#blueprint
1 messages · Page 202 of 1
thats unusual it would do that, there must be something in the code thats off because it normally doesn't just change
but i've seen unreal have some weird bugs also
any keybind to create a new custom event in a bp fast ?
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.
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.
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?
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.
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?
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
are you talking about Gameplay tags, or legacy tags ?
These kinda tags. I'm not sure what difference there are between Legacy or Gameplay tags
these are legacy tags, and I don't recommend to use them. Gameplay tags are hierarchical tags, with no chance of naming mistakes, and it is possible to retrieve assets that refer to a specific tag (if that's what you're looking for)
do you need this "list of regularly used tags" at runtime or in editor ?
I am not sure. I planned on creating all the objects with tags In editor, and "On Begin Play" of the volume to populate the list of items with these tags. So I guess Runtime?
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 🤔
alternatively each eactor can notify the manager of the tags it owns at begin play (to avoid iterating)
but this only works for custom actors
The basics is that I want NPC to select a random smart object from all those available in a particular shop. Each cone here is a smart object. But since I have a bunch of things that belong "To a shop" I decided to make a "Shop" blueprint that I could query whenever I need something. So Ineeded a way to tell that volume "All these are yours" at runtime so I can use them later on.
did you check about EQS?
Environment Query System
if not, what I have suggested doesn't work ?
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.
what is "volume" is our exemple ?
the volume we see on your picture ?
(that overlaps all the shop ?)
Retrive all actors of type smart object inside the volume, retrieve theirs tags and find the most common tag is the solution ?
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?
render textures ?
what is that? render target?
yes render target
you can render your cube inside a render texture
and show the texture inside a UMG widget
with your background
good luck 🙏
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
In other words, going back to the menu and clicking on NewGame doesn't work, it only works if I close the .exe and open it again
Ok i already found a solution
wdym not enough info, i want that effect where anything is in shadows is invisible and things in light are visible
There, that’s a bit more comprehensible
Oh sorry
Basically whatever the light is touching is visible and whatever the shadows touching is invisible
(using a cube for now so i dont have to press play)
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.
Well how the heck didi the dude do it then for this
Post process with custom stencil.
@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...
is there a way to get the speed of a projectile on either hit or overlap?
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?
the speed of the object will change, but i need to know the speed at overlap event(or hit event)
oh yea, thanks for that
but how do I get it, i cant find any number that is correct.
You can get the length of the velocity vector.
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?
what do you mean "base value" vs "actual value"
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
Same with this
well what is causing it to move if not the projectile movement velocity
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
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
Well this is how you get it. So when are you getting the velocity?
i want the velocity/speed of the onject when it passes through or hit a target
basicly, the faster it passes through the more dmg it should leave behind
right but show where youre calling "get velocity" and printing it
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?
I placed it in here, as im trying to get the speed of the object as it hits
why would you pre-spawn ammo and move it around the map rather than just spawning it as needed
it is on the projectile itself
i could also change it to calculating it on the pawn instead of the projectile, not sure which is best
but i stil dont understand how to get the speed
Are you asking me why object pooling is a good idea?
yes
That is how you've set it up is correct. That is the speed.
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.
but its always 4000, which is not the actual speed
What makes you think it's not the actual speed?
couse if i roll the projectile at 1km/h its 4000. if it travels at mach speed its also 4000
if its flying almost faster than i can spot it its 4000, if its barely rolling on the ground its also 4000
Well 4000 is 40m which is most likely it's terminal velocity.
i dont want the terminal velocity, i want the actual velocity
don't do this until its actually a problem
show a video
ok. May I ask why not? Problems like this one perhaps? 😉
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.
plus if you really need performance you'll probably scrap it all and rewrite in c++ as needed for final issues.
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.
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?
windows key g
tried, but the recording button is grayed out. ill try to take 2 pictures, one with a flying projectile and one on the ground
the projectile went to fast to take an actual photo in the last shot, but its way into the distance
the speed in which it fell to the ground was slower than it shooting over the horizon, yet the number is close to 4K
show the code for where you set the initial velocity
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?
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
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.
So are you using physics or projectile movement component?
so it works for enemies but not for players? are you sure the player one is possessed by an ai controller?
Sounds like you're mixing them
this is whats on my projectile atm, should I add a physics component instead?
Choose one
Is Sphere simulating physics?
yes
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
your projectile is split in half
i see, i turned off physics, gonna give it a test
you need to use the projectile movement component to cause the motion
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.
i guess physics would be the way to go
probably not
idk, what do you need?
physics probably isn't unless you need really chaotic physics driven stuff
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?
The Enemies and NPC's are all children of the same Parent NPC Blueprint. I am using the Flexible combat system if that makes a difference
Start by reading up on kinematic vs physics movement and choose what you want
You probably want kinematic, meaning the ProjectileMovementComponent or your own system.
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
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
which would be less to change from what i have?
okei, then since you said to avoid physics then lets do the other then
or not avoid, but you recomended the other as i understood
as long as the numbers that is being sent from my player character still changes the starting velocity
Here's a crash course on how to use Blueprints to create bullet projectiles in Unreal5-!!
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This doesn't look too bad
use your sphere instead of the box as root
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
You need to set the thing that has physics as the root of the actor. This would most likely be the sphere mesh with the collision attached to it. Having the default scene root for physics based actors causes issues.
like this?
yea.
it seem to be working ^^ it does not register if the projectile is too slow it seems, but that should not matter anyway
thank you for the help ^^
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)
hey
real quick
why is it worldgrid material
even when I hit play
its supposed to be bric
?
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?
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
Is the Interact node firing in BP_DoorBedroom?
No actually
There yo go
then hit actor /= BP_DoorBedroom
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
Or breakpoints
How can I transfer data from the menu to my level?
But also could be the interface is not implemented
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?
pretty sure through variables in the gamestate, it is persistant between levels (or is it gamemode?)
BP_InteractionAreaMaster1060 is what it says when I drag hit actor into the print string @eternal totem . /= is NOT equal right?
@lunar sleet yeah the interface is implemented
/= mean not equal correct. And yeah thats your problem you're not hitting the door
Through the GameInstance, Subsystem (requires some C++ to make), objects that have the GameInstance as their outer, or through a save game object.
I mean if you’re doing that you might as well scrap the interface and cast
Much simpler anyways
@quaint fable you can start by checking the collision channel of your door static mesh's. You want visibility and camera set to overlap
Anyone able to help here as I'm really confused
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.
I would do Casts but I have several things I want to interact with and I want to save on CPU.
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
Then you need to figure out why your interface msg is not going through
I've debugged and can only see the one line firing the middle one
The door mesh was set to blocked for everything so I set the visibility and camera to overlap. It still does nothing though
Yeah, it was working when I had it set up for interact when overlapping
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.
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!
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.
If you're overiding Begin Play in the children, you need to right click on the Begin Play event and there should be an option "Make call to parent function" or something along those lines and then connect it up.
thank you
There's def stuff for which interfaces are great but generally speaking Id recommend using hard references for stuff like that, it doesn't have a negative effect in performance
Only reason id use an interface is if I don't want the referenced class to be loaded with that blueprint always. Other than stuff like that there's little to no gain on overcomplicating stuff with them.
Game instance not game staye
hey im tryign to rotate a projectile towards a target location by changing velocity but im unsure how ?
Oh okay. There's a lot of conflicting information out there on what's best practice and I'm still a newbie
If you are using projectile component, just change the direction
Since it will shoot straight
You can probably use look at
Two cubes stacked on top of eachother with the exact same location?
how else +
It's projectile/spawn location - target location
Then you have to make rotation from one of the axis then apply quaternions I don't remember
No editor atm
hmm
Why can't i look up and down properly but can look left and right while an animation is playing?
With a trenchcoat*
this video doesnt showcase it properly but essentially it kinda glitches out when trying to look up and down during the reload
but it works fine if i look left&right
here's a better one
I don't think anyone will tell you why without seeing the code
because left and right rotate the whole skeleton, while up and down is a blend space I'm guessing
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.
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?
*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?
*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.
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.
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?
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
how should i approach solving this?
I've tried creating an interface and using its function to set the actor reference everytime one is spawned and it still won't be passed.
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
still don't know why it wouldn't have worked the first way tho
The object is the instance of the class. So in your case you need to set ruby outcrop to point to an instance that exist in the world.
Right now you are casting a ruby outcorp(actor) but which actor in the world? You never make it point to the actual ore in the world so you will just get accesses none error here unless you did set it.
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
Would really appreciate it
Learn box or plane modelling in a 3d modelling software
Thank you for the reply, I think I understand what you are saying. Is there a particular node I would use to select this instance from the world? Similar to how you would use Get Player Character in other situations?
you can check is falling on tick
looks like I actually was able to get the intended result without a cast after all, using Get Actor of Class
This not gonna work
You are just getting a random one from the world
What if you want to get the ore that you gather?
Suddenly get actor of class make no sense and your code breaks
My suggestion is to watch blueprint communication video.
alright, I'll take a look at some
One tip here is that one way is to pass the object (the ores in the world) upon creating the widget
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
thanks, I will check it out!
Alr thanks you
so this would happen in the blueprint I use Create UI Widget in right? And sorry, but what do you mean by "pass"?
alright, thanks!
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
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)
🙏
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.
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
do tutorials exist for this particular topic? It'd be infinitely better to see how someone does it
i tried using an overlap event in order to make gamefinished true, I also tried event beginplay, nothing worked...
I looked up everythign on youtube, but without success
are you trying to create a simple counter where it adds +1 ?
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
the counter works, the one you see in the screenshot
then if it reaches more than 20 it restarts your game ?
no, it goes to level 21, but the button to open the level , keeps opening MainMenu regardless.
so basically, the boolean that sets gamefinished to true, doesn't work for some reason
show boolean and related stuff
for loop doesnt need that for body output connected?
I tried it like that too, but it didn't work
i dont udnerstand what your for each loop is doing there
yeah me neither, thats just what chatgpt told me
you can ignore all the crap I tried, I don't really know what Im doing tbh
but Im trying to achieve this: a good way to set that boolean in my character bp to true when I reach level 21
gamefinished boolean is in character bp, and needs to be set true from another BP in level 21
I hope it's clear enough, idk if I explain it properly
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
this will only be set to true if Im in level 21?
I hope Im not too stupid explaining this lol
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
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.
@weak vale there is an On Destroyed Event
Where can I yoink a good looking demo landscape material that comes with the engine or its template projects?
Lookup unreal sensei. He provides a really nice free landscape material.
Things that all items would use I would put in your base class. So if every item has a static mesh then yes have your mesh component in your base class and then you just change what the static mesh is on each child class. For item specific code I would put that in your child class if it’s not shared by other child items.
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 
I didn’t realize concussions lead to epiphanies, good to know
I would think the best way to do that is to check if the actor has the component before destroying. If it doesn’t then destroy the actor. If it does then call a function on the component instead.
yeah so every child looks like the base item mesh that has the "pickable" glowing mesh on it and pickable logic, and then for weapons and armor i add the specific weapon/armor logic on their class, is it possible to add various meshes and make them visible/invisible so after picking (and equiping) it has the mesh of the weapon and after dropping the weapon it has the pickable mesh?
They do wonderful things, remember the kid who went to sleep in a concussion and woke up speaking spanish?
No, I do not know this hombre
I was just seeing if there was a redistributable one around in the stock Unreal stuff. Making a plugin and wanted something nice to look at for the demo scene.
I made one out of the stock Grass and Rock mats lol
Yeah, if each item has its own pickable and equipped mesh then you could just store both meshes in the child as other items won’t share them. If all of the pickable meshes are the same but only the equipped mesh is specific then you could have the pickable mesh in the base class and just reference the equipped mesh in the child.
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?
@sharp totem you want to use data assets or data table for inventories
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.
May not be exposed to blueprints
Ohh I just realized they're set to BlueprintReadOnly instead of BlueprintReadWrite. I think that's the issue. Thanks.
That's deffinitly the issue
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.
Might have better luck in #materials
are data assets for meshes? is it better to use data assets/data tables entirely for this case or inheritance and data tables for the inventory?
Data assets are just container for data
It can hold the address to your static mesh, skel mesh icons , desc etc
Don't use hard reference in your DT or DA. This is where you need to learn load stuff as you need.
what is a hard reference? ive read that DT should be used only for textual data like stats, description, etc.
idk about DA tho
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...
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.
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:
- Switch On Enum node in Unreal Blueprint.
- 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....
time stamp 7:56
A regular reference. (Not soft)
Anyone?
There are tutorials online for this iirc
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.
can you share link?
hefty price tag? wasn't that plugin like $15
The one I'm seeing right now is $40 (CAD)
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 -_-
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...
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?
The only think that jumps out to me is if you're in one of the UI input modes and the UI consumes the click/press. Are you able to provide more information regarding the setup?
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.
Do you set the input mode to either UI or Game & UI at any point? It might be a good idea to make sure the relevant elements in the UI aren't hit testable as well if they should handle clicks/inputs.
Think I set it to Game and UI. Would have to double check.
Yea so in that case, the UI would get first dibs on the input and if it's handled, it'll get consumed meaning it wouldn't pass to the game. Check to make sure elements in the UI aren't hittestable that shouldn't be.
If it is any clue, when I try to click an Actor and fail, I still move the pawn from Topdown Template.
Right. Just to make sure I understand. I need to set input mode to "Game and UI" right? Since I need to be able to press buttons as well as game.
From my understanding yes. Game & UI is for when you need to interact with both the UI and the world. (Game) You just have to remember that the UI will try to handle the input first and if it's handled it never gets passed to the game.
Thank you.
would there be a way to change the Color Grading of a PostProcessVolume at runtime? Like binding it to a function?
Found out it was related to enemies passing close by the Actor I wanted to click. Thought it was their health bar at first, but it was not. Guess I was simply clicking them instead (or a particle effect with bigger meshes), so set up an actual line trace with a custom channel for it. That worked. Big thanks though. 🙏
You can only do this in the Level Blueprint. Because everything in the level is encompassed by it. Similar to how you can get an actor's components within that actor's blueprint. Except that the level encompasses actors, so it can get the actor references within it.
FYI You can change the Clicked trace channel for actors in the PlayerController too.
Not specifically sure what you mean. But this sounds like Material Parameter Collection area.
Just change this under Class Defaults?
Yep. It'll change the trace used for both the Hovered and Clicked events.
Smart. Thank you.
What would be the best approach to limit character from turning back? Basically clamp in -30 to 30 of forward vector.
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
You'd have better help if you post in the correct section. Good luck.
make it a byproduct of how they rotate to begin with
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.
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'.
basically I'm looking for a way to smoothly adjust the color tint of the surrounding to player position
a little more detail please
When you say smoothly, do you mean over time or like a gradient?
a gradient
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.
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.
Am not following, what can you not implement it on?
okay I guess there's no collission because the actors are overlapping when the game starts so it can't be detected unless I'd add some weird workaround.
That sounds pretty good! I'll look into MPCs - I'm rather new to this
I have two different Blueprints (Actors). One I could implement the red event "Clicked" in.
The other I can't (trying to show what came up when I searched for "Clicke" and it is not there)
They both have the Interface implemented.
The TLDR is that Material Parameter Collections are just global properties(floats and vectors) which materials can reference. They're just a way for gamethread to set values easily from anywhere in the game, and rendering to read them in shaders.
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.
Smart. Once again. 😄
Too long didn't read
ok, thanks
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.
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
This sort of does the trick. But character is still able to walk backwards.
Also hopefully this is a good use of dreaded Event Tick?
Put this in Level BP because it is just a small level.
Let me try it real quick
I wouldn't worry about tick. Honestly. It's one of those things where if you need it, you need it. And you won't understand the complexities of optimization and requiring it until you hit that wall. Make your stuff to the best of your ability. If it works, great. If it doesn't, then learn from it and refactor.
I don't think it did it right, but there is no sound know coming through when the creature see the player.
I assume this is a task. If you only want it to fire the first time, just use the on Receive Activation AI event instead of the receive execute event.
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
You loose sight when they get to the targets last seen location and can no longer see them. 🙂
I don't have a Receive Activation AI. maybe im doing something wrong
What is this code inside?
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)
Have just tried this, it didnt seem to work.
yes thats all what the task is doing.
Show the BT tree.
where is the BT tree and the Task is in the zoomed in Image.
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.
Yea I would play the sound when ever you set the 'IsAfterPlayer' and remove the chase music task.
I was trying to fix it in player input but then isn't player input additive rotation?
you rotate 30 and then in next press button you roatate another 30
So how would which part would I put the sound. Would I put it with the BTTask_ChasePlayer or somewhere else. I don't quiet know where exactly to put it
yes but you can modify it yourself so that it doesn't add anything when rotation is at the bounds.
hmmm I'll keep it in mind, for now on this small map this works.
thats fine
But yes backwards movement is still an issue
I guess that can only be fixed in inputs
yeah just clamp the forward input at 0->1
or remove the input binding for moving backwards entirely
thank you
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
gotcha, works wonderfully as well - thank you!
Well where do you set 'IsAfterPlayer'?
shield damage = min(damage, shield_amount)
shield_amount = shield_amount - shield_damage
health_damage = damage-shield_damage
health = health - health_damage
So the blue square is where the AI chases the player and the Green is when the ai "kills the player" and the red is checking the players last location when the player is not seen and goes back to roaming
Where do you set the value used in the BB for this?
= means set.
- means subtract.
min means minimum.
Are you talking about there ?
@rugged wigeonwell thats not what im after exactly but ok nevermind ill try solve it on my own
Yes
Ohhh Okay, those are the values for the selector you circled
That still doesn't tell me where you physically set the BB value 'IsAfterPlayer'.
I'm sorry a bit confused this is my first time using a Behaviour tree, are you asking where i set the value in the BTTask for the sound?
No I'm asking where you set the 'IsAfterPlayer' variable in the blackboard that is used to control the flow of the BT.
This is my blackboard.
Again, you're still not showing where you set the 'IsAfterPlayer' variable. 🤷♂️
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.
@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
AFAIK the priority should work fine. EG your world having an infinite extent and then each building having an override.
Then you fake it from inside of the building when removing the water post process. EG put a tint on the windows or wrap the building in a one sided plane which makes everything blue when looking out a window.
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
Cheers, I'll keep messing with it, Thinking about how I want this to work, There is going to be several things that need to happen to make it seamless
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?
make it a decal?
duh. I'm a moron. Thanks
hi, WidgetInteraction Component can be replicated?
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
Now the question is, how to get a decal to ignore the player and just project under him
is the trace ignoring the mesh?
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.
Right now it's just a decal component in the player which I was going to just move around when in the air based on a line trace
Is Attach Component to Component bugged in the current build of UE5?
This doesn't seem to attach the two components together.
I already have the system in place, it's not the usual crafting like in survival games. I'm just thinking of a way of naming the thing I made based on materials used to make it
maybe try spawning an actor that has the decal from hit location of line trace
Roger. I'll try that
This also causes a duplicate meshes to spawn when I set relative rotation.
compare array with multiple ones each representing the item made?
hmmm.. ok so your crafting system is already working fine, you're just talking about making dynamic names for the items? Or are you talking about creating procedural items as well?
okay, I'll be more descriptive. I'm making pizzas, and I want to determine a name of a made pizza based on what toppings are on it
I see. So the ingredients don't need to change any properties of the created pizza. Cool. Well, can you explain how your crafting system works in a nutshell? You put actors inside of a box and then it makes a pizza?
You add toppings from the list of available toppings, they are added to an array, you press a button and a new object/item is created that player can pick up.
Right. An array of what though? Names? Strings?
data assets
Perfect. So... these data assets I'm assuming have a string or name in there that names the ingredients?
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
Hoping for some help with this still: #blueprint message
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
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
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?
yeah that's what I was thinking of doing
you can set text of a widget np with a ref to the widget
" Get All Widgets of Class and a custom event to show the popup." wdym ?
I have an event in my widget for showing and hiding the text box. I just want to replace the text box with a variable so i can have it show the variable for different items
you can use a variable on the widget and bind it, or just set text from the reference
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
so idk exactly what you mean by "call the variable", but you can set the text of an item pretty easy
if you want that linked to a variable just create a variable and when you set text, use the variable
I mean I want the UI widget to reference the unique "name" strings I have for each item so that when I move to another item it loads the proper BP's string variable, if that makes sense.
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.
so when you overlap with the item, display the unique string ? i think that would be putting the variable on the bp you want to interact with, and before you show the widget, set it's text to the variable
Would that be after the Get All Widgets? How do I access the variables. It just has an array of Found Widgets
Thanks again
as far as the widget ref, you should have a ref to the widget anyways
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 ?
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
if it's ticking but the gate is closed, i wouldn't worry about it it's not doing much, not sure if it impacts anything but i would guess very little if at all
you could have a parent class for all these things with the variable on there
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
trial and error, definately helps learn
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.
oh okay; but what is he actually doing? is there some key command that he’s doing cause it just seems like the reference is popping up in the blueprint node list without him doing anything
He has it selected in the world outliner. Look at 7:57. He has BP_SwitchMesh selected. Then he right clicks in the BP graph and you can see that "Create a reference to..." there. You can also get the reference by dragging the object from the WorldOutliner to the level BP.
@vernal geyser If it's related to blueprints.
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
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
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
What do you mean by sonic like?
Like in sonic games
The character rotates according to the floor angle
Completes loops
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.
?
Does this tutorial show what you're talking about? https://youtu.be/YbPgJNSazec?si=N8jhtn-b9x9oqsAE
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Seems pretty close at a glance.
But this doesn't work for angles 90° and above
Gtg now
Hope I find an answer tomorrow
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
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
is update sword name firing ? i think you got the wrong settext node
Still waiting for help: #blueprint message
The railcars are separate actors I'm assuming based on your code. If that's the case, I think you have to use attach to actor not attch to component because attach comp to comp is for components that exist inside of the same actor.
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.
no update sword isnt, what other settext is there?
The are separate actors in the scene but the same base BP
if the event isn't firing then is the other part running ?
Doesn't matter because those actors are instances of the same base class so their components don't belong to each other. You need to attach the traincar actor to the other traincar actor. Put a socket in the actor where the coupler is and use that as your attachpoint
Okay. Thank you for the suggestion. I'll give it a shot now
Actually now that you say it, the update sword will fire a Print string inside the widget through a call in the weapon overlap gonna assume its the wrong text node
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?
This method breaks a couple things and so I don't think it works.
It breaks the constraints between the wheel trucks and the carbody. It also causes the carbody attaching to become ridged.
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
hmmm. well I don't know what to tell ya man. Maybe someone smarter than me can correct me here but I'm fairly certain you can't use attach component to component between two actors.
There's no other method that I am aware of. Because as you can see, attaching actor to component breaks everything (basically) of the actor.
so the execution is going to that but it's not working ? the text isn't changing on the widget ? i'm guessing sword name is a public variable in your widget ?
Back to waiting for someone to help I guess
Acutally wont let me make Sword name Public
It's hard to understand why without knowing exactly how your actors are built and function. It might be as simple as making sure that once they are attached, the attached actor is reinitialized. If you have some initialization steps for physics in your actor, then I suggest making a custom event o call them all again after attachment.
I've managed to get a name but now its only one name from the weapons
what are you trying to do here ?
i don't see why your using a for loop
I thought you'd need it to get the name of each actor
get the name from the thing when you overlap
this will set text to last one in array every tick, and it actually runs through them all but you don't see it
when you overlap, cast to parent, get the variable, set the text, then show the widget
is your overlap on the character or on the items ?
its on the masteritem
The last two functions there are for the Procedural Mesh Component to create a grid mesh. I don't think they have anything to do with navigation
so you should be able to cast to character, and just get the local variable from there, where are you displaying the widget ?
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
its prints the name of the correct weapos through widget but doesnt change the widget text at all
thats in the widget^
so the print string shows the right name ?
yes
You're not telling the widget to change anything here.
something with your sword ref
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
the widget is located in the PickUPUI that i circled, the UI spawns when i overlap weapons on the world location of the weapon.
What kind of actors are these train cars? They kind of look like something that you could attach together via a physic handle thing?
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?
Spawn it once on beginplay. Also Cascade is deprecated. Use Niagara stuff.
looks like your setting the name before you even spawn the thing ?
still not seeing it tho, and I have not started to touch the niagara stuff yet, i think i have to do one step at the time before getting there
Same thing the other way also
and actor ui is a widget ?
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.
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.
Need more context to the issue. Code looks fine. Unsure what this has to do with the shop being added on beginplay.
I only want to call it with event begin play, so then later when the button is pressed it has something to reference, but the only way that it seems to call it is when I use create widget+add to viewport, which I don't want the actual shop to open on begin play. I'm so sorry if this reasoning and explanation is scuffed.
it spawned way off in the distance, do you know why? location is set to get actor location
I think I understand. If I'm not mistaken, you just need to Createwidget, and save that widget's pointer into a property. Then do the binding. Then when you want to show the widget, get that pointer property you put it in and AddToViewport.
Unsure. Was that with the fountain?
Try changing the LocationType to SnapToTarget.
yea, but i noticed its where my other particles spawned too, which is why i could not find them
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 ^^
I think so? I usually just slap an event dispatcher on event begin play whenever I want to call it later for a function to communicate between blueprints; I want to do that same thing for a widget press that's in a shop.
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!
i appreciate your time and help
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
Anyone use that UE plugin from github that detects hard references in your blueprints?
Does it work well?
Lol wtf? There's a plugin for that? The Sizemap will do that for you.
As authaer said, just use the size map. I can't see it doing anything different. 🤷
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.
Hi all ! Anyone know how can I change a Niagara System Asset at runtime in Blueprint please ?
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.
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
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*
What do you mean by make it faster?
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
In BP, a second sounds pretty reasonable at those numbers.
What are you spawning, specifically? Like full actors, or?
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
You can use a seed to spawn them randomly
Then , you spawn everything in the editor while not playing
This way , everything will be loaded before you press play, saving you the 1-2 sec loading time
If you want to re-random it , change the seed and reload map
I'd also be inclined to use PCG for this maybe.
https://historia.co.jp/archives/34360/ just found this lol
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
It doesn't HAVE to be seeded, it just helps for testing
Point is load in editor before you play
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.
I thought I spawned 16k earlier. But I wrote 160k lol
Was't terribly slow. I was just like wtf
You already have the code to generate it
Instead of Begin Play , make a Custum Event that is Run in Editor
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
I figured it out, thank you for the reply. :)
whats your FPS like looking around at all those mushrooms?
Not sure I understand.
They are actors.
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
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
There’s a get owner function or some such iirc
Stop using it unless you are getting a singleton (an object that only have one instance)
Ive Been using it so far cause i didnt know any other workaround, but I will be glad to learn how to reference an actor from widget since i feeling how hard the "get actor of class" hits my game performance
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.
DUMB QUESTION Why is my parameter node (image 2) different from the one in the turorial Im following (image 1)
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.
2 different types of parameters. A parameter can be several kinds of types, the yellow one is a cube i think? A vector has 3 numbers, this one has 4. The green one is often int or float, i think.
I somehow fixed it, by holding down 1 and right clicking and then converting to parameter it made a node like the one in the first image
One is a vector, the other scalar
Okay I see, makes sense 😃
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
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.
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
Project File: https://www.patreon.com/legeend
Link: https://mega.nz/file/DypVxAwY#SspwzsBA5ic8RSfe6QGM3qmfqe8ekBRzDcxVl7tyDuQ
SFX: https://mega.nz/file/jmJ1WAbC#PbXBd3er-HY7If8G-SiiKOkIHbieywS6XjGIy7eswtg
Free: https://youtu.be/W3GBQaF2Ayo
Health Regenerate with ALS! adding Health Regenerate with ALS v4 to advanced locomotion system v4 with unre...
@oblique cape right click and type scalar value.
Drop it , right click the node and convert to param
Thanks but I already figured that out
😃
Anyone got any ideas on this? I am lost.
⚠️ 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
Don't crosspost, read the #rules
Also answers are best kept in this server, rather than dm's
how many new files do you need to make to make a new weapon?
I dunno. ATM I have 5 if you also include the damage GE and the particle. 7 I guess with the sounds?
Why does file count matter though?
Does anyone know why Cast to ThirdPersonCharacter isn't working in this video and could explain how to fix it?
stream
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 ...
I figured it out, I opened the thirdperson, compiled + saved then tried again. It worked. Seems like a bug, not sure, it was someone else's project
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 ?
Game Instance is a great place for that info
Make a New Blueprint with a class of GameInstance
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
In run this in each level BP starting with event begin play ?
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
Im trying this now
Now , if you want to save level progress , you will want SaveGame
for like between sessions of playing
and then how do I approach making it visible ? which node do I need ? making it visible with the condition that Levelx complete
the eyeball
oh ok
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
pull from here and type instead
Pull off the Blue Pin in VRGameInstance
Haha I win 🥇
yah , that
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
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?
Is the camera on a SpringArm?
It was, now it is not
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
I think I made it work by adding this . Hopefully it works when packaged as well
I would add a Scene and parent the Camera to it
You move the Scene on timeline as normal , but shake it by moving the Camera Relative
I just want the reached levels to stay visible in the ( level selection ) level. please let me know if thereis something I;m missing
So you are saying, instead of directly moving the camera I instead move the scene. All camera movements are instead scene movements, so when the camera shake occurs it should technically still work becuase the transform isn't changing on the camera locally?
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
Hello, what kind of event is this? the symbol are different
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
Is like the last spline point always adds on a bit of a tail on the spline itself and causing un-wanted behavior
What symbol, can you be specific?
It's a custom event with one input param
As far as I know this is the normal symbol for custom event (Look at the icon on the left of word Control)
But this stuff is different
@valid vector You might be overriding existing function or event from the base class
That symbol should be a function
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 ...
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?
Just make an array and shuffle it
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?
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
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.
You can use add unique when populating array so it doesn't add an existing value
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!
Hello
I'm trying to create smooth steering wheel on my car. But it doesn't work right. Right now the rotation keeps looping
Assuming your IA has no trigger (defaults to Down), you’re basically firing your timeline on tick
what can I do? I'm not really a blueprint guy
As opposed to what? Are you a cpp guy?
No, I'm more like a 3D Artist, just got to do this now
Use the Started pin if you only want it to fire once
Try not to cross your noodles either, so you can see what’s happening more easily
I want it to happen everytime the wheels turn > the steering wheel turns also. Right now it does this ,but it sharply goes to 90/-90 degrees. That's why I tried to implement a timeline to make it do it smoothly
You can’t really do it that way tho
It’s like putting a delay on tick
You’re just asking for trouble 😀
any way to do it without the timeline node?
Have you tried looking at the vehicle template and see how it’s handled ?
this is actually the vehicle template. But it doesn't have steering wheel funcionality
Oh are you just trying to make the steering wheel rotate as the car turns?
yes
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 ?
When I have it like this, the steering wheel instantly moves to 90/-90 degrees. But also doesn't return to the center
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
this kinda works with the timeline, but it rotates only +90 degrees and not -90 degress as well
do I need a 2nd timeline for -90?
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
I would recommend to use FInterpTo instead of timeline in your case
I was thinking lerp initially but yeah that might actually be a good use case for FInterp
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
Does any one perhaps have more ideas around this?
Something like this and tweak the "Interp speed" till you get the right feel
hmm sadly this isn't working, it just instantly rotated the steering wheel to some degree and then it stops moving
it's just one
What does the "Steering Input" do?
Do it need to adjust the value from 0 to 90/-90 smoothly?
this is for the wheels I guess
the wheels already rotate smoothly
but not the steering wheel
Steering wheel = cube?
yeah yeah, sorry, didnt name it correctly 😄
Then my last suggestion is to print string the float value and see if it changes smoothly, if it does
Then the problem is not in the Set Relative Rotation
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
Yeah my bad, the value instantly change
Perhaps I misunderstood how FInterpTo work
Try this @near wolf
nah, it also stops my wheels from moving now
Try print string and see if it change smoothly
ok wait I had it set up wrong, it kinda works now, but not yet completely
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
Yes, thats how the node tell it to do
any ideas how to make it go back and not start from the original position each time?
Tick -> set TargetAngle based on AxisValue -> finterpto ActualAngle towards TargetAngle
You can get axis values whenever you want, you don't need to use the input events.
I think that might get a lil too complex for me haha. I'm using the vehicle template and just tryin to add steering wheel
I cant even seem to find detailed information on procedural mesh component. are you thoroughly familiar with it?
just double checking if anyone else knows about how to put these different functions to use? either with the instanced static meshes im already using as tiles for '2D grid execution macro' or creating a grid using one of those methods
i can add more context if needed, including pictures or clips of what i currently have and what the goal is
Well, it's a component which lets you procedurally create mesh geometry by feeding it arrays of mesh data. Those functions return some of those arrays. I used it a bunch in UE4, but UE5 added the Dynamic Mesh Component with Geometry Script which is way more suited to what I needed
if im currently using the grey macro loop at the bottom left of this picture to make a grid of instanced tile meshes, how could i use the output pins from the 'create grid mesh split' function to get similar results? I mean i think i get how to put the triangles and vertices arrays to use, but what would i do with the UV output pins?
All those arrays are basically to be used with the create mesh section function. Since it's about creating a mesh the UV array is for setting the meshes UVs
Create Mesh Section
Ok, I'm not sure if this is the best way to do it, but I made it work like this haha
What I suggested is way less complex than this and works better.
hello! something weird happened, my character blueprint disappeared but its still there when i hit play?
@loud patio select the actor and screen shoot
also open the detail panel after selecting the character
how do you screen shoot? im sorry im pretty new to ue
you already did
ah-
and its not related to unreal
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
Shroedingers character

What could explain that a custom multicast event input (green circle) is not set (red circle) ?
when u halt execution at that node, you wont actually see the value, go to next node and check again
well then ure casting the wrong object
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?
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..
have you considered starting from 0?
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 ?
i guess by calling a delegate when everything has loaded
yes but how ?
I have - and then it messes up the rest of the spline creation
yeah because ure changing the index before even doing anything
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.
did you check the output log for errors?
There aren't any errors unfortunately. :/
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
The items I'm shooting at I can run into and they'll move around. I've tried with just a generic mesh actor with physics and that falls etc... but shooting it still doesn't do anything. :/
well then try waking the object before applying impulse
I've tried that as well and still nothing.
maybe ur impulse is just too weak then
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
I thought of that as well. (Hence the multiply node) With this it's at about 400,000. I've even tried using an add force node at the doesn't seem to do anything.
Yeah that is the initial issue - But think I might have found my culprit -
My Z axis - First time I tried to unkook it from the location... It got the end point but just not the right height.
🤦♂️ The normal impulse is returning at 0,0,0. Well I guess that's the issue. MFL...
did u check the actual values the node receives?
hit -> impactnormal * -1 * strength
derp
your issue is that the index doest start at 0 and the increment is not at the end of the event
Yea, i had to use the impact normal. I'd love to know why the normal impulse is 0,0,0. I guess it's not what I that it was for lol.
Thanks for the assist.
not sure when is impulse normal being populated
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.
first off, how is focus related to setting widget style?
It's loosely based on this https://dev.epicgames.com/community/learning/tutorials/B5R6/unreal-engine-common-ui-plugin-keyboard-navigation
The only reason I can think of a widget being given focus causing issues with character movement is if you're input mode is set to UI and the relevant keys are handled.
yeah, the description definitely looks promising
The "common ui is a great plugin part" :D?
because why use the built-in way to set style when u can use this
Could you provide me with some kind of source I could read more about this built in way?
apparently not, the documentation is shite
here this page mentions it
Sure but this won't work with keyboard nor gamepad.
You probally need to explain a little more about what you're doing when the character 'stops'.
why would it not?
O.k let me try and figure it out - But, If I start at 0, then do I need to increment it first on the start of the spline and then work it from there or am I understanding this wrong
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.
well then dont set focus?
That's probally more down to the widget you're giving focus. Are they activatable widgets?
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.
Nope, The widgets that are gaining focus are children of an activatable widget.
just do what i said above and it will be fine
What input mode are you using? Game & UI?
That's my idea but well I need to find an alternative to change the style of selected widget.
Game only
just make a preset and use the native function
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.
Ok, I'll try to think about it some more. Thanks either way.
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
I'll check the class setting of the button that's being focused. Maybe I flipped something that shouldn't be flipped.
I'd give it a 5 out of 10. You can definitely make more use of catorgories. Beyond that it's more down to class hierarchy but its difficult to know how applicable that would be in your scenario.
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?
Use a sphere and math
As in calculate which part of the sphere should be used for collision?
Dot product to filter your collision
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
Question about UI: How to delete unused Button variables which don't exist in Designer (market by yellow rectangle) ?
they aren't the designer (ui elements) variables though?
Well i was duplicating the same Widget and using it as template several times and changing each new crated one that way later, i have deleted this two buttons in designer but for some reason they still here in Graph.
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.
Check If they are referenced anywhere.
nothing
i think i need clear cache and intermediate
or something like that
Unreal 5,3 is kinda like doing weird stuff
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.
Or just "Fatal Error" you when you try to copy some UI element to other place.
Has anyone run into any issues with structs?
Yes to blueprint structs
What sort of issues have you run into?
Yeah it seems to do a lot of weird things especially as it expands
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
That's what I will do then
appreciate it
Anyone know why my character "jumps" or gets nudged when I attach an actor to it even when the other actor has no collisions?
what is the data in the arrays ?
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
I kinda got it to work but need some adjustments
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
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
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
that's awesome, thanks, I'll fix my thing
Thank you @limber parcel - I removed some of the increments and then found I was creating way to many spline points in the end.
Removing unneeded spline points did the trick
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'.
You need to turn that off. It shouldn't normally be used for AI as they'll orient to their movement direction anyhow when they don't have a focus target.
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.
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?
and by cast I mean line trace by channel
solved, for whatever reason I didn't used to need to turn off orient rotation to movement in the movement component, now I do.
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?
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
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?
There's a process to modifying / deleting structs that you've made in BP to ensure no corruption
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
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?
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.
I appreciate that, I was thinking of redoing the whole system in C++ from scratch but if I can do that it will save a bunch of time.
note however, this is to prevent future corruption, not to fix BP corruption that already occured because of this
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
I have not had it happen yet but I've heard a lot of people talking about BP struct breaking.
So far I've just been backing up before I make any bigger changes
to any structs
by backing up you mean using VCS right?
Yeah
😄
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.
hahaha
I appreciate it
First time doing everything in BP, usually build the main systems in C++
wanted to see how far I could get and that kind of spooked me
if you want to have even more fun look at AngelScript 😉
it's a battle tested C++ like scripting language with full UE support, and has instant compile times
It honestly looks better suited for unreal haha
well now i have a new toy to mess with
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
not a shill i promise 🤞🏽 lol
hey if they want to may me for a free framework they offer, then I'm all ears. lmao
A train following a track is just a pawn with like a floating movement component following a spline. How you structure that to enable generation is up to you, but should mostly be about adding new points. Can even generate the tracks visually along the spline.
Save all before changing struct. Change struct. Save ONLY the struct. Close the engine. DONT Save. Reopen project.
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?
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.
I actually saw this before but like which tutorials to watch initially? Like in an hierarchical manner
Probably start with the first hours in unreal and blueprint communication
kind of dumb question, but if I have a blueprint attached to an pawn, can I call events on that blueprint from that pawn?
Kinda depends but probably yeah
As long as you have a reference to it
I was struggling for a bit, but found I needed to convert that reference to a child before I could use it