the "Projectile Hit Events" function on ALL of the projectiles in the array. lol. Any idea why that would be happening?

jagged moss
rugged wigeon
jagged moss
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it is on the projectile itself

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i could also change it to calculating it on the pawn instead of the projectile, not sure which is best

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but i stil dont understand how to get the speed

willow gate
rugged wigeon
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yes

dark drum
willow gate
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To avoid any lag/performance issue during a "bullet storm" where lots of projectiles are being spawned at once. Object pooling is an efficient way to pre-load assets and then reuse them.

jagged moss
dark drum
jagged moss
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couse if i roll the projectile at 1km/h its 4000. if it travels at mach speed its also 4000

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if its flying almost faster than i can spot it its 4000, if its barely rolling on the ground its also 4000

dark drum
jagged moss
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i dont want the terminal velocity, i want the actual velocity

rugged wigeon
willow gate
rugged wigeon
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prematurely optimizing for performance is just not a good use of your time. You want your design to be quick to develop and have the simplest design possible.

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plus if you really need performance you'll probably scrap it all and rewrite in c++ as needed for final issues.

willow gate
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Object pooling took me like 10 min to impliment. I'm just running into this snag for some odd reason. But I see your point.

jagged moss
# rugged wigeon show a video

dont have a good recording software as far as i know, but I noticed that if i just drop the object I get 4000. and when I shoot it as fast as it can be shot with the current programming. it becomes lower, lowest i got is 3850-ish.
Does this mean that the faster it goes the lower the number?

rugged wigeon
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windows key g

jagged moss
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tried, but the recording button is grayed out. ill try to take 2 pictures, one with a flying projectile and one on the ground

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the projectile went to fast to take an actual photo in the last shot, but its way into the distance

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the speed in which it fell to the ground was slower than it shooting over the horizon, yet the number is close to 4K

rugged wigeon
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show the code for where you set the initial velocity

jagged moss
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it spawns with an impulse, that depends a lot of other stuff that happens on the player character, but this should not matter for the actual speed on impact?

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i have learned better ways to do this since, but this is how i solved it a while ago. i know it can be done better. but all i needed was to spawn a projectile and controll its starting speed

crisp garnet
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I could use some help, I am trying to create a AI random roam using the method I have in the photo, I have this method called on Begin play in my NPC. The Method goes into the success but they do not move, I do have a navmesh generating dynamically at runtime and my NPCs do move If they are enemies.

faint pasture
rugged wigeon
faint pasture
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Sounds like you're mixing them

jagged moss
faint pasture
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Is Sphere simulating physics?

jagged moss
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yes

faint pasture
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I'm pretty sure you have the rest of the actor flying at 4000, and the sphere off on its own flying at whatever speed it gets through physics

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your projectile is split in half

jagged moss
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i see, i turned off physics, gonna give it a test

rugged wigeon
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you need to use the projectile movement component to cause the motion

faint pasture
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This projectile is a mess, you will end up needing to choose whether you want to use ProjectileMovementComponent or physics to move the thing around.

jagged moss
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i guess physics would be the way to go

rugged wigeon
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probably not

faint pasture
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idk, what do you need?

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physics probably isn't unless you need really chaotic physics driven stuff

jagged moss
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im just outside my knowledge atm, so im a bit confused what to choose. i removed the projectile movement component and everything works. but if i keep it and uncheck physics i get errors. and im allready launching it without using its movement component, so does that not make it closer to using physics?

crisp garnet
faint pasture
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Start by reading up on kinematic vs physics movement and choose what you want

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You probably want kinematic, meaning the ProjectileMovementComponent or your own system.

jagged moss
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but if i just want the speed of the projectile atm, how will i get it, i removed the movement component but now instead of 4K i get 1,0

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i just want this small function to work so i can move on to the next part of the game. i will remake the whole game a few more times before its done anyway, so i can figure out this later. i just need the speed atm so i can move on

faint pasture
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ok make a choice, projectile movement component or physics?

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flip a coin

jagged moss
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which would be less to change from what i have?

faint pasture
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doesn't matter

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super simple either way

jagged moss
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okei, then since you said to avoid physics then lets do the other then

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or not avoid, but you recomended the other as i understood

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as long as the numbers that is being sent from my player character still changes the starting velocity

faint pasture
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This doesn't look too bad

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use your sphere instead of the box as root

jagged moss
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this does not work as i want i think. it looks like you set a default speed for the bullet, instead of taking in the allready exisiting variables from the character. maybe physics is what i need instead then? i allready have a bullet and everything determening its starting speed. i just need to know the speed of the projectile in the moment it overlaps with the enemy

dark drum
jagged moss
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like this?

dark drum
jagged moss
# dark drum yea.

it seem to be working ^^ it does not register if the projectile is too slow it seems, but that should not matter anyway

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thank you for the help ^^

fluid silo
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i don't know if that's the right place but i have questions regarding the Game Animation Sample project made by UE, it's related to edges and how to transfer the blueprints & logic to something else than a cube (lets say a 3d model on a barrier i got)

round elk
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hey

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real quick

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why is it worldgrid material

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even when I hit play

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its supposed to be bric

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?

vital dome
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I'm working on chunk loading in my project, I want the function that calculates the active chunks to be called on loop every few fractions of a second when the player is moving and to be called almost immediately after they stopped moving once.

I thought this hackjob with Do Once nodes could do the trick but it only calculates active chunks when the player has stopped moving.

Any tips on a more effective/working solution please?

quaint fable
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Hey all! I've been trying to get an interaction system working through line trace and a blueprint interface. It doesn't work when I press 'E' to interact. When I connect print string after the line trace, it tells me I'm interacting with the object. With this door blueprint I have it set up with a timeline, which works fine when I have the timeline set to autoplay, or if I have the interaction system set to interact with overlap.

Hopefully that made sense

lunar sleet
quaint fable
lunar sleet
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There yo go

eternal totem
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then hit actor /= BP_DoorBedroom

quaint fable
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So in the future, if I'm running into problems, I should do a print string down the line yeah?

Thank you! Let me see what that does

eternal totem
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when you drag hit actor into your print string, what is the display name?

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and yes

untold ivy
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How can I transfer data from the menu to my level?

lunar sleet
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But also could be the interface is not implemented

pallid nest
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hey guys , I have a question regarding casting. I have a parent bp which I use for pooling in a couple of actors. I am trying to cast in this one (parent) so I avoid having a multiple cast in each of the child. The inheritance is fine as I can see the variables and access it in the child but it won't work. When I debug it doesn't say my casting is invalid, any ideas please?

eternal totem
quaint fable
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BP_InteractionAreaMaster1060 is what it says when I drag hit actor into the print string @eternal totem . /= is NOT equal right?

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@lunar sleet yeah the interface is implemented

eternal totem
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/= mean not equal correct. And yeah thats your problem you're not hitting the door

dawn gazelle
lunar sleet
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Much simpler anyways

eternal totem
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@quaint fable you can start by checking the collision channel of your door static mesh's. You want visibility and camera set to overlap

narrow sentinel
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Anyone able to help here as I'm really confused

dawn gazelle
# vital dome I'm working on chunk loading in my project, I want the function that calculates ...

Save yourself some headache and avoid using SetTimerByFunctionName. You can use SetTimerByEvent and plug in a "Create Event" node into the delegate pin allowing you to use them in functions.
DoOnce nodes won't function within functions as each call to a function is its own instance, so it doesn't keep its state through each call to the function. If you want to use DoOnce nodes, then you have to use an event, not a function for this logic.

quaint fable
narrow sentinel
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So I have in here mutliple interaction components and I have adding their interaction events to my graph for each one. For some reason when I go through the interaction on one of them it seems something odd happens that they all fire

lunar sleet
narrow sentinel
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I've debugged and can only see the one line firing the middle one

quaint fable
quaint fable
worldly skiff
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What is the best practice to reset Animation Blueprient state?
My current problem is that I want to go from Death state to Stand state upon Character Resurrection. The straightforward doesn't seem to be optimal.

quaint fable
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I'll try and figure out why the interact message isn't going through. If I really can't figure it out after scouring the internet I'll come back here. Thank you all!

eternal totem
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Has anyone used the "Restart Player at Player Start" node? I have a situation where my player moves onto the next level, but if they come back to the previous level I want them to spawn at the second player start that's at the end of the level. When using the node all it does is reset the camera rotation to the horizon. I can get teleport to work and just use that but it's not respecting the rotation of the player start, only the location.

dawn gazelle
storm shale
steady night
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hey im tryign to rotate a projectile towards a target location by changing velocity but im unsure how ?

quaint fable
frosty heron
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Since it will shoot straight

steady night
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like the rotating ?

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just use the look at ?

frosty heron
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You can probably use look at

broken wadi
steady night
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how else +

frosty heron
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It's projectile/spawn location - target location

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Then you have to make rotation from one of the axis then apply quaternions I don't remember

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No editor atm

steady night
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hmm

glass blade
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Why can't i look up and down properly but can look left and right while an animation is playing?

glass blade
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this video doesnt showcase it properly but essentially it kinda glitches out when trying to look up and down during the reload

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but it works fine if i look left&right

tropic peak
faint pasture
round elk
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anyone know how one might fill that triangle

broken wadi
# round elk

You can use the new ue5 modeling tools. Check out #geometry-tools and the pinned messages for some videos to get familiar with how to use it.

gentle swan
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Hello, new to this discord, so sorry if this is too much of an ask. I'm trying to make a flying game. I have found an issue with my Angle of Attack function (in terms of pitch, and not yaw), so I have isolated it down for simplicity, and turned off gravity. As shown, I have a print statement linked to the relative z velocity of my mesh. The x and y velocities are fine, but as seen in the video, when I add a torque to spin the airplane, it for some reason results in some z velocity. I have also done debugging, and set up a print statement to directly see the planes position, and it certainly is not moving in the z direction. What is going on, and can anybody help me out?

gentle swan
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*Update, I tried doing the same functions with a flying cube, and it seems to work fine. So, is this a problem with my airplane mesh?

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*Update 2, I tried to add the lift force one the cube, but it is still extremely buggy. It may not be an issue with the airplane mesh.

mellow coyote
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Hello, I'm pretty new to unreal engine and the way blueprints work. I am trying to create a counter that is displayed onscreen that goes up every time an ore is mined. In the event graph for my ore I have an integer variable that goes up every time I mine ore called "Ruby Count". What I'm trying to do here is show onscreen "Ruby Count: x/3". I'm guessing my issue is with casting because I am unfamiliar with how it works. I've tried looking at many tutorials but still cant figure out what should go in the "object" pin.

marsh sonnet
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This probably will get filed into "simple solution I'm missing, as a newb" but--I have animations for if character gets hit by enemy--one for if they're on the ground, and one for if they're jumping. But the jumping state doesn't last long enough for it to ever register that jumping-hit animation. What's the easiest way to draw out that jumping bool state longer?

hoary prairie
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Hey everyone, I' ve encountered a problem I really can't wrap my head around, basically I'm spawning an actor (which works as a timer) and playing with its lifespan in order to get the actual time left after a certain event.
I'm also passing this actor to a widget working as HUD for some design stuff and everything works fine in editor and standalone mode but whenever I package the game it won't work, specifically it will create the actor once but without passing its reference to the widget.
Pasting some screenshots below

glass blade
hoary prairie
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well I guess I'm just dumb, got it fixed by creating and setting a variable when spawning the actor and getting it in the widget via the ref to the pawn i already had

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still don't know why it wouldn't have worked the first way tho

frosty heron
clear marlin
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Can someone help me make a LOS esque thing but for my lights, so they are the ones that cast rays and when the player is outside of the LOS of any light they go invisible

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Would really appreciate it

frosty heron
mellow coyote
lofty rapids
mellow coyote
frosty heron
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You are just getting a random one from the world

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What if you want to get the ore that you gather?

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Suddenly get actor of class make no sense and your code breaks

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My suggestion is to watch blueprint communication video.

mellow coyote
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alright, I'll take a look at some

frosty heron
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One tip here is that one way is to pass the object (the ores in the world) upon creating the widget

maiden wadi
# mellow coyote Hello, I'm pretty new to unreal engine and the way blueprints work. I am trying ...

Not an answer to your question, but a note on your casting misunderstanding. This post might help you. Casting is simply an access level change attempt with a check to see if that attempt worked. Your issue with casting here was likely the misunderstanding of instances and pointers. Pointers(the sky blue variable types) hold instances of an object. They can also be null unless they're set to point to a specific instance. And if they're empty pointers or you're trying to cast something to the wrong thing, it'll return cast failed. You have to have a pointer set with a valid instance of something that is within the cast's hierarchy tree to get a successful cast.
#blueprint message

mellow coyote
mellow coyote
frosty heron
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Blueprint coms got it covered

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Essential basic skill to have

mellow coyote
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alright, thanks!

dreamy sail
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Hello everyone. I've been struggling since yesterday to find a solution to this, without any success. ChatGPT is driving me crazy constantly lying and complicating things for me. I know this should be simple, but I'm too big of a noob...

I am trying to accomplish something simple, I replied to my old message just for more context, but you can completely ignore that.

I have a game with 20 levels, and level 21 is supposed to be the level where, after you win, you can select and play any other level you want. This means that , after you fiinish the game, you should be able to select any level that you want to play again, in case you want to get a better score.

The logic I want to create is really simple. After player reached level 21 ( finished the game ), the menu button should switch from opening the regular MainMenu ( before player finished the game ) to opening level 21 .

Is there a really simple way of doing that ? I feel like I'm missing something really obvious because of how big of a noob I am

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I don't need to use my previous logic at all, if there is a better way of doing this, I just want to make sure that there is a way I can either set a boolean to "game finished" that will stay like that regardless of what level I'm in, and based on that, my button will change from opening MainMenu to opening level 21 ( L21)

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🙏

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also, this is my level progression logic, so I dont have an array with the level names. it just adds +1 to the L name of the level, if that makes sense.

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my main issue is that when I reach level 21 and I try to cast to my BP character in order to set gamefinished to true, it doesn't cast. I tried casting and also tried with get all actors of class + for each loop, but without success.

maybe I don;t need any of this, but again, I'm not good at UE at all, I'm really a noob

glass blade
dreamy sail
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i tried using an overlap event in order to make gamefinished true, I also tried event beginplay, nothing worked...

dreamy sail
glass blade
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are you trying to create a simple counter where it adds +1 ?

dreamy sail
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but , zooming out , if someone understands the big picture, I would really appreciate some general advice, or something... my main issue is that collisions in level 21 can't cast to BP character for some reason, and also in level blueprint , the event beginplay doesn't allow me to do that either

dreamy sail
glass blade
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then if it reaches more than 20 it restarts your game ?

dreamy sail
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so basically, the boolean that sets gamefinished to true, doesn't work for some reason

glass blade
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show boolean and related stuff

dreamy sail
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this is the button Im reffering to

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and the boolean is this :

glass blade
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for loop doesnt need that for body output connected?

dreamy sail
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or this( trying a different way ) :

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I also tried it like this

dreamy sail
glass blade
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i dont udnerstand what your for each loop is doing there

dreamy sail
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you can ignore all the crap I tried, I don't really know what Im doing tbh

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but Im trying to achieve this: a good way to set that boolean in my character bp to true when I reach level 21

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gamefinished boolean is in character bp, and needs to be set true from another BP in level 21

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I hope it's clear enough, idk if I explain it properly

glass blade
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integer -> if greater than 20 = set boolean true

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i mean 21

dreamy sail
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ok, and then, after this, is there a way to make sure that it stays true? regardless of what level I'm in?

Because: level 21 allows the player to select any other level in the game, so lets say Im in 21 and then I play level 3, but then I want to press my button to go back in level 21 and select a different level, if that makes sense

dreamy sail
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I hope Im not too stupid explaining this lol

glass blade
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no idea honestly

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try it

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see what happens

sharp totem
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If I have this base item master class and I want all items to be pickable from the ground but with a different mesh like in the souls games, would this mesh go into the base item along with the logic for picking up items? And would the equipped item mesh (and logic) be added on top for the equippable items making one or the other visible depending on the situation? or do i need an extra class or smth

weak vale
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Is it possible to have a blueprint component intercept "destroy actor" node in the blueprint that the component is attached to?
I want to add special behavior to actors by using a component that will for example replace them with another actor when they are destroyed.

versed sun
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@weak vale there is an On Destroyed Event

faint pasture
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Where can I yoink a good looking demo landscape material that comes with the engine or its template projects?

crude tartan
crude tartan
fiery sierra
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Rammed my head into a wall for 2 hours to figure out how to make my interaction system work with independently functional actors.... finally got it triggerhappy

lunar sleet
crude tartan
sharp totem
fiery sierra
fiery sierra
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nvm it was a coma

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tomato tamatoe

faint pasture
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I made one out of the stock Grass and Rock mats lol

crude tartan
sharp totem
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alr nice, with this workflow is it possible to make a single pickable item that adds various items to your inventory? or do i have to include data tables?

frosty heron
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@sharp totem you want to use data assets or data table for inventories

glass crypt
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Anyone know what I can't set option pins when trying to set members in this struct? It allows me to break the struct and select option pins, but not set.

dawn gazelle
glass crypt
frosty heron
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That's deffinitly the issue

stone obsidian
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does anyone know how I can increase the distance at which the light on my emissive ball renders? I have to get very close for some reason.

frosty heron
sharp totem
frosty heron
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Data assets are just container for data

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It can hold the address to your static mesh, skel mesh icons , desc etc

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Don't use hard reference in your DT or DA. This is where you need to learn load stuff as you need.

sharp totem
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what is a hard reference? ive read that DT should be used only for textual data like stats, description, etc.

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idk about DA tho

hollow schooner
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How can I access the occlusion volume in my level and bring it into my Blueprint as seen here in the screenshot?

I was able to get the collision enabled node, but cant figure out how to get the occlusion volume into my BP as seen in the reference screenshot...

wispy depot
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Hi everyone, I am trying to recreate a chained together chain system between two characters and characters can't get out from each other with blueprint. What do you think about how I can create this mechanic. Do you have any ideas?
I have tried to use physics constraints between characters but it seems not working. I also tried to launch characters but it did not give us quite a good result.
I haven't try to add force to character movement component. I will try to test it too
What do you think chained together developer created its effect.

cyan hazel
#

https://www.youtube.com/watch?v=TEKJlLbIbac How does this person get the refernce from one BP and paste it into another BP in this video?

Switch On Enum Node | Unreal Blueprint Tutorial 50 🚀

► In this video we learn:

  1. Switch On Enum node in Unreal Blueprint.
  2. How to Switch mesh of an Actor based on selected Mesh Type?

=========================================

► Follow the link for next video:
https://youtu.be/0Js2u9CBPNo

► Follow the link for previous video:
https://youtu....

▶ Play video
#

time stamp 7:56

lunar sleet
flat mauve
#

Anyone?

fiery sierra
dawn gazelle
# flat mauve Anyone?

This is a niche product that has a hefty price tag so it's very unlikely you'll find help with this here. You're likely better off contacting the dev for support.

wispy depot
spark steppe
#

hefty price tag? wasn't that plugin like $15

dawn gazelle
#

The one I'm seeing right now is $40 (CAD)

spark steppe
#

hm, okay, maybe i got it on sale

#

but i think it's pretty pointless since game feature plugins are a thing

#

at least for me, it wasn't worth to mess around with it too much -_-

fiery sierra
# wispy depot can you share link?

https://www.youtube.com/watch?v=TfzwyPms2ic

It's not english, but if you follow along he shows how to do it and some other cool stuff on his channel.

————————————See More👇👇🏼👇🏽👇🏾👇🏿——————————

UMG Typewriter Effect Pro
https://www.unrealengine.com/marketplace/en-US/product/839a324dbbe14a8bad75ff27d1d6193e

Grenade System Pro
https://www.unrealengine.com/marketplace/en-US/product/49ffc83cf87d426bb069180058cb2df9

Ultra Laser System with Reflective Line Trace
https://www.unrealengine.com/marketpl...

▶ Play video
young meteor
#

Hey folks
I'm having issues with my click event. It works about 90% of the time, but suddenly it won't fire the event.
I'm guessing Input mode might be a cause but I'm not sure, and not sure how to find out actually.
How would you guys go about finding the issue?

dark drum
young meteor
# dark drum The only think that jumps out to me is if you're in one of the UI input modes an...

That might be the case. Is there a way to just check if I'm in a UI input mode?

I built from a TopDown template and still have a bit of the logic to control a pawn movement with the left mouse click as well.
I have varius build/upgrade menus I open/close. Not directly on top of the Actor I'm trying to click.
I also have a resource canvas panel active at all times. (see screenshot). Item list is set to collapsed.

dark drum
young meteor
#

Think I set it to Game and UI. Would have to double check.

dark drum
young meteor
#

If it is any clue, when I try to click an Actor and fail, I still move the pawn from Topdown Template.

young meteor
dark drum
young meteor
#

Thank you.

proud pier
#

would there be a way to change the Color Grading of a PostProcessVolume at runtime? Like binding it to a function?

young meteor
maiden wadi
maiden wadi
maiden wadi
young meteor
maiden wadi
primal hare
#

What would be the best approach to limit character from turning back? Basically clamp in -30 to 30 of forward vector.

spiral kite
#

I try to export something from blender to unreal with plugins but I have a big error message now

#

and I cant understand it at all

#

can any body help me

primal hare
rugged wigeon
tropic peak
#

when the game starts I want to check if my BP overlaps a volume. I noticed that when I launch the game the volume object disappears from the outliner (but is still clickable in the editor when the game is running). It obviously should detect an overlap but it's not.

rancid monolith
#

Im trying to import a shader/texture but UE crashes with this error

Error: appError called: Assertion failed: false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 60] 
Shader attempted to bind uniform buffer 'FOpaqueBasePassUniformParameters' at slot [Name: SceneTextures, Slot: 9] with hash '332399464', but the shader expected 'TranslucentBasePass' with hash '441254321'.
proud pier
primal hare
maiden wadi
proud pier
#

a gradient

young meteor
#

How come I can't use my Interface event "Clicked", when I can in a different BP?
Both have the interface implemented in Class Settings.

maiden wadi
# proud pier a gradient

You could maybe post process that via making an MPC of the player's location which the player pawn or something updates on tick. Then a post process material which uses that world location to affect pixels within or out of the radius of that.

maiden wadi
tropic peak
proud pier
young meteor
maiden wadi
young meteor
maiden wadi
# young meteor Sorry I'm stupid. Was in a function graph. Not the Event Graph. 🤪

Oof. 😄 Also as a note, I'd personally recommend just making an interactable component. Once you make the component, you get a lot of easily reusable code by just dropping the component on anything that needs to be interactable. Then your code just finds the component by class on the traced actor and runs like a "StartInteraction" function. Using Interfaces for interaction tends to lead into a lot of repeated code in different classes.

lofty rapids
#

what is TLDR ?

#

@maiden wadi

maiden wadi
#

Too long didn't read

lofty rapids
#

ok, thanks

wicked hound
#

Hello, I have been struggling to get this right and have no clue how to get it right. I an using the behaviour tree to create and ai creature to roam in an area and when the creature sees the player it will chase the player and play a sound. The sound works for the first time but when either the player dies or the creature looses sight of the player, and when get regains sight of the the player the sound doesn't play. I know its because of the DoOnce node but I struggle to figure out on how to reset the DoOnce node when player gets out of sight. And the other issue is when I the AI Creature looses sight of the player the sound still plays and i don't want that. But if I remove the DoOnce node, everytime i walk behind a tree it plays the sound. and my level is set in a forest so its going to play the sound constantly. I want to sound to play again when it regains sight.

tropic peak
#

add bool "isInSight" and set it when the player is in sight, when not in sight set false output from a branch to do once reset ?

#

just a guess

primal hare
maiden wadi
wicked hound
dark drum
lofty rapids
#

finding out when you loose sight of something is a pain in the ass i think

#

i did it awhile back, had to do a workaround

dark drum
wicked hound
dark drum
wicked hound
#

Its in a BTTask_BlueprintBase

#

for behavior tree

dark drum
# wicked hound Its in a BTTask_BlueprintBase

Ah ok, receive execute is the correct one then. What you need to do is in the BT itself, select the task in the tree and tick 'Ignore Restart Self'.

That way the receive execute shouldn't trigger if it's already running and you can just call the sound.

#

Having said that, is all the task doing is playing the sound? I feel like the sound should be played from where ever you set the target. (what it has sight of)

wicked hound
wicked hound
dark drum
wicked hound
#

where is the BT tree and the Task is in the zoomed in Image.

rugged wigeon
# primal hare a little more detail please

something is causing your player to rotate. presumably it is player input. rather than fixing the rotation every frame on tick, just make it so that the player inputs only turn the unit when they're within the desired bounds. You also mentioned walking backwards being a problem. That is something else you should be changing in the player inputs.

dark drum
primal hare
#

you rotate 30 and then in next press button you roatate another 30

wicked hound
rugged wigeon
primal hare
#

hmmm I'll keep it in mind, for now on this small map this works.

rugged wigeon
#

thats fine

primal hare
#

But yes backwards movement is still an issue

#

I guess that can only be fixed in inputs

rugged wigeon
#

yeah just clamp the forward input at 0->1

#

or remove the input binding for moving backwards entirely

primal hare
#

thank you

steady night
#

hey im doing a "shield system" wher i need to remove damage fdrom the "shield" and if any damage overlapps when lower then 0 then do damage

#

anyone got a sweet formula for this

proud pier
dark drum
rugged wigeon
#

shield damage = min(damage, shield_amount)
shield_amount = shield_amount - shield_damage
health_damage = damage-shield_damage
health = health - health_damage

steady night
#

hm

#

can i get that in BP form x)?=

wicked hound
dark drum
rugged wigeon
wicked hound
#

Are you talking about there ?

steady night
#

@rugged wigeonwell thats not what im after exactly but ok nevermind ill try solve it on my own

dark drum
wicked hound
#

Ohhh Okay, those are the values for the selector you circled

dark drum
wicked hound
dark drum
wicked hound
#

This is my blackboard.

dark drum
graceful sage
#

Can anyone help me? I want to search my inventory for any of the recipe array items then remove the amount of that item from my inventory. I think what I have is close but not sure. I also want to return some bool to determine if I found these items and removed. But since I'm not using a break as I want to find all these items I believe I'm not sure how I'd return a bool for this.

graceful sage
#

may have figured something ig

hollow pecan
#

@dark drum I have a challenge problem for you lol. I'm trying to make a moving vehicle + buildings under water where when the player are inside they act as a normal fps then when in the water they are swimming and have the visual effect of being under water.

I'm assuming to achieve this you would use physics volume and post processing. Is it possible to have a post processing volume inside another (Which would be infinite Extent) and override it? I know there is a priority system but it seems to still use both volumes.

I have tried to find an answer there doesn't see to be much on this and I can't figure it out

maiden wadi
tropic token
#

guys, why on begin cursor over (on static mesh) can actually trigger only when mesh is clicked? nothing happens when I just hover it with cursor

hollow pecan
willow gate
#

Hey my dudes. I have a strange question for you. I'm working on a 3D top-down ARPJ experiment and I want to project a shadow straight down (to help the player track landing and also for falling objects/enemies to allow the player to anticipate where they will be landing). This seems like a fairly simple thing to do in 2D because the game world is flat. I could just project a circle texture onto the ground using a line trace but that looks wonky when it encounters terrain that isn't flat or when it intersects with an object in the game. Anyone have any ideas for how I might do this a different way?

willow gate
#

duh. I'm a moron. Thanks

tight pollen
#

hi, WidgetInteraction Component can be replicated?

tropic peak
#

how would you approach crafting, where you add materials to a box, and based on what's inside an item is made? you can put 5 different materials in, and based on what's in the box you determine what's going to be made

willow gate
graceful sage
#

is the trace ignoring the mesh?

willow gate
# tropic peak how would you approach crafting, where you add materials to a box, and based on ...

You'll want to create a solid inventory system first, preferably in an actor component so you can put it on your character or chests or crafting tables without having to recode. Then one way you could set this up is by creating a structure for recipes. Then you can have your crafting table check the materials inside of it's inventory against any recipe structures that your player has unlocked in order to display what you can make. Then you'd have the inventory component consume the crafting ingredients when you choose to craft something.

willow gate
sterile quest
#

Is Attach Component to Component bugged in the current build of UE5?

#

This doesn't seem to attach the two components together.

tropic peak
graceful sage
sterile quest
tropic peak
#

compare array with multiple ones each representing the item made?

willow gate
tropic peak
willow gate
tropic peak
willow gate
tropic peak
#

data assets

willow gate
# tropic peak data assets

Perfect. So... these data assets I'm assuming have a string or name in there that names the ingredients?

tropic peak
#

yeah. name, static mesh, icon, description

willow gate
# tropic peak yeah. name, static mesh, icon, description

ok then I think that should be simple. You should be able to just get the names of all of the ingredient data assets and append them into a string which you can set as the name variable for your new item. You could even set some conditions if you add a "type" field to your data assets (ie, meat, veg, cheese etc) and then based on if you have certain quantities or combinations you could have keywords added. For example, you could check the types of data assets and if there are 3 or more kinds of meat, it could become a meat lover's. If you have at least 3 veg, it could be a supreme. If you have both then it could be a meatlovers supreme etc etc

sterile quest
tropic peak
#

I had something a little different in mind, like when you add cheese, and pepperoni you get a pepperoni pizza

#

I want to keep it rather simple

lofty rapids
#

you could have arrays of recipes and just check that you have the ingredients

#

you would need to cycle through all recipes depends on how many you have

stiff flame
#

Hey all.

Trying to get a text popup when the camera is over an item. I currently have a Get All Widgets of Class and a custom event to show the popup. That part is working. But I want to know how I can implement a node with a string variable that will replace the widget text with a string variable from the actor blueprint?

tropic peak
#

yeah that's what I was thinking of doing

lofty rapids
lofty rapids
stiff flame
lofty rapids
stiff flame
#

Okay, so I can call that specific variable from my actor? Would that be done in my widget bp or my actor bp?

#

Excuse my ignorance

lofty rapids
#

if you want that linked to a variable just create a variable and when you set text, use the variable

stiff flame
untold ivy
#

A couple of questions:

How impactful is the "Event Tick" by itself? As in, I have a gate that closes right after the event so it's not doing anything most of the time, but is having even that check impactful? It's a function that will run for most of the NPCs in the game.

Second, How can I measure the impact of something? For example, the Event tick.

lofty rapids
stiff flame
lofty rapids
#

i usually put them in the HUD

#

but make the textbox instance editable

#

on the widget, and then get the widget, get the textbox, set its text

#

but before you set its text, get the variable from the item

#

you'll probably have to cast to it

#

is it one bp, or you have multiple of different things ?

stiff flame
#

I want it to be scalable. So I can just replace the HUD widget's text box's text with whatever is referenced in the actor objects BP.

The way I was gonna implement it before was horrible. A series of custom events for every object in the level in the HUD widget. I wasn't going to waste my time when I know I can just use a variable instead, but I was ignorant to how to implement it

lofty rapids
lofty rapids
#

this way you would cast to parent get the variable and as long as it was a child of that parent you would get the variable

stiff flame
#

Ahh that is a good idea.

#

I appreciate the help. I keep plugging things in lol

lofty rapids
#

trial and error, definately helps learn

sterile quest
#

Pardon the music. Forgot to pause it. Here's videos of the issues I am having. Three issues are:
-Attach Component to Component isn't working and isn't attaching components together.
-Two of the variables used (which are meshes) are having duplicates made of themselves when rotating.
-One of the components simply vanishes into thin air.
Here is my BP code: https://blueprintue.com/blueprint/7t-8r2d5/

#

Ignore three of the "Weld Sim bodies" being disabled. They are all enabled in editor.

cyan hazel
maiden wadi
cyan hazel
#

ohhh okay cool thank you’n

#

!!

vernal geyser
#

Can i ask for help in this channel?

#

If not here, then where can i?

maiden wadi
#

@vernal geyser If it's related to blueprints.

vernal geyser
#

It is

#

But it doesn't have something like 'help'

#

So I wasn't sure

#

Sooo

#

May I ask?

#

Okay

#

It says that text.....

#

(I didn't see that cuz I'm on mobile rn, srry)

#

How do I make sonic like 360° movement in unreal Engine

stray halo
#

So i'm not sure why right now but I have it set up to update name when the player collides with the weapon but nothing is changing, it will print string just fine with the correct name but its not updating widget text.

#

im not sure if it has to do when its being updated, the widget actually pops up as a screen on an actor aswell dont know if that helps

#

Like this

remote rapids
#

hey i have a problem
i want that when my ball hit brick so the velocity of the ball be 0 and after 3 sec the ball continue his way and the brick will destory

#

that not working

maiden wadi
vernal geyser
#

Like in sonic games

#

The character rotates according to the floor angle

#

Completes loops

maiden wadi
#

Ah. It won't work in multiplayer. But in singleplayer you can to a trace on the character's tick to get the floor and set the rotation by the floor's normal.

vernal geyser
#

🐵...

#

...

#

Wat

vernal geyser
#

Does this tutorial show what you're talking about? https://youtu.be/YbPgJNSazec?si=N8jhtn-b9x9oqsAE

Don't forget to subscribe!

For more tips, tutorials and free stuff:
http://www.ue4u.xyz/

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▶ Play video
maiden wadi
#

Seems pretty close at a glance.

vernal geyser
#

But this doesn't work for angles 90° and above

#

Gtg now

#

Hope I find an answer tomorrow

spring magnet
#

Performance question: if I were to make a Master Widget that every other component in my UI system will inherit from, does it hurt performance if I put, say, a bound event (like OnInputMethodChanged) on it? This would mean essentially every UI element is listening for this change, but not every UI element will be reacting to it, only ones where I override and implement the event

barren tangle
#

hi, i have implemented a kind of auto aim for loot like that.
But some of them are not attracted to the character, when i know after print that all of them received the character in input.

Any idea what i could have miss? It's mainly happend when to loop appear on the character, that's why i add a same logic on the component end overlap but some of them are not attracted

lofty rapids
sterile quest
willow gate
frank locust
#

Any idea what these blueprint functions related to Grid pathing do or how to use them?
Looks like a few different options to create grids and even set up grid navigation.
I’m currently using the ‘2D grid execution Macro’ that i seen a post about awhile back to create simple grids with instanced static meshes, but these functions seem like they could solve my pathfinding issues. I can’t find any clear documentation on any of them.

stray halo
sterile quest
lofty rapids
willow gate
sterile quest
#

Okay. Thank you for the suggestion. I'll give it a shot now

stray halo
jade patio
#

Hello, im working on a small project as practice and to further my unreal knowledge by making a very simple minecraft clone but im having a tough time with optimising the terrain to hide/delete vertices that isn't visible cause the load time and framerate suffers

Is there even a way to do this with blueprints or it's too technical for blueprints?

Could there be any documentation for what im looking for?

sterile quest
#

It breaks the constraints between the wheel trucks and the carbody. It also causes the carbody attaching to become ridged.

stray halo
# lofty rapids

so this is set up in the weapon on collison to set text, is that alright? but also it still didn't update sword name text

willow gate
sterile quest
lofty rapids
sterile quest
#

Back to waiting for someone to help I guess

stray halo
willow gate
stray halo
lofty rapids
#

i don't see why your using a for loop

stray halo
#

I thought you'd need it to get the name of each actor

lofty rapids
#

get the name from the thing when you overlap

lofty rapids
#

when you overlap, cast to parent, get the variable, set the text, then show the widget

lofty rapids
stray halo
#

its on the masteritem

marble tusk
lofty rapids
stray halo
#

im actually displaying a widget onto an actor that gets attached to the weapon i know its stupid now that i think about it but also this isnt making sence to me

stray halo
#

thats in the widget^

lofty rapids
#

so the print string shows the right name ?

stray halo
#

yes

maiden wadi
#

You're not telling the widget to change anything here.

lofty rapids
#

something with your sword ref

jagged moss
#

Is it possible to do something like this to make smoke come out of a pawn? nothing is happening atm, but its probably me overlooking or lacking knowledge

stray halo
maiden wadi
versed sun
#

Has anyone messes with making BP Input Modifiers?
Something about them make it so their variables are read only, and I cant set them... Why?

maiden wadi
lofty rapids
jagged moss
stray halo
coarse condor
#

Is there a better way to have a widget interaction with event dispatcher? I'm just trying to only call it whenever a widget is pressed, and this is the only way I've found to get the dispatcher to work; which isn't what I want since it obviously adds the shop to the screen on begin play, which I don't want.
I've tried every way I normally know event dispatchers to work but nothing is working how I thought it would.

maiden wadi
# jagged moss still not seeing it tho, and I have not started to touch the niagara stuff yet, ...

Make a new Niagara System. Pick Fountain as the template. Delete the Gravity Force entry on it. You should end up with a fountain that just throws stuff upwards in a cone. SpawnSystemAttached that on beginplay. You should see something vaguely resembling smoke.

Then look up a simple smoke tutorial. From the fountain template with no gravity, it should mostly be setting the spite via a subuv and picking better spawn locations and changing the force to be slower.

maiden wadi
coarse condor
jagged moss
maiden wadi
maiden wadi
#

Try changing the LocationType to SnapToTarget.

jagged moss
#

sooo, I deattached everything and its in the correct place, i guess i just missunderstood how its suppose to work

#

thansk for the help, i think i can do the rest ^^

coarse condor
stray halo
# lofty rapids and actor ui is a widget ?

I managed to do it, (I guess the main thing i was missing was a Cast to that widget) i just decided to throw out the junk pile i made for spawning the widget on the actor to show the widget. I just added the widget to the Master weapon BP and when ever you overlap it sets the widget visibility true and the correct text finally shows up! party_manny i appreciate your time and help

olive pasture
#

hello everyone. is there a way i can easily track all presently blocking actors of a collision? i basically want begin/end overlap except for blocking instead

craggy tusk
#

Anyone use that UE plugin from github that detects hard references in your blueprints?
Does it work well?

maiden wadi
dark drum
maiden wadi
#

It's kind of one of those problems where once you realize the linker issue and you start making architecture to use linkers correctly, you rarely need to care that much about it. GAS is a great example of this with Cues. GameplayCues allow you to tell designers to just throw all the stuff in Cues. And cues get loaded as needed. Doesn't matter if the cue is a gig of content references. Only gets loaded on the map where it's needed. And clearly it needed a gig of content. Optimizing past that won't be anything to do with linkers, but having nice and calm, collected conversations with content creators about wasting pixel data and making ridiculous sound assets.

#

Also gotta say, speaking of GAS. I'm building a weapon system by pulling Lyra's apart piece by piece. I absolutely love this project's designs.

odd kiln
#

Hi all ! Anyone know how can I change a Niagara System Asset at runtime in Blueprint please ?

dark drum
# coarse condor Is there a better way to have a widget interaction with event dispatcher? I'm ju...

Based on the information you've provided it sounds like you need something like the below.

Upgrade Manager: manages and handles current upgrades and applying new upgrades.

The upgrade manager creates the relevant upgrade widget and passes the relevant data to it.

Main Upgrade Widget: This widget will be the main container for how it should look and create the relevant buttons for buying upgrades.

Upgrade button widget: this widget just has a simple event dispatcher that is called when clicked and just returns the upgrade it's ossiated with.

So with these, the main widget would bind the button event dispatcher and ultimately calls another event dispatcher on the main widget.

The upgrade manager would bind to the event dispatcher on the main widget and then can handle what should happen based on the data that was funnelled down from the button that was clicked.

odd kiln
#

I tried the node "Set Niagara System Asset" but it does not work, nothing is showing up

#

I guess it's ok sorry it was a bug

#

I recompiled and it's ok now

carmine palm
#

For spawning multiple objects consistently: IE I made a spawner class that takes a template and it takes a radius and random spawns inside that radius these objects at the count you set. Is there a way to make it faster? Right now its essentially from 0->count, spawnActor from class at blah blah inside radius randomly

#

at game startup*

#

so beginGameplay is what I should fsay

#

say*

maiden wadi
carmine palm
#

Right now it takes a sec.

#

let me uh

#

one sec

#

1170 + 14220 (not doingthe math) this is obj count spawning at once

#

from two spawners

#

This is in editor though

maiden wadi
#

In BP, a second sounds pretty reasonable at those numbers.

carmine palm
#

so that might also be the visible slowness

#

6 seconds

#

looks lik

#

like

maiden wadi
#

What are you spawning, specifically? Like full actors, or?

carmine palm
#

I know editor uses a little more resources

#

aye. It's templated objects. They are interactable objects. Example. Mushrooms randomly spawned in forest for pickup

#

But instead I made spawners I could drop one item in world

#

(debug view of them)

#

that you can set count, radius. and it will auto spawn whatever mesh you set it to with correct pickup class mesh set

#

spawner object set for mushrooms

versed sun
maiden wadi
#

I'd also be inclined to use PCG for this maybe.

carmine palm
#

I didn't even consider seeds

#

oh unreal has PCG framework built in?

maiden wadi
carmine palm
#
historia Inc - 株式会社ヒストリア

執筆バージョン: Unreal Engine 5.2 こんにちは、アートディレクターのくろさわです。 みなさん、プロシージャルしてますか? 昨今のゲームは高品質なアセットを大量に作る必要があるため、ますますプロシージャル技術を切り離すことができなくなってきました。 そんななか Unreal Engine 5.2 にはプロシージャルコンテンツ生成フレームワーク( Procedural Content

#

This is due sunday, but i'll definitely try that next

#

I'll see what spawn time is out of editor in actual build

#

I know editor uses more resources

versed sun
#

It doesn't HAVE to be seeded, it just helps for testing
Point is load in editor before you play

maiden wadi
#

Honestly, PCG would make this faster really easy. You can grab your spawners, and make points around them all and then just spawn the actor from the points. BP has the issue of loops already and 100k iterations is just brutal in BP. That is probably a solid quarter second minimum before any math or anything else.

carmine palm
#

I thought I spawned 16k earlier. But I wrote 160k lol

#

Was't terribly slow. I was just like wtf

versed sun
#

You already have the code to generate it
Instead of Begin Play , make a Custum Event that is Run in Editor

carmine palm
#

then you get this

#

160k mushrooms

versed sun
#

needs more badgers

#

and a few snakes

carmine palm
#

Raccoon lol

#

Redd the Raccoon

#

Doing a climate jam 😐

#

Not my thing but its "internship" credit for school

#

I'm also thinking instead of destroying actor, I just set them hidden for a timer on each object once they are "picked up"

#

random timer *

#

and have them "respawn" by making them visible

#

vs spawning new actors

coarse condor
versed sun
carmine palm
#

high

#

I forget what it was

#

it wasnt low by any means

sterile quest
odd kiln
#

Anyone knows if I can make a "Rope Swinging" movement without physics ?

#

I have a "Rope Bridge" and I want to make it swinging but I don't know where to search

dreamy yacht
#

Hi. Can somebody help me? I am struggling to create a reference to a parent actor from Widget. I have built a widget for a racing car, but so far I am using "get actor of class" -> parent actor for each function in blueprint, but it's too resource consuming. I've been trying to use different methods: event construct -> get actor of class -> SET My Parent Actor Reference, or cast to game instance -> SET My Parent Actor Reference, but none of those seem to work :/

#

I want to create "My Parent actor Reference" inside the widget

#

So I dont have to use get actor of class every time in order to obtain specific variable from my Parent actor BP

lunar sleet
frosty heron
dreamy yacht
frosty heron
#

Again performance is not the concern here. Mostly you are saying hey get me an actor of this type from the world.

Now what happend when you have multiple instance? Your game break or it just get random one.

oblique cape
#

DUMB QUESTION Why is my parameter node (image 2) different from the one in the turorial Im following (image 1)

lilac hill
#

I'm trying to build a mechanic that grabs a surface, and ragdolls the character's arm, so the character can be dragged along a moving object etc. However, i can't figure out how to do the whole grabbing part. The ragdolling part is fine, but if i try to attach component to component, say the hand socket of the player, to an object in the world, it only places the object in the hand instead, doesn't matter if i weld or not, or the object is stationary. Can someone nudge me in the right direction? Or is it not possible to grab a stationary world object AND have the rest of the body/capsule move freely.

lilac hill
oblique cape
frosty heron
oblique cape
#

Weird how the green one doesn't show up in the search tho

#

The tutorial I'm following used some shortcut to create the green one but didn't mention what the shortcut was 💀

#

So I typed in parameter and pressed enter and it creates the yellow one

lilac hill
#

You can always just create a variable on the left, and drag that one in, it's the same as promoting to variable.

#

But i've had the same thing as you on a tutorial.

fiery anvil
#

https://youtu.be/ZxCzSgSgcZc?si=1CYXCOpXq6OmlWC6

Can anyone help me? I was following this tutorial on health regen as i have followed through with the series but when I got to this point a bug I can’t solve showed up, for some reason anytime I get hit it INSTANTLY heals back no matter what values I input whereas in the video it slowly and smoothly comes back up depending on his settings. I’ve watched the tutorial around 4 times and I can’t find what I’ve done wrong

frosty heron
#

@oblique cape right click and type scalar value.

Drop it , right click the node and convert to param

oblique cape
lilac hill
sharp cloak
#

⚠️ Can Someone Help me for my problem plz ? 😥

Hello guys, got a problem with relative location of an object. I am trying to set location to an actor that i just spawn and attached to another actor, and then after attached with this last one, i want to move the 1st object attached to a relative location. Everything works for X and Y, but Z ... omg i dont know why this doest want to put my item in the good location. Basically, the item attached is in the center of my 2nd item, so i just have to divide the height / 2 and i normally find the distance to move the object. And basically if i want my 1st item to be align correctly i need to divide /2 the size of my 1st object and substract this number to the movement .

I did that but on object protrudes from the ground, and another one is levitating ... what is the problem plz i don't understand, this does now 2 days that i am searching to solve it and i am a little bit bored now so i expect that someone can help me to solve it.

https://blueprintue.com/blueprint/11ibu4kl/

Thank you very much for you help

Please if you have a solution, come to talk with me in private cause i will not see if you write in this channel

thin panther
faint pasture
maiden wadi
#

Why does file count matter though?

unkempt moth
#

Does anyone know why Cast to ThirdPersonCharacter isn't working in this video and could explain how to fix it?

ember topaz
#

stream

split orbit
#

hey, I am trying to create a ledge holding and climbing system in unreal engine 5. with every tutorial that I have watched they have implemented climb system also, I dont want that. İs there any tutorial that does this ? I have watched https://www.youtube.com/watch?v=wMzKJ1GsExM this one but instead of climbing he makes his character jump and mine gets stuck in a holding ledge animation. I cant show any screenshot due to how much stuff I have so if anyone can help me by guiding me to a correct video or just helping me to solve my issue would be great. you can dm me and I can screen share to show my problem also.

Ledges!! for a surprising amount of genre's you'll likely have to do SOMETHING with them for how your character interacts with them. Today we're taking a look at one of the simpler -but useful- things you can do, that being grabbing onto them!

Get the project files here : https://www.patreon.com/posts/unreal-engine-84366058

Join the discord ...

▶ Play video
unkempt moth
dreamy sail
#

Hello everyone. I have this level which should allow the player to select what level they want to play, each rock represents a specific level that can be opened. it's a geometry collection that will open the level once you shoot it. my question is, how can I make these level openening BPs visible only after the player has actually reached that level during the gameplay. ? for example : player reached level 1-> first rock is visible. player reached level 2-> second rock is visible, etc...

I got some complicated bullshit advice from ChatGPT, which included something in regards to Game Instance, but Im too big of a noob to make it happen, and chatgpt constantly lies and makes up stuff..

I just want these levels to be unlocked once the player reaches them, and otherwise they should be insvisible. So, how can I make them visible only after the player has reached them, what do I need to to in the BP of each level ?

versed sun
#

Make some variables in the Game Instance

#

When you load the level, run something like this to change the Bool to True

#

The magic of GameInstance is , There is only 1 and it is Always loaded
Everything else gets wiped and reset on level change

dreamy sail
versed sun
#

that should do it

#

one use of a level BP...

dreamy sail
#

ok, thanks. I was previously using an array and equal , based on chatgpt, that's what confused me and made it impossible to do it I think

dreamy sail
versed sun
#

Now , if you want to save level progress , you will want SaveGame

#

for like between sessions of playing

dreamy sail
#

and then how do I approach making it visible ? which node do I need ? making it visible with the condition that Levelx complete

versed sun
#

the eyeball

dreamy sail
#

oh ok

dreamy sail
# versed sun the eyeball

Am I missing something ? the first screenshot is in the level selection BP, and the second one is in the game instance. I can't get the level1complete to make it a condition for the actor to be visible

#

or is my whole approach wrong ? sorry again Im realy a noob in UE

lunar sleet
#

Yes

#

Drag from the return value

remote meteor
#

pull from here and type instead

versed sun
#

Pull off the Blue Pin in VRGameInstance

lunar sleet
#

Haha I win 🥇

versed sun
#

yah , that

dreamy sail
#

yay! thanks everyone, im testing now

#

damn I thought I got it, but how do I make it invisible by default ? because when I uncheck the "visible" in the geometry collection component, it doesn't work as it should :\ this is what I got in event begin play in level 1 blueprint. but it still stays invisible

robust shuttle
#

Hey peeps, oddball question here, I am not finding any resources anywhere for this information sadly. My cameras location is adjusted on tick, but moves based on some information calculated on a timeline. That being said, I am trying to apply camera shakes when the player lands. This works perfectly in its current form, but it only works if the camera is not moving. If the camera is moving, it does nothing. How can I attach the camera shake to the camera itself so movement doesn't actually matter, or is that possible?

robust shuttle
gusty dragon
#

can anyone help me with a maths problem I have a storage box and when u click a button it takes all of your inventory items and stores them in the storage box the issue I am having is lets say the max stack amount is 20 and I have 10 items already in the storage box and 15 items in my inventory how do I find the remainder of the item amount until it reaches the max stack of 20

dreamy sail
versed sun
dreamy sail
robust shuttle
versed sun
#

yah , Moving 2 different components using 2 different timmers

robust shuttle
# versed sun yah , Moving 2 different components using 2 different timmers

Hmm, I will play with that more in the morning. I just implemented a simple version (I never directly changed the cordinates of the camera until the end, so I just plugged in the scene component to the set world location node on tick and it did not work. May need me to play with it some more though

valid vector
#

Hello, what kind of event is this? the symbol are different

proud epoch
#

Good day everyone -
I am now stuck with a simple but hard to figure out Spline point issue.
Basically, I am procedurally adding spline points in game to use as a navigation system. Works like a charm except the Last point of the index, is not always at the end of the last tangent/spline connection.

I have tried multiple ways - "Get leaving tangent at location", line trace at last point. even a hard coded location but the last spline point is not always right at the end of the spline.

What then happens is the Actor I am using to follow the spline then just goes along the default 0,0,0 world vector when it completes the spline path.

Any help would be greatly appreciated

proud epoch
frosty heron
#

It's a custom event with one input param

valid vector
valid vector
frosty heron
#

@valid vector You might be overriding existing function or event from the base class

#

That symbol should be a function

split orbit
#

hey, I am trying to create a ledge holding and climbing system in unreal engine 5. with every tutorial that I have watched they have implemented climb system also, I dont want that. İs there any tutorial that does this ? I have watched https://www.youtube.com/watch?v=wMzKJ1GsExM this one but instead of climbing he makes his character jump and mine gets stuck in a holding ledge animation. I cant show any screenshot due to how much stuff I have so if anyone can help me by guiding me to a correct video or just helping me to solve my issue would be great. you can dm me and I can screen share to show my problem also.

Ledges!! for a surprising amount of genre's you'll likely have to do SOMETHING with them for how your character interacts with them. Today we're taking a look at one of the simpler -but useful- things you can do, that being grabbing onto them!

Get the project files here : https://www.patreon.com/posts/unreal-engine-84366058

Join the discord ...

▶ Play video
flat summit
#

How does everyone get non repeating elements from a struct?
I could get random int in range, then delete the entry after it's been chosen, but then the range of ints to pull from will change.
Maybe I make an array, and add elements into it as they're chosen, then compare if the next chosen element is in the array already, and if so, pick a new element?
How do you do this?

frosty heron
#

Just make an array and shuffle it

spice gazelle
#

So, I'm having a hard time conceptualizing a UI aspect, because I suck at UI... I need a cross hair Widget to pop up on a targetted actor when it's currently being targetted, and I need it to stick on its location no matter the angle. How would I do that?

flat summit
#

But if I shuffle the array, couldn't it still potentially pick the same element? It's to randomly name characters and I don't want two characters with the same name

dawn gazelle
# flat summit But if I shuffle the array, couldn't it still potentially pick the same element?...

Make up a list of names somewhere (Data Table? Data Asset? Array within your GameState? Whatever you like)
Create two functions in your GameState: PopulateAvailableNamesArray , GetAvailableName.
Create an array named AvailableNames.

PopulateAvailableNamesArray Function:
Retrieve your predefined list of names and set it to the AvailableNames array > Shuffle AvailableNames Array

GetAvailableNameFunction:
Check if length of AvailableNames Array > 0
If TRUE: Get Index 0 of Name Array -> That's the name you're going to use > Remove Index 0 from the array. You can have your function return the selected name at this point.
If FALSE: Call the PopulateNameArray function and then do the same as the TRUE path.

When you want a name for something, call the GetAvailableName function. It will populate your list of available names automatically. You can continue to call it indefinitely and it will randomly assign names and when the list of names is used up, it'll repopulate itself ensuring each available name is used up first before starting over.

frosty heron
flat summit
# spice gazelle So, I'm having a hard time conceptualizing a UI aspect, because I suck at UI... ...

I don't know much, but maybe a Widget of a crosshair over the object that "Adds to viewport" whenever a Boolean "IsTargeted" is set to true.
Make it so that when object becomes targeted, it toggles on B_IsTargeted.

The widget will have "Space" options, try changing between world/screen space as one of those will make it stay over the object I think.

If you need more I think you could adapt a tutorial of the "Pop up" or "Interact prompt" UI widgets for what you need 🙂

#

And thanks so much to Coldsummer and Datura for your replies, massive help!

near wolf
#

I'm trying to create smooth steering wheel on my car. But it doesn't work right. Right now the rotation keeps looping

lunar sleet
# near wolf Hello

Assuming your IA has no trigger (defaults to Down), you’re basically firing your timeline on tick

near wolf
lunar sleet
near wolf
lunar sleet
#

Try not to cross your noodles either, so you can see what’s happening more easily

near wolf
lunar sleet
#

You can’t really do it that way tho

#

It’s like putting a delay on tick

#

You’re just asking for trouble 😀

near wolf
#

any way to do it without the timeline node?

lunar sleet
#

Have you tried looking at the vehicle template and see how it’s handled ?

near wolf
#

this is actually the vehicle template. But it doesn't have steering wheel funcionality

lunar sleet
#

Oh are you just trying to make the steering wheel rotate as the car turns?

near wolf
#

yes

lunar sleet
#

I see. Print the value of action value and check what happens when you steer left and right. Does it instantly go from 0 to -1 or 1 ?

near wolf
#

When I have it like this, the steering wheel instantly moves to 90/-90 degrees. But also doesn't return to the center

lunar sleet
#

Ok, so it’s prly 0 then 1 or -1

#

But the car wheels probably don’t rotate instantly so it might be best to tie it directly into those

#

Otherwise

#

You can do the timeline on started. And reverse it on Completed

near wolf
#

do I need a 2nd timeline for -90?

lunar sleet
#

I mean I can’t think of any non-hacky way to do this at 1:30am so sure why not lol. But you’d need to use a branch to switch timelines based on the action value

valid vector
lunar sleet
#

I was thinking lerp initially but yeah that might actually be a good use case for FInterp

near wolf
#

can you please allaborate a bit more how do I need to set it up correctly?

#

I guess anything like this, but I'm not sure after that

#

I tried playing around with the values of the finterp but nothing much changed

proud epoch
valid vector
# near wolf

Something like this and tweak the "Interp speed" till you get the right feel

near wolf
valid vector
# near wolf

Make sure to connect both the "Set Relative Rotation" since you have 2

valid vector
#

Do it need to adjust the value from 0 to 90/-90 smoothly?

near wolf
#

the wheels already rotate smoothly

#

but not the steering wheel

valid vector
near wolf
valid vector
near wolf
#

yes it just goes instantly

#

if I use fInterp it just goes to 0 degrees

#

if I remove finterp it goes to 90/-90 but instantly again

#

so far the timelin was the closest to working properly, but it only did work in one direction

valid vector
#

Yeah my bad, the value instantly change

Perhaps I misunderstood how FInterpTo work

#

Try this @near wolf

near wolf
valid vector
near wolf
#

it slowly rotates to the sides, but it doesn't go back and also once I click it again, it starts from the original position at 0 degrees

valid vector
near wolf
#

any ideas how to make it go back and not start from the original position each time?

faint pasture
#

You can get axis values whenever you want, you don't need to use the input events.

near wolf
frank locust
frank locust
#

i can add more context if needed, including pictures or clips of what i currently have and what the goal is

marble tusk
frank locust
marble tusk
near wolf
#

Ok, I'm not sure if this is the best way to do it, but I made it work like this haha

faint pasture
loud patio
#

hello! something weird happened, my character blueprint disappeared but its still there when i hit play?

frosty heron
#

@loud patio select the actor and screen shoot

#

also open the detail panel after selecting the character

loud patio
frosty heron
#

you already did

loud patio
#

ah-

frosty heron
#

and its not related to unreal

loud patio
#

ah sorry, i misread then xddddd

#

i found it in the outliner and asked it to give me its asset location, but its still not there

loud patio
arctic thicket
#

What could explain that a custom multicast event input (green circle) is not set (red circle) ?

limber parcel
#

when u halt execution at that node, you wont actually see the value, go to next node and check again

arctic thicket
#

it's the same at the same node

#

and i get an error because of it

limber parcel
#

well then ure casting the wrong object

proud epoch
#

Just bumping this message again as I tried something new and getting closer - but still no luck
Basically, I am procedurally adding spline points in game to use as a navigation system. Works like a charm except the Last point of the index, is not always at the end of the last tangent/spline connection.
This is now the latest try, still no luck

What then happens is the Actor I am using to follow the spline then just goes along the default 0,0,0 world vector when it completes the spline path.

Any suggestions?

limber parcel
proud epoch
# limber parcel why are u subtracting 2 from the index?

The default value is 1 on the Int Variable. And this is the latest try. If add 1 (or 2) I dont get a spline point ending at all.
If I leave it at default (last index point of the last spline created) I get the same results - no spline point ending.
Same with -1. If I go -2, I get somewhere.
If I go -3 or more, then the tangents gets all messed up 🙂
So thats why I am going -2 for now - hehe..

limber parcel
#

have you considered starting from 0?

arctic thicket
# limber parcel well then ure casting the wrong object

I found the problem but i'm not sure what's the clean way to handle it.
The actor i pass to the replicated event is an actor that just got spawned, if i wait 1 seconde before calling the event, the actor exist on the clients and the input is valid.
What's the proper way to wait for an actor to be replicated to everyone before referencing it ?

limber parcel
arctic thicket
#

yes but how ?

proud epoch
limber parcel
dark drum
#

Would anyone have any idea why this wouldn't actually apply an impulse? As far as I can tell it doesn't do anything. The logic is on the hit event for the projectile that is spawned when shooting and the items are set to simulate physics.

limber parcel
dark drum
limber parcel
#

try making a new physics actor and see if u can get it to just fall down

#

or just spawn that cube in air and see if it falls

dark drum
limber parcel
#

well then try waking the object before applying impulse

dark drum
limber parcel
#

maybe ur impulse is just too weak then

tropic peak
#

how can I iterate over an array and add its elements to a struct? Lets say array has 3 elements and my struct has 5 sockets, I'd like to go over it and add each array element to a coresponding socket of a struct

dark drum
proud epoch
dark drum
#

🤦‍♂️ The normal impulse is returning at 0,0,0. Well I guess that's the issue. MFL...

limber parcel
remote meteor
#

hit -> impactnormal * -1 * strength

limber parcel
dark drum
#

Thanks for the assist.

remote meteor
#

not sure when is impulse normal being populated

hushed berry
#

Hello, is there a fancy way to change the widget style besides using focus? It works ok, but the problem is that whenever the focus is set, the character stops, which I really don't like. I tried to find an alternative, but I'm having a hard time. The only thing I can think of is to use a selector that switches between widgets based on their index, and every time I update the selected widget, I could also send information to other widgets about being unselected, but by doing that I would have to update every widget everytime I'm changing the current selection which I think is not very efficient.

limber parcel
hushed berry
dark drum
limber parcel
hushed berry
limber parcel
#

because why use the built-in way to set style when u can use this

hushed berry
limber parcel
#

here this page mentions it

hushed berry
dark drum
limber parcel
proud epoch
hushed berry
# limber parcel why would it not?

If I unplug the set focus node then I can use the widget normally mid runing etc. When the set focus is plugged In whenever I change the focused widget the character stops, the input still works normally and I can move but I need to press the W or other key to start moving again.

limber parcel
#

well then dont set focus?

dark drum
proud epoch
#

Sorry @limber parcel 🙂 - Not trying to make your day hard..
Thanks for the explanation... Ill try and figure out the math, just been sitting with this for weeks now and reversing the whole code has been bonkers right now.

hushed berry
limber parcel
dark drum
hushed berry
hushed berry
limber parcel
#

just make a preset and use the native function

dark drum
# hushed berry Game only

Hmm, i think its down to how the widgets are setup. It's hard to say whats causing the issue but it's not something I experienced using common UI and I use the built in focus system for a lot of things.

The only thing that jumps to mind is the activation focus on activatable widgets but thats only applicable when its activated.

hushed berry
stiff chasm
#

Guy's I'm a little concerned, is this not clean? or is this just a result of having a big dense class

#

I'm getting overwhemlmed by my own class, tho I do know what everything does, It's just sometimes hard to find functions and variables so I've been wondering

hushed berry
dark drum
final berry
#

Is it possible to have custom collision like the red quarter cylinder (which will then be an invisible static mesh) be dynamically be made smaller to the size of the green one using blueprints?

final berry
faint pasture
#

Dot product to filter your collision

tropic peak
#

If I want to compare two arrays to check if they contain the same items (but chronology is NOT important) is there something like "identical"?

#

I don't care if the items are in the same order..

#

sorting them won't solve the problem in this case

coral gate
#

Question about UI: How to delete unused Button variables which don't exist in Designer (market by yellow rectangle) ?

tropic peak
#

they aren't the designer (ui elements) variables though?

coral gate
sacred birch
#

Hello, can anyone tell me how to add collision in my landscape? I have a skeletal mesh of plane but it's passing through the landscape and not colliding and bouncing back.

hushed berry
coral gate
#

i think i need clear cache and intermediate

#

or something like that

#

Unreal 5,3 is kinda like doing weird stuff

hushed berry
#

Yes I noticed from the amount of having to restart the engine to "fix" the problem of not being able to (rename/delete) ui stuff.

coral gate
crimson crest
#

Has anyone run into any issues with structs?

frosty heron
crimson crest
frosty heron
#

Unknown struct error

#

Values defaulted back

#

Etc

crimson crest
#

Yeah it seems to do a lot of weird things especially as it expands

frosty heron
#

Yup

#

Especially when you edit the bp structs

#

Adding , removing or changing its order

#

Solution is to declare your struct in cpp

#

Blueprint struct is broken and has been for forever

crimson crest
#

appreciate it

willow gate
#

Anyone know why my character "jumps" or gets nudged when I attach an actor to it even when the other actor has no collisions?

lofty rapids
tropic peak
#

text or string

#

but that's only because I couldn't use data asset for sorting array

lofty rapids
#

so they are sorted ?

#

i mean trying to compare two arrays idk of any built in

#

but looping through and keeping an inc variable maybe try to match the array.length

tropic peak
#

I kinda got it to work but need some adjustments

lofty rapids
#

if they are sorted you can match them one to one to see if they are equal in a loop

#

possibly using a loop over the array, make a copy of the second one somehow, check if the second array "contains" the value in the foreach, if it does remove it from second array, and keep checking, if the array is empty at the end it is equal

#

if the order doesn't matter that should work, if the order matters then just compare it one to one through a loop

tropic peak
#

i convert the pieces of my data assets to strings, add them to a temporary array, sort, then compare with another one

#

I mean that's what I am going to do when my brain comes back from a nap at some point

lofty rapids
#

if they are sorted then you can just match the values at each index

#

because they will be in the same order if they are equal

#

in this example the order doesn't matter

#

which is what i thought you were looking for

tropic peak
#

that's awesome, thanks, I'll fix my thing

proud epoch
limpid nebula
#

HI ,How do I make the AI turn smoothly to a custom target in the behaviour tree when orient rotation to movement is set to 'true'.

maiden wadi
light turret
#

I’m trying to make this turret hurt me via GAS, but the Gameplay Event I target doesn’t trigger. Both the player and turret inherit from Monster which has GAS set up. The player has a State with its own GAS system that overrides the one it inherits from Monster.

On tick I have the turret casting in front for a collision and using ‘Send Gameplay Event to Actor’ with the tag ‘GAS.Pickup.Health’. There's a print in the Ability but it doesn't trigger.

timber plume
#

hi all, I just upgraded to 5.4 and something seems to have changed with actor rotation that is affecting and broke a feature of mine. It seems like something is either now overriding actor rotation or it disallows changing it, perhaps just on characters. Here is an example, same code. I'm wondering if anyone knows of a change that was made between 5.1 to 5.4 and alternatives to use?

light turret
timber plume
still basin
#

Hi guys! I'm new to programming in blueprints. I don't have a lot of experience with programming in general, and I'm having trouble understanding a blueprint that I'm using. Can I share it here and ask for help for understanding it?

frail onyx
#

Hi, can anyone help me with this? Im trying to change the players fov and camera sensitivity while Aiming with a weapon but for some reason after i ads the first time it messes up the camera and cause a slight jittering effect when moving and looking around for until i end the game and start again

#

i feel like another thing that is also a bit weird is normally other games look perfectly fine on 90 fov and look great but when my camera is on 90 fov is looks pretty zoomed in and nothing like 90 fov is on other games so have to make the cameras fov to about 120 fov by default to look like 90 fov

jagged moss
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I want to start on adding a vehicle in my game that my character can use. I would prefer it to be a train following a traintrack but how hard is it to make a train following a track compared to just making a car? also, if I end up with a random generating world, is it hard to keep the traintrack generating?

desert juniper
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this works if your game is already built around BP structs.
Even if you try to refactor and move to C++ structs, your game will likely break and you'll see a lot of BP corruption as you delete the structs if you don't follow those steps

real tree
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I need help figuring out an issue. So I'm trying to use a render target to create a shadow map separate from the engine's own shadow system, and I'm wondering, how would I go about adjusting the position of the render target in a way where it's position is centered on everything in the level?

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I got the rotation like the directional lights, but I need to figure out how to position it in a way where the shadows will be accurate, since it's using a capture component with a depth buffer in orthographic view.

crimson crest
desert juniper
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General rule is feel free to modify structs as much as you'd like BEFORE you implement them in game
Once an object has a reference to / uses that struct then you have to follow the rules above if you want to modify your struct to avoid bp corruption

crimson crest
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I have not had it happen yet but I've heard a lot of people talking about BP struct breaking.

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So far I've just been backing up before I make any bigger changes

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to any structs

desert juniper
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by backing up you mean using VCS right?

crimson crest
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Yeah

desert juniper
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😄

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perfect. just know that BP corruption can be a latent failure. you may not see it right away. so def follow those rules to avoid being unlucky.
thanks for coming to my ted talk.

crimson crest
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hahaha

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I appreciate it

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First time doing everything in BP, usually build the main systems in C++

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wanted to see how far I could get and that kind of spooked me

desert juniper
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if you want to have even more fun look at AngelScript 😉

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it's a battle tested C++ like scripting language with full UE support, and has instant compile times

crimson crest
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that sounds interesting

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Ill have to check it out

desert juniper
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it's become my new go-to

crimson crest
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It honestly looks better suited for unreal haha

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well now i have a new toy to mess with

desert juniper
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yeah it's worth playing around at least to see another option.
it's got very close to C++ performance, and speeds up iteration for those of us who prefer a typed language as opposed to BP

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not a shill i promise 🤞🏽 lol

crimson crest
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LOL

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getting that CTR

desert juniper
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hey if they want to may me for a free framework they offer, then I'm all ears. lmao

maiden wadi
graceful sage
trim matrix
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I just have a quick question, I know having a lot of casts is bad for memory, but is having a lot of casts for Actors that are constantly in the world still bad? Or is it fine since those Actors are already loaded anyways?

sacred birch
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Beginner to Unreal Engine here.
Can anyone tell me where to start with blueprints learning ? I'm getting really confused whenever I watch different tutorials, they do the things really differently so I want to know where to learn and where to start exactly.

Like which function, which variable etc etc to call when and everything, I want to learn these things.
So from where to learn? Kindly help. I want to learn from the base to the core concepts.

sacred birch
graceful sage
autumn pulsar
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kind of dumb question, but if I have a blueprint attached to an pawn, can I call events on that blueprint from that pawn?

graceful sage
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As long as you have a reference to it

autumn pulsar
merry chasm
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hi guys

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Do you have any idea why the depth of field looks like this? See the edge of the sign.. it looks like when the AI don't know what is in foreground or background in mobiles 😄