#blueprint

1 messages · Page 203 of 1

merry chasm
spark steppe
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there's no table

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wrong channel

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and most likely that's just how the thin faces on the sign look like

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as the DOF is fine on the post

sacred birch
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Alright. Will be doing that.

limpid nebula
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But how do I make him turn smoothly during navigation and also when using set focus and default focus?

lunar sleet
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There’s a setting in the CMC for it

limpid nebula
merry chasm
# spark steppe there's no table

Yes, that was a typo; my apologies. Thank you for the tip. I reduced the aperture, and it has improved. Do you believe that the sign edge is physically accurate in terms of depth of field, or is it a limitation of the engine when using thin faces?

spark steppe
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the side of the sign just looks like ass in the asset (my guess)

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might be a mix of material and mesh issue 🤷

fallow estuary
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Left is my screen Missing the blueprint section and right is the person who I am watching the tutorial to make a game project
I can't find the "my blueprint section" I am a complete beginner never used Unreal before So If anyone can help in telling me how Can I get the "my BP" thing

dark drum
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It comes down to what you're casting too. If the actor would be loaded anyway then it wouldn't make a difference. Learn about class hierarchy, it'll help you greatly when it comes to better memory management.

dark drum
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As FYI, if the actor is a child actor component, if the pawn is destroyed, the actor will be destroyed as well. This of course might not be an issue but just something to be aware of.

silk bay
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I disabled some Virtual Textures but the materials didn't recompile correctly. Is there a batch way I can do this? I tried "recompileshaders all" console command but that didn't work. I'm getting this error when packaging: is marked for virtual streaming but virtual texture streaming is not available

limpid nebula
grave relic
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Guys, how do I destroy a Spawn 2D sound? I can't find how to do it?

maiden wadi
grave relic
maiden wadi
grave relic
# maiden wadi Unsure. Try also calling "Stop" before the destroy.

I'll explain, so you can see the code.
Basically, I have a button in the lobby that displays the "Credits" widget.
In the lobby, I have the music that Unreal Engine offers "Starter Music".
On the Credit Widget, I have another music.
So I have to ensure that when the player clicks on the "Credits" button it deletes the music from the lobby and starts the credits music.
When the credits animation is finished, I have to destroy the credits music and put back the lobby music.
If, on the contrary, I leave the credits with the "Back" button I destroy the credits music, hide the widget and restart the lobby music.

maiden wadi
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I can generally see that. The AudioComponent has a function called Stop. You should try calling this before calling Destroy, to see if it stops the credit music.

grave relic
maiden wadi
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Are you using CommonUI?

grave relic
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Huh?

maiden wadi
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I'll assume no. RIP. In that case you need something like a dispatcher in the credits widget to let other things know when it's removed. EG The lobby widget can bind to that and when the credits are removed, it can restart it's own music.

Otherwise you need to make a system someplace global like an AHUD or similar where you can push and pop widgets and their music on a priority list and update the music when the list changes.

grave relic
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If I create a Switcher in the same widget, is it ok?

maiden wadi
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Could also work, yeah. Changing it based on the index.

grave relic
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Yeah

faint pasture
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Do you know anything about programming at all?

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Like, do you know what a variable, function, class, instance are?

grave relic
# maiden wadi Could also work, yeah. Changing it based on the index.

So I changed and it tells me the same thing as before "Blueprint Runtime Error: "Accessed None trying to read property Lobby Audio Components". Node: Stop Graph: EventGraph Function: Execute Ubergraph WBP Main Menu Blueprint: WBP_MainMenu"
The music stops fine though, I also tested with the destroy but it's the same thing.

versed sun
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If it Exists , Stop it and move on
If not , move on to next thing

grave relic
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Yap Good!

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It works for that, I'll see if the rest of the code works, I'll keep you posted

grave relic
versed sun
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Are you spawning each sound as needed?

grave relic
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I only have two sounds at the moment.
That of the lobby and that of credits

versed sun
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I would have Lobby music just spawned once and never make a new one or destroy it, Just Play and Stop it

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when you want credits:
Stop Lobby
Spawn Credits and Play

Back to Lobby:
Stop and Destroy Credits
Play Lobby

grave relic
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Stop and Play node?

versed sun
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or try

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for lobby

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you can pull off of your Audio Component and type 'audio' so see all the nodes you can run with it
Fade In and Out might be cool
Pause can retain your play position

storm vigil
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whats the difference between pre-event graph and thread safe when using property access in the animBP. I mean are they both optimized and have their own path? Thanks

grave relic
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Thx

native canopy
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someone can help me with this? i think the problem in the Level, but after i search the white screen problem come from blueprint, hiding ui not working, change from cine camera to normal cmaera not working

raw steeple
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Why is my reference to the player invalid

silk bay
raw steeple
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single player

final berry
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Hello! I have defined a custom event in a parent class, now I want to expand on that cusotm event in a child. So when that event is called in the child it executes the parents logic attached to that event as well as the new logic in the child. If I implement the custom event in the child it seems to override the logic in the parent 🤔 Does anyone have a suggestion on how to achieve this without overriding the parents logic in that event?

autumn pulsar
narrow sentinel
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anyone know if theres a way to uncook a cooked piece of content ?

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would it involve altering the source of UE to make it happen or is there another way it can be done ?

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I'm bassically trying to uncook a simugraph asset which is you are aware of DTG and simugraph that they put together. Thats what I'm trying to uncook

maiden wadi
final berry
faint pasture
raw steeple
wary phoenix
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is it possible to connect a transformation of bones from one skeletal mesh into another that have the same name as the bone?

wise ravine
tropic peak
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show your on overlap event

rose crest
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cast fails?

crimson crest
trim matrix
wise ravine
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Yeah for some reason On Hit wasn't working

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On overlap works tho so thanks both of yall

wise ravine
grave relic
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Quick question, is there a way to find out the minimum and recommended requirements for an Unreal Engine game? Is this possible with direct Unreal Engine or not?

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For my game

maiden wadi
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Profiling and testing different hardware. 🤷‍♂️ I'm sure there are overpriced services out there that'll do it too.

grave relic
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Unity offers something like that, Unreal Engine doesn't?

tribal flume
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I have this set of nodes that try to spawn a series of actors by taking each tuple from a map, with an vector as the key and the actor class as the value; it iterates through the map and tries to spawn an instance with the class set as the value, at the location set as the key for the map container. However nothing is spawning. I have printed out the spawned instances to confirm if they have spawned and apparently they have. But for some reason, I can't see those spawned actors

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Am I doing something wrong

lofty rapids
tribal flume
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That's what's confusing me

maiden wadi
lofty rapids
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make sure what your looking at is correct

narrow pendant
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I have noticed that draw debug [shape] tends to lag behind the actor / component location slightly, should I worry about that?

tribal flume
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Maybe I'm storing the vectors wrong?

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No, I'm storing them correctly. I just printed them out at runtime

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Wait is this happening because I called a function right after changing level?

odd kiln
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Hi all !

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Anyone know how can I stop all animation from Animation Blueprint and play a Montage ?

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I tried to use "Set Anim Instance Class" to "null" then use a "Play Montage" node but it's not working

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I also tried the "Set Animation Mode" node but not working neither

maiden wadi
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Why do you need to stop other animations? Montage should override them with it's own stuff.

odd kiln
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Ok I found the issue sorry I had another "Play Montage" in my "Event On Landed" node

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Sorry guys !

lofty rapids
gusty shuttle
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Quick question: How does one enable and disable a checkbox using a dynamic material instance? Is there a specific node to look for? I'm used to changing scalar parameters and vectors but not true or false systems in a mat instance

gusty shuttle
supple dome
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quick workaround is creating two instances and swapping

gusty shuttle
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Humm, would be wonky but workable. I'm just thikning of changing the colors to black than white-ish haha. It's for a lightbulb flashing

supple dome
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you can use a lerp with 0-1 instead of a bool

gusty shuttle
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Yeah, that'll work

supple dome
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bools are evaluated at compile time and will discard everything from the other branch

mild jacinth
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is it possible to display the high res screenshots that were taken using "HighResShot" console command

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like if I use widgets for this, what am I looking for exactly to load these images?

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is there a function which returns an array of screenshots?

pulsar vigil
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hello i have an error of access about a blueprint function library function that i use and work perfectly fine but this error pop for no reason any idea from ur magic hat guys ?

dreamy sail
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is there a way to load a different map as default after a certain event happened in the game ? And if so, in what blueprint ? does eventbeginplay have priority over the project settings? I tried doing it in the player character BP, but once the level opens it freezes

pulsar vigil
dreamy sail
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I want to change the default map with a different one after the player has reached a certain level, i have all the logic for that already, but I don't know how to make it actually work

shut tinsel
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Hello, is it possible in the editor to set the equivalent of a "data breakpoint"? I'm trying to figure out where the location is being set of my Player Pawn on startup from a downloaded sample project.

trim matrix
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Can someone help me with this?

I am new to Loops. The issue I am having is that when the event is called, it completely skips my delay, shoots out a line trace and breaks the loop even though the trace didnt hit the actor I have it set to

old aspen
# trim matrix Can someone help me with this? I am new to Loops. The issue I am having is that...

More that your delay node is making your loop asynch. So youre getting a 1000 5s delayed bits and your loop still goes. This thread has more details and some ideas on how to get what youre after: https://forums.unrealengine.com/t/how-do-i-add-a-delay-to-each-iteration-of-a-foreachloop/284709/3

Epic Developer Community Forums

Why do we still have to do that? Is there a reason for not being able to perform a delay in a loop’s body?

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Basic question but one I havent dug into in awhile. Do Boolean nodes in BP support early exits? like if the top condition is simple to calculate and returns False, will an AND nod bypass computing the other half?

lunar sleet
thin panther
lunar sleet
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You’re skipping it, technically

eager thicket
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is it possible to change the simple collision of a static mesh at runtime (change its position etc)?

lunar sleet
lunar sleet
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I don’t think it exits early tho, based on my xp using breakpoints on AND-chained branches

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Least it doesn’t look like it skips anything as the bool pins show actual values not out of scope or anything

onyx bridge
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Hi I got a Marketplace Asset that I'm following a tutorial on how to merge with my cuurent project and I get this error message when adding the BPI Interface to the Player Character

silk cosmos
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Your character must already has a function called GetSpeed. i.e. you have naming conflicts

onyx bridge
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oh so that's what it is?

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naming conflicts only? So I have to change the naming conventions?

torn urchin
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Does anyone know if it's possible to make this sort of game in ue? I'm trying to add this sort of mechanic to my game but I don't how or where to start. I already have side scrolling mechanics and I want the player to be able to interact with an area and transition to this management style

https://nachogames.itch.io/thats-not-my-neighbor

itch.io

Work as a doorman in a building infested with doppelgangers.

thin panther
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Of course. UE is just an engine, you can do whatever you want with it.

old aspen
torn urchin
thin panther
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Well it depends what mechanic you want from that game. If you just want the perspective, it's just a pawn that never moves, and a bunch of things that respond to click events.

torn urchin
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hmm, and would I have to create a new game mode or level for this?

thin panther
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Not necessarily. It could be a streaming level, an area in the map you teleport to, or a seamless in level transition. It's up to you

torn urchin
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I see

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thanks for answering

copper chasm
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Does anyone have any resources for learning casting/event dispatchers in BP? I'm trying to have an element show up in my overlay when you mouse over an object, but I'm in the weeds on which BP should be casting to which BP. Every time I think I've made progress, I realize I'm just making spaghetti

foggy escarp
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Where are you constructing the widget for the overlay? @copper chasm

copper chasm
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Like, the overlay widget itself, or the widget I want to go inside the overlay? 😅

foggy escarp
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The overlay

copper chasm
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The HUD constructs the overlay widget in CPP atm

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checks the widget class, the controller class, then constructs it and assigns the widget controller

foggy escarp
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Are you also doing the hover trace in the controller?

copper chasm
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It doesn't look like it, so I was just calling overlap in BP

foggy escarp
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This is a overlap interaction? So the player walks near a object and a overlay pops up?

copper chasm
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mouseover interaction

foggy escarp
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Ah, ok

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Where ever you are doing the trace you can construct the widget while while. You are looking at the object. Because you are constructing it you already have the reference, you just need to save it as a variable.

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If you need to add the widget as a child to another overlay widget, you can add it instead of adding g to viewport separately. It depends on how you are creating that initial widget.

copper chasm
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i found the cursortrace, it's in the player controller, and i see what you mean re: looking at the object

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I already have a function to put a highlight around the target, I can build on that to get the info

foggy escarp
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I'd recomend to first get a print string to make sure the hover trace is working as expected, then work to the next Iterative step.

copper chasm
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Well, the highlight functionality works, wouldn't that suggest the trace is working?

foggy escarp
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Yeah.
So you want to add it as a child to a different widget?

thin panther
# copper chasm Does anyone have any resources for learning casting/event dispatchers in BP? I'm...

Casting is quite simple and overcomplicated by lots of people.

It's a type check. Checking if a type is a specific child class so you can access things specific to it.
For instance, imagine you have a person, and you want to check if it's a friend. You could cast the reference to the person to a friend, and if it succeeds, you know you can access things that you should only be able to access from a friend.

Another example might be. You have a reference to a piece of furniture. You specifically want to check if it's a chair so the player can sit on it. You could cast the furniture reference to the chair class, and if it succeeds, it gives you a nice casted reference to a chair, that lets you do chair specific things with it.

copper chasm
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I made a healthbar, and I want it to show up on my overlay only when I'm hovering over an enemy, and be destroyed when I stop hovering the enemy

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I might be better suited to just try and add it in to the CPP, I just thought it might be easier to conceptualize with bp

copper chasm
thin panther
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Another thing to add there, is an important caveat. If the class isn't already loaded, it force loads it's default object into memory, which is expensive if the class has assets, like models, textures, sounds, etc.

Always make sure you have a base class, that only has the code, soft references to assets, or empty hard references to assets (hard references are the blue ones). That way, you pretty much nullify the potential cost of casting to classes that aren't guaranteed to be loaded.

For some classes, this matters less (things like the game mode, the player, the HUD, etc.)

shy herald
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can some one help me out im trying to change a image on a widget but i cant figure out how

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how can i use this funcion in a different blueprint

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can someone help me out

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with thsi

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this

small coral
shy herald
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no

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ill try it

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its not letting me use that anywhere in the blueprint

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@small coral

graceful sage
small coral
shy herald
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how would i make a reference

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?

small coral
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Drag off the image variable that you have

shy herald
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i moved from unity so im still learning

small coral
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and select Set Brush from Texture

small coral
brazen stirrup
shy herald
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how do i make a image ref

brazen stirrup
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anyone know whats going on here?

brazen stirrup
small coral
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@shy herald

graceful sage
# shy herald how do i make a image ref

When you put image in your hierarchy of the widget make sure is variable in checked in top right when you select that then in the graph you can drag off ans set brush from texture

small coral
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Click is variable so you can access it in the event graph

graceful sage
shy herald
graceful sage
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Then you can right click and update redirectors on the file of folder containing it

graceful sage
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It should show in the event graph now

small coral
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It should appear in the graph now

shy herald
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so can i only change a image using blueprint inside of a widget blueprint?

shy herald
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got it

graceful sage
# shy herald got it

Of course if you have a reference to the widget in.another bp you can change there

frank locust
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Any navmesh chads in the building? I'm generating a grid of instanced meshes and I'm trying to figure out how to make certain tiles navigable or not. Everything I've found on navigation has been things that have to be done in editor, not with code or blueprints

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Is it actually as simple as just using two different instanced static meshes with one allowing navigation data in its properties and the other one not?

chilly gazelle
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I'm running into an odd issue where I'm trying to update the max walking speed on my AI, but it isn't working. They're performing the action, but the speed won't update. I am trying to set the movement component speed in the parent class, which is where the action is created and configured. Every other aspect of it works though. Any thoughts?

chilly gazelle
# graceful sage Screenshots?

so this is how I'm setting it. So the third screenshot switches the walk speed when sprinting, but that doesn't seem to work. I'm about to follow up tho and make sure i didnt do something dumb. I know its unconnected atm tho, that was for testing

graceful sage
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Also ai only exist on servers

chilly gazelle
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ok, so they think they're sprinting (i did a print stmt) but the speed just isn't updating in their movement component

graceful sage
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Can you show more context

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Where the function is called and is sprinting is set

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I could be wrong but ai only exists on server so I'm not sure a repnotify would be appropriate

chilly gazelle
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sure, so i have an event that the AI handler exectures to start a bayonet charge. You can see that here. The setup bayonet charge node is where the speed is set (shown above but can send again if needed). Everything else works perfectly, its just this interaction with the character movement component.

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and the above shown event sits on the AI character BP

graceful sage
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I still don't see where you set the repnotify bool

chilly gazelle
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this method works fine for my character with no problem, and I also set up print statements to make sure its firing on the AI and it is

graceful sage
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Try without the switch or try authority

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Have you tried breakpointing to see if it gets called

chilly gazelle
graceful sage
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The bool in the function may not be updated in time

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The repnotify function

frosty heron
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that should not work

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may seems working when doing fake test (0 latency)

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but the moment some ms is introduced you will get de-sync

chilly gazelle
frosty heron
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SP and MP are just architecturally different, you probably should just get a SP assets or roll your own imo

chilly gazelle
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huh, so I just printed out all the values, and its being set, they're just not walking at that speed for some reason.

boreal crypt
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When using a spline mesh, is there a way to control how many meshes it places? I have a mesh that is being warped, but it would look great if I could get it to repeat the mesh more often

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okay, nevermind, I realize it is not at all stamping the mesh multiple times, just extruding the single mesh along the entire spline 🙂 I'll adjust to stamp my own mesh along the spline at a given sample rate

astral orchid
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Question: is there a good tutorial or documentation that teaches you how to use the GameMode class (not GameModeBase) and it's match states to create, let's say a TDM?

storm vigil
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are collision/trigger boxes always on tick? as they always check if there is an overlap? Thanks

vagrant cobalt
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an error that is bugging me for a while, maybe you can find an idea of what could cause this problem... I have an array of platforms information that I fill in when the level opens that keeps the transform of platforms then I destroy the actors. For some reason, some of the platforms will show as if they are at the center of the world.

lunar sleet
crude dew
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Hi, Does anyone know how to "restart" a specific Timer Handle please? I have a Damage Over Time system which applys the damage every 3 seconds but if the enemy is hit again I am finding that its starting a second Timer By Event function, Which leads to having overlapping DoT's, Where as if the enemy is hit again I want to add more damage to the already existing DoT Timer Event.

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I,ve tried a if the enemy is affected by DoT boolean which turns on when a DoT is applied and then when the timer expires it resets it to false and then checking that bool to find out if need to apply a new DoT or just restart the current DoT system and increase it,s damage but this doesnt seem to work this way

lunar sleet
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Interesting, so you’re only getting 0,0,0s before destroying them or are they spawning at 0?

lunar flower
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Anyone know how I can change this actor to allow AI to move to the mortar? Not sure why the actor changes the navmesh so much

frosty heron
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Adjust the nav mesh setting. Play around with the radius, etc

warm python
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Hello. I'm trying to spawn an actor from a class (a projectile) but the spawned actor isn't simulating physics. it's stuck in the air.

frosty heron
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Are you using projectile component for your projectile?

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More info and screen shoots would be helpful

warm python
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just this

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the projectile (cannonball) is just a sphere

frosty heron
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I never use impulse but my guess is you probably have to simulate physics on the component of the actor you want to launch

hushed berry
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Hello, I've been told that (get all actors of class) is terrible performance-wise and I should use something else, for example (get actors with tags), but trying to look into it, I found this. https://forums.unrealengine.com/t/get-all-actors-of-class-vs-get-all-actors-with-tag/155107/3 which states that not only is it not better, it's also almost 4 times slower. I also heard that (get all actors of class loops through all the actors in the level and checks if they're of a certain class). From the statements in this forum post, that seems also to be not true. Right now, I'm pretty confused, as it's the only source that contradicts a statement that is repeated on almost every forum/reddit etc. post.

Epic Developer Community Forums

Researched this a long time ago here is the post: https://www.casualdistractiongames.c…tallactorswith tldr - Internally, on each class, UE4 maintains a hashmap of all instances of it. afaik GetAllActorsFromClass should be orders of magnitude faster than GetAllActorsWithInterface and GetAllActorsWithTag, since it utilizes that class specific H...

frosty heron
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@hushed berry it should just iterate over the given type

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So for player character, it will just iterate through all the player characters in the world

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The question is why do you need to use it most of the time?

You can use it when you actually need to get every single actor of the type. But when you don't need every actor of the type in the world, don't use the node?

hushed berry
frosty heron
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Most newbies use it when they don't know how to pass references

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And their game breaks for obvious reason

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If you do need to get all actors of a certain type, just use that node imo.

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If you don't suffer from fps drop then all is well

hushed berry
frosty heron
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But if I can recall some cpp guys said otherwise

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It will just iterate over the type instead going thru all unrelated actors iirc

hushed berry
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Yes that's in the article inside the forum post.

crude dew
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Anyone know how we can print values over as the integer max is 2,147,483,647, So even if i tried to multiply this value by 2 and print it out it wouldnt work properly, So how does Diablo do this please? I tried changing from Int to Int64 but it still fails to print out values higher than 2,147,483,647

Or that 259,140,553,035,177,000,000 Damage is in reality 259,140 and they just assign a bunch of random stringed digits to the end of it, So actually "lying" to the player about the actual damage being done? JUst as thought?

versed sun
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Floats go higher

frosty heron
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That's a lot of damage 🤣

versed sun
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I would prefer looking at 4-6 digits and an Exponent

next hollow
# hushed berry Yes that's in the article inside the forum post.

The way I've seen it, and made me like fully understand it.
The node itself GetAllActorsOfClass is stupid performant.
But, the stuff you do with the output matters.
Sure, you can instantly get all your enemies.
Getting 2K enemies will be instant.
But, then your own custom code will loop over those 2K enemies to do stuff.

Similar to the "issue" with GetAllActorsWithTag, has to loop over 2K actors dynamically.

TLDR:
You can get 2K enemies, but it'll cost performance to tell 2K enemies to all attack, or move somewhere

crude dew
grave relic
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Hey, I have a question, do you know when to start Fortnite? You have the SlashScreen which is on Unreal Engine. Except that when I do it and launch the .exe of my game, the SplashScreen is not displayed! For what? How to display it?

crude dew
# versed sun Floats go higher

I changed to using a Float Variable which gets passed to a Floating Combat Text but the text still shows -2,147,483,648 when it comes up not sure if its a limitation of Text when converting Float To Text?

versed sun
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try Float to String, String to Text ?

crude dew
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as you can see the value passed is negative.

frosty heron
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Convert it to string and pass a string instead?

crude dew
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But that will still show a negative value wont it ?

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but just as a string because you are converting "-2147483648" to a string value.

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I know Unsigned ints can go higher but maybe thats not available inside a blueprint?

frosty heron
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For the input param

spark steppe
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someone started with this stupid shit and now people copy it

frosty heron
crude dew
spark steppe
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you challenge yourself by asking for a solution here?

crude dew
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well isnt this a discord for asking advice and help when you get stuck? as there is a lot of helpful people who are far more knowledgeable, And I have tried googling for an answer to no avail.

spark steppe
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ok... use a uint256 and make a custom text formatter

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the max value is 115792089237316195423570985008687907853269984665640564039457584007913129639935

crude dew
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Ok, So i,ll have to use some C++ for this then, Thank you for the answer, So looks like Blueprints limit your int values if you want to print them.

spark steppe
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you are limited to int64 in BP

#

which still goes up to 9,223,372,036,854,775,807

crude dew
#

I tried changing to a int64 but it showed the same value of negative.

#

need to pop out back a bit later thanks for the info!

mild jacinth
#

is there a way to see what cascade particles are being triggered with their display names visible

#

like collision box debug draw

frosty heron
#

scrap the idea tbh

#

Why would anyone want to see zillions damage

#

This works too, the issue was you are converting number to text, which has it's own formatting

#

just convert to string and call it a day

jolly delta
#

i am having some issues with the collision of my character with the bullets. I have set onactorhit event in the bullet class. And a check (with component tags == 'ignore') whether the other component hit is the capsule or the mesh, as I want it to hit on the mesh only. On the capsule too, I have set 'generate hit events' to false, and true on the mesh.
But when I draw a small debug sphere at the Hit.ImpactPoint I see its only on the capsule. Not on the mesh. The collision settings are also attached above.

limber parcel
next hollow
past hull
#

hello,
Do you know whats wrong with this logic to display a simple " Press F to pickup " when player is near a weapon ?
When player already have a weapon in his hands and try to pickup an other one, the widget is still stuck on the screen no mater where i move

silver bough
#

When i package my project i get this error saying its requesting 4 bytes when 0 remnain anyone help?

#

please

rugged wigeon
#

Node A should not use the data from pin B because it is made on the execution logic chain C

past hull
#

I also tried to move the function on the child class because I have a PickupMaster ( Parent ) and a PickupWeapon

rugged wigeon
#

yes that is better

#

whats probably happening now is you're creating multiple Press F to pick up widgets. Your code is only going to delete the last one created. If you ever create a second before you delete the first due to stopping overlap, the first will be forgotten and never deleted

past hull
#

oh yeah I see I think this is the issue thank you

mild jacinth
#

hi

jagged moss
#

best way to learn niagara?

#

any advice?

crude dew
# frosty heron Why would anyone want to see zillions damage

I do plan to scrap the idea of zillions of damage, It was more about finding out "why" I couldnt put that number into a Widget more than the "I must use it", After all knowledge is power and if I ever come into a situation or someone else asks me "Why cant I do this", I can then pass on the knowledge. 🙂, If that makes sense, Thank you to everyone for their input and explanations. 🙂

raw steeple
#

How to get the nav mesh to go till the bottom in this one

maiden wadi
maiden wadi
kindred galleon
#

Trying to follow instructions from unreal engine docs(see image) on how to work with an Ik retargeter. So I created a new IK retargeter and opened it but It has no dialogue message popping up that says "Pick IK Rig to Copy animations from". I just get the IK retargeter window

next hollow
idle crescent
#

Hey. What's the max limit of actors? I'm thinking of one without tick functions, in fact it's literally just a static mesh

maiden wadi
idle crescent
#

Just a plane

smoky solstice
#

Hey, I'm still really inexperienced with UE and this project that I'm working on (ignore the super ugly placeholder materials) has a bug where if I press dash it teleports me to who knows where and if I click escape, which I set up to close the game, it doesn't work. I found out that this only happens when I have this timeline to adjust my fov while the dash is happening is active so I can fix the bug by getting rid of the timeline that adjusts my fov but I'd like to keep the fov adjustment so does anyone have any ideas on how I can fix this?

dawn gazelle
idle crescent
#

Mmmmm. I think I had an epiphany with making my own terrain system, just using planes and moving the corners based on things.

#

Perhaps that's an awful idea, and I will learn shortly after I try but it's a thought to me now.

#

Even tris, I know that's literally just how an engine works and all, but I could make it make holes so like you could do ditches and trenches and things.

maiden wadi
idle crescent
#

First I'm hearing of Cropout

#

I'm thinking of runtime terrain deformation is why.

#

As one reason anyhow

maiden wadi
#

You might be able to do that with the dynamic mesh stuff. Though personally I would still lean towards trying out a voxel solution.

idle crescent
#

Eh. I was hoping Voxel Plugin 2 to happen soon, but that was a while ago.

#

I was thinking of making a Sims like game and it may work with the plane thing for terrain deformation at least.

dawn gazelle
storm kestrel
#

Hey ! How can I save player's resolution, player's statistics, etc ?
As you can see I already saved his audio

fiery swallow
#

I believe the default is like 50 or something, and the maximum doesn't even reach 90 degrees. That means it can't go up a straight wall for example

#

You can however make your own OR fork over $90 USD for the plugin someone created to allow AI to walk on any surface

maiden wadi
storm kestrel
maiden wadi
#

You've already made one. It's the same idea, except that you add more properties to it and don't make it audio specific.

storm kestrel
maiden wadi
#

The preferable thing would be to load and put the save somewhere global. GameInstance isn't a bad place in BP. Then your widgets can simply grab it and read from it. When a setting is changed/accepted, you savegame to slot, but keep the settings in gameinstance so that gameplay stuff that might also need it can use it.

queen jacinth
#

Hey y'all. I'm pretty new to game dev, I have a concept that I want to make a POC/MVP for, and I've hit a snag.

Long story short - I've got it so that I can change the player character's gravity, and the character will then move around properly, but I can't seem to change the perspective of the player (aka the camera) in the process. I've tried a few different things, but I'm running out of ideas. I'm almost certain I'm just missing something. Anyone have any insight? Feel free to DM if you'd rather.

open garden
#

When to use Blueprint Component (Actor Component) vs Blueprint Interface?
Obviously if you need to add functionality then you use BPC

But let's say you want to guarantee that an Actor has a Stats struct
You can add the Stats struct in the character blueprint then BPI_Stats implement the interface with a Get_Stats

Or I noticed you could just make a BPC_Stats with the Stat struct inside and then just attach it to the character blueprint
If you ever need to get the stats anywhere, you can easily use GetComponentByClass to get the BPC and its Stats

Both works, but I was wondering which is cleaner?

hushed hinge
#

I'm currently trying to build triggers that do " cinematic " actions in my levels. Like when a user completes an event it changes the camera over to something and does an action

Is there generally a best practice for structuring these things, should I be using a sequencer, should logic live on the level itself

If anybody has any good resources or guides on best practices regarding that stuff I'd love to see it

hushed hinge
# open garden When to use Blueprint Component (Actor Component) vs Blueprint Interface? Obviou...

I like to think about two separate concepts
Behavior
State
If it's important to me that something has some sort of state, generally in this case I would use a component.

If I'm expecting something to have some behavior then I will utilize an interface

For example if I want my player to have an inventory, I'm not going to have it implement some inventory interface per say, I'm going to use a component because that just makes more sense and then the inventory component could potentially implement a container interface that allows me to actually interact with the inventory in a standardized way

Now, let's say I have a bunch of props in my scene that the user can look at get some status text on the screen of what the item is, I might implement an interface that returns some examine text because to me that is a behavior of being examinable

rotund barn
#

this is basically working, all the time. but occasionally i get "accessed none...." error, which doesnt affect gameplay. the destroy is still working just fine. am i doing something wrong? or can i just ignore the error

versed sun
#

check to see if it is valid before deleting it

open garden
# hushed hinge I like to think about two separate concepts Behavior State If it's important t...

I understand, but let's talk more about your props in scene example

So you're saying you'll have an interface like BPI_Description that has a Get_Description function
Then your BP_Prop_01 implements BPI_Description and will implement Get_Description to return "Prop #1"
Makes sense so far, and this is actually what I would do as well

Now just as a hypothetical scenario
Let's say that we use blueprint components instead,
It's possible to have BPC_Description and have a string member variable Description
So then you would add BPC_Description to BP_Prop_01
If anywhere else wants to get BP_Prop_01's Description, all you need to do is Get Component by Class of the BPC to retrieve the BPC and then get the Description

Both should work, but I was wondering if the BPC is cleaner, since Description is cleanly stored inside BPC instead of BP_Prop_01

rotund barn
blissful jolt
#

Anyone got a minute to help me out with a player stat issue I'm having 😔

#

For some reason no matter what i do the open level bp wont use destination tags and keeps sending me to random start points on the map https://imgur.com/a/HhmnN73 here are the bp's for my interaction system the door and gamemode

versed sun
teal widget
#

heyy, I have a UI that toggles visibility, though there's a bit of an issue with that when it toggles, nothing is hover tested until I click on the UI, and when I disable the UI after clicking the UI my keyboard controls for my player don't do anything until I click

hushed hinge
# open garden I understand, but let's talk more about your props in scene example So you're s...

Yes but then you are stuck with only having a description

I specifically have an examinable interface
This allows me to determine what on each object's state I want to actually be the examined text, it doesn't have to be a simple description
It can be the object's name and stats, it can be the objects name and some sort of internal description, in contain additional state to actually render a widget instead that has additional information

I'm not directly tying behavior to state, I'm saying hey you need to implement this behavior and however you do that is fine

primal crown
#

what have i done to cause this xD
Draw debug string wont be visible

primal crown
#

no thats the sphere

#

i want the debug string to be visible

#

as in 2nd image its dont exist xd

maiden wadi
#

Oh. I read that wrong. What version are you on? I remember there being some issues with that.

primal crown
#

uh one of the 5.1s

#

1 sec

maiden wadi
#

I can at least test on 5.4 in a sec.

primal crown
#

that be nice

#

im on 5.3.2*

#

i kinda forgot cus i just usaly run the project xD

#

even just setting a cordinate in it dont work so its not the for loop

maiden wadi
#

5.4 is drawing at least.

primal crown
#

odd

#

and annoying but thanks

keen tinsel
#

i have an actorthat highlights when overlapping with character , using poste process volume , by enabling "infinite extent (unbound)" , but the issue is that this makes the highlighted actor show through walls , is there a way to acheive the same effect but without the see-through-walls ?

smoky solstice
# smoky solstice Hey, I'm still really inexperienced with UE and this project that I'm working on...

I asked this earlier and someone gave a suggestion to put the launch character before the timeline play input and it didn't fix it but it helped a bit. Now instead of the fov change just throwing my character into outer space it just activates for a split second and then de-activates. This bug only happens on the first dash, after that no fov change happens at all. Any ideas on how I can fix this?

tropic peak
#

While spawning an actor, if I do this it should pass the variable value to the newly created actor?

merry chasm
storm kestrel
#

I have a very basic question : I created a settings menu but right now it is in the middle of the game, how can I make it visible only when the button is pressed?

keen tinsel
keen tinsel
storm kestrel
tropic peak
keen tinsel
#

remove that and put the create widget +add to view port nodes on the key press :
1-"Button" on pressed -> create widget of class ->"promote it to a variable" ->add to view port
2-on released : get "your widget bp variable" Getter ->remove from parent

storm kestrel
keen tinsel
#

yeah , activate it through player controller

storm kestrel
keen tinsel
#

those settings are unrelated to the ui , u can activate them whenever , but the settings ui is what u r after

#

so u can modify the sfx and all through the ui

storm kestrel
keen tinsel
#

well , i dont know much about that , but i think u add those on the level blueprint

#

assuming theres music for main menu level , and different sfx for different levels

ivory spoke
#

Hey, actually I rework some functions and stuff (based on Items and Tool Interaction that I reworked for UObject Approach for Items)
Now I want to Rework/ Include this on my Harvestables (Stones, Ore, Trees) that can be Harvested by specific tools
At this moment I have Stone and Tree Actors and I think about to make an Harvestable Actor where I can choose its A Tree or A Stone (later other can be added)
Because the Logic within the actor is the same (only the loot and the tool needed will differ)
I hit it with specific tool, they lose live, if live is 0 they spawn loot (base functions)
On the Rebuild process of the Item Stuff, I liked to work with UObjects.
My Question is: does it make sense / is it legit to do it also with a UObjects (harvestable) where I can setup specific things (is it a Tree Level 1 or Tree Level 2 (do you need a more powerfull tool?)
What is the loot, what mesh does it have, how many life and so on...
The Actor Holding the Ubjects can respawn on Map (with persistence till they get harvested). Maybe someone has some thoughts on it :)?

storm kestrel
#

I can send screenshots if you want

fallow epoch
#

How do I change the player start location after run time in the Game Map BP?

thin panther
#

what's the game map bp?

#

And why do you need to change the location after the game starts, it's too late then

#

Delete your crosspost

keen tinsel
#

dunno how to do that , ima just leading u

thin panther
#

don't do music in the level bp

#

put your music anywhere else, like in the level itself

#

give it a sound mix, and apply a sound mix modifier.

#

Plenty of tutorials on the subject

frosty heron
rough wing
#

Why do I need to test validity for this code? When I run as client it complains "accessed none" but still works

#

(error happens if I DONT test validity)

dawn gazelle
#

You're probably doing this on Begin Play of some replicated actor while "Running As Client" and this actor exists on both the server and client. As you're "running as client" that means you're launching a dedicated server which likely doesn't have the Enhanced Input Local Player Subsytem nor can it create widgets (it's meant to be headless, so no UI stuff).

frosty heron
#

Try to not use get player controller with index in multiplayer

#

If that's the character blueprint then just use get controller

#

Also seeing you are trying to add UI. Make sure to guard with is locally controlled so you don't make duplicate UI for every character in the world.

round elk
#

hey guys anyone have a quick fix for my pawn just randomly having a tilted camrea

versed sun
#

right click these and Find Reference

#

Go to each one and find what is changing the Rotation X, or something like that

#

Maybe a screen shake that didnt complete?

round elk
#

its every time

#

im just gonna

#

add 4 degrees

#

and fix it later

#

thats the programmer way

#

none of them

#

have any rotation

rough wing
round elk
#

there are only 3 references

lunar sleet
#

That’s the Crowdstrike way 😀^^^^

mellow coyote
#

Beginner here, question about Attach Actor to Component. Is the attached actor supposed to follow the component around when it moves? Because when I move the plate after attaching the tuna the tuna stays where it was after I attached it (there is only one instance of plate and one instance of tuna at a time which is why I used Get Actor of Class)

pastel apex
#

what's the difference between elapsed seconds and triggered seconds?

maiden wadi
smoky solstice
round elk
#

hey, I suck, why doesnt this work

mellow coyote
maiden wadi
maiden wadi
mellow coyote
pastel apex
#

so meaning on normal actions as soon as the input has been pressed it will count up until you let go

#

but for inputs with delay that's where they differ

harsh comet
#

Has anyone set up these level instance actors to be used with standard level streaming, rather than having to use World Partition?

maiden wadi
# mellow coyote I used to but those are long gone

AttachActorToComponent will take the actor's RootComponent, the very top component in it's component list in the BP, and it wil attach that component to the parent component.

So your code there is taking Tuna's root scene component and attaching that to the Plate component.

If for any reason you simulate physics, detatch it etc it won't follow the plate anymore. Also to note. Your Root might still follow, but you could have detached a static mesh display of the Tuna from the root as well, which would cause the "Tuna Actor" to follow Plate, but note the static mesh component representing Tuna's visuals.

Either way though, attachment should definitely cause it to follow.

maiden wadi
mellow coyote
mystic canopy
#

@help
I'm using this code as a double jump in my game, it adds 700 velocity on the second jump to the players z access.
My problem is that if i double jump quickly it send the player flying up. I believe because the initial velocity is high at the beginning of the jump the second jump adds +700 on top of the original velocity. i just want the second jump to be the same as the first jump. is anyone able to help me?

languid spear
crude dew
stuck fossil
#

Hello, hope you all are having a pleasant evening. I have a question hopefully someone knows the answer to and I'm just being dumb.

In the blue box I have a system to check for interactable actors within range of my player. In the other screenshot I have a demo of one of the base objects, (in this case, a key) with an editable text variable. With this line trace, is there any way to try and snag the information in that text variable so I can pass it in to my player character? I'm drawing a blank.

graceful sage
tough frost
#

how do i enable/disable a component in the child actors all at once?

frosty heron
#

What does enable and disable even do in this context?

tough frost
#

object is grabbable or not

frosty heron
#

I would just not use child actor component all together, they are known to break.

tough frost
#

what would you suggest?

frosty heron
#

For?

#

I don't know how your ladder is designed

#

If I have to do it I probably have sockets in the static meshes, these would be the point where the character can grab onto

dark drum
# tough frost what would you suggest?

Actor component, you can create a child of the static mesh component (if it needs to have a visual aspect) and then add additional logic. In the latest first person template, epic do this for the gun and it's logic.

tough frost
#

hmm ill have a look at that template for referemce

hidden peak
#

How i can to attach actor which is simulating physics to my right hand socket, i wast trying to make attach actor to actor/component component to component but when this actor is simulating physics his mesh is not moving

hidden peak
sacred birch
dark drum
hidden peak
#

I need exact to attach actors 1 thing to move him away

#

I already made this one thing that you said

sacred birch
#

Can someone tell me what type of technical and non- technical questions can be asked regarding blueprints to a Game Designer Intern and Junior Level Designer? I am a fresher with no company experience prior, just completed my degree, just landed 2 offers due to my individual works..

hidden peak
sacred birch
hidden peak
#

Wow gratz 🙂

sacred birch
hidden peak
#

That`s the key to succes on interview i guess

sacred birch
#

That's why I wanted to know what type of questions can be asked

hidden peak
sacred birch
hidden peak
hidden peak
sacred birch
zealous forge
#

can someone help me with turning Reids channel blueprint into a simultaneous turn based?

#

i was thinking of adding a 3rd player that does all the turn executions, but it breaks the template

hidden peak
rose crest
#

Hi. Is there a way to force rotation adjustment only 1 way? CW only not shortest route

dark drum
# sacred birch Can someone tell me what type of technical and non- technical questions can be a...

I would imagine this would depend on the company. Personally however, other than being able to modify default values in blueprints and place assets in the level I probably wouldn't expect them to know more than that as most of the design work would be done outside UE. After all, designing and implementing are very different parts of development. Granted the lines can get blurry, especially in smaller companies.

The job application would probably shed more light in terms of what the company would be expecting though.

tropic peak
#

Is there a node that checks if a socket is occupied?

merry chasm
spare sentinel
#

hey i have a huge problem

#

i need to set every player controller a TEAM in LOBBY

#

then when i start the game on event begin play i need to get every team of every controller

#

how can i do that?

rose crest
spare sentinel
#

i set variblae in player state? and on event bgein paly i can read every team from every controller?

rose crest
#

you can access all playerstates array and loop for team variable to do whatever you want

merry chasm
#

What about nvrtx branch?

rose crest
spare sentinel
#

andaron can you explain how can i do this? im nooby^^

rose crest
#

you're doing multiplayer, so you can use player state to keep information about individual players. then game state have access to all PS array and you can make function in game state to assign team or whatever you want.

#

because it should be game state (server) that decide who scored etc.

#

and inside multiplayer game player controller shouldn't contain any crucial information. its local only

odd kiln
#

Hi all

#

Anyone has good tips / tutorials for a "saving" system ?

dark drum
# versed sun

How did you get two return nodes with different return values showing?

woven pond
#

Not sure if this should be here or in Multiplayer (I asked in both after seemingly being passed over in the other) but it is for blueprints so here goes. (Context: turn-based multiplayer ability/action) when selecting an ability/action is it best to spawn a separate actor with collision and a decal for target previewing on the player controller for owning client and pass through a location/transform and class for the server to spawn effects/tags on targets etc.... or should the spawned actor be run on the server from the player controller and looped through by the server for actors of class to spawn effects/tags and show/hide the decal as appropriate...

TLDR - should spell previews be a seperate actor or not from the ability/action? (for extra clarity well maybe.... think the building preview before placing a building in an rts e.g spawn and just change material or have 2 actors one local for preview and one spawned on server for placement)

spark steppe
rose crest
#

and if it's actor spawned (skill) then server

#

now it depends of your gameplay, do you want other players to see preview?

#

it not then do it locally

maiden wadi
odd kiln
woven pond
#

@rose crest thank you, the skill part would be the effects/tags and will be on the server as for gameplay yes others to see but i was just thinking of multicasting within the Action/ability actor once placed to show the team a transparent version of the decal preview

#

confusion for me comes from having a decal for the preview/targeting and matching collision to this then doing it again later when activated for applying/spawning effects/tags to the same set of targets once activated

odd kiln
#

Because I also want to make it "Aysnc" so I can use a "Loading Screen" and a "Saving..." text (UI)

spark steppe
#

better to save ✅
good for stuff made in BP ❌

#

it's not impossible, but it's a pita

maiden wadi
# odd kiln Is C++ better to save things ? Even if I made all my game in Blueprint ?

Sort of. It mostly has access to a specific function BP does not named Serialize.

I wrote these recently which I should also tag @dark drum for.
https://brandtborges.wixsite.com/authaer/post/saving-games-smartly
https://brandtborges.wixsite.com/authaer/post/uobject-serialize

Authaer

A cornerstone to games is the ability to save and load them. This is true whether you use a simple checkpoint system or a full blown full world saver that saves everything down to the current animations playing.Saving a game can be a daunting task if you're new to the idea though. Consider all of the things that make up your game. Everything fro...

Authaer

The Serialize function from the UObject class is a key feature in the engine that surprisingly few people know about. It isn't talked about much despite how powerful it is for game design. More specifically saving a game smartly.Serialize is a very simple function that performs two basic tasks.It takes properties from a UObject and writes them i...

odd kiln
maiden wadi
spark steppe
#

downside of that is that it saves pretty much everything (which can bloat your save game size)

odd kiln
maiden wadi
spark steppe
#

i think it would even serialize default values!?

spark steppe
dark drum
maiden wadi
#

You make an ArchiveProxy struct which you define yourself and you can tell it to only save SaveGame marked properties. Which you can mark in BP as well.

odd kiln
maiden wadi
#

SaveGame is third from the bottom.

odd kiln
#

What I clearly want to do is to save all of my variables of all of my actors in my game, and their positions etc...

#

So I will have to check this for all of my variables

maiden wadi
#

If you want to save everything, you can do that with specifying IsSaveGame in the archive proxy as false. This will save everything.

odd kiln
#

That I want to be saved

#

So in the end you recommend me to use the "Serialize" thing and save everything by default ?

#

Or is it better to check manually what I want to save ?

spark steppe
maiden wadi
#

The general idea with this is that you would save a struct of data relating to the object. Their Class, Name, Location(if they have one), and a TArray of uint8 as a byte array that saves everything else about them.

With the name, class and location, you can respawn them as the same class, at the same location. After you have spawned everything back in, you can run back over them and restore all the rest of their data.

odd kiln
#

Ok. I was just thinking about why it's not good to save "everything" by default

#

For example, all of my "walls" etc... that I don't need to "save"

maiden wadi
#

Depends on game size and how you structure the game. Saving everything can lead to some massive files sometimes. In other games saving everything doesn't mean much since it's only a few things.

odd kiln
#

It's a big open world game so I guess it's better to use this "SaveGame" flag

#

I just need to set some "TriggerBoxes" so when my Character overlaps them it saves his location etc..

maiden wadi
#

Still depends on how you structure the game. >95% of your open world is loaded from the map. You only need to save the dynamic stuff you spawn in, or affect on the default map and gameplay systems around it.

#

Consider a game like Skyrim. You enter a city. It unloads everything outside of the city. It doesn't exist at the moment except for some simulated stuff that doesn't exist in the world. You leave the city. You spawn stuff in around the city, but all the city stuff is unloaded and no longer exists except for simulated stuff.

You only save what is necessary to restart at that point. You won't save a massive map with hundreds of thousands of actors.

odd kiln
#

So now I don't know... is it really necessary to use the "Serialize" whereas I just need to save my Character variables and some actors variables ? Is it worth it to use C++ also ?

#

I mean I could make a "Struct" for my Character, and then a "Struct" for each actor that I want to be saved ?

#

Or one "Struct" for my Character, and one "Strcut" for all other actors ?

paper yacht
#

hey I'm spawning Bomb (Actor)
using simple logic. which is working perfect. but suddenly sometimes. Bomb getting destroyed within second.
First image spawning from PAWN
Second image Bomb complete blueprint.

it's weird problem. what can be reason of disappearing actors.
it's spawning correctly but sometimes it's instantly getting destroyed. without effects and all

odd kiln
maiden wadi
#

Can't exactly answer that easily without knowing project structure. Cause if your city is all just simulated. And you drive that off of some property somewhere in like a primary actor or subsystem. And interaction with an NPC does stuff that doesn't require the NPC to be saved, then there's no point saving the NPC. Just restart it and update the sim time and reset the other stuff.

You won't find many guides on how to save a large world like that. It's far too complex of a topic and personal to the project.

#

But the serialize function at least gives you the ability to generically save the things you do choose to save and restore. No need for a lot of extra structs and conversion functions for each one around your save system.

odd kiln
maiden wadi
#

You mean to use the serialize stuff?

odd kiln
#

And if I use the "Serialize" stuff it will save all the data with the flag "SaveGame" set to true so if I only want to save the "NPC_01" in the "City_01" it won't be possible

maiden wadi
#

You pick which actors to save yourself. the SaveGame marker is on the properties in the actor.

odd kiln
maiden wadi
#

You don't mark the actors.

#

You mark properties on the actors.

odd kiln
#

I guess

#

Because I have to name all of the variables in each Struct etc..

maiden wadi
#

Correct. It cuts out a massive portion of the dev complication and upkeep. Which also cuts out possible bugs and whatnot as well. For example if I wanted to save my PlayerCharacter, GameState, and GameMode. I would do something like this. In my system that takes in an array of objects of any kind and calls serialize on them to add them to an array of FSavedObjectData structs like I mentioned above with the Name, Class, Location, and TArray<uin8>.

odd kiln
willow gate
#

Hey folks. Random, general question to ask you:

Which BP do you generally play your level music on? In the past I have just put an audio actor in the level and used that but would best practice be to place it in the GameInstance maybe?

odd kiln
wild sage
#

Hello, i'm using SceneCaptureComponent2D to create a minimap, but now the performance is really poor, what the best pratices and config to create a mini-map without performance impacts?

minor geyser
#

Hey everybody, I have a quick question about categories that I have never been able to figure out. I am in UE5.1 using blueprints but some of the engine categories are showing before my custom category, is this fixable? I have a picture below showing the "Replication" category which is an engine category not custom appearing over my custom category called "my category". I know how to reorder categories that I made but I don't know how to do it when it's UE's categories

harsh coral
#

Quick question...in hindsight I think I may have made a mistake using a normal "blueprint actor" class for our modular character setup and I might have done better using the "charactor actor blueprint".
For example: I can´t simply add an animation track to the blueprint, when I add it to the sequencer, I either have to use the lead pose components skeletal mesh or add all skeletal meshes separately.
I also have issues with the lead pose component crashing unreal with Unreal 5.4 and I have to use a workaround now.
I was originally planning to add other stuff like light fixtures and backgrounds that I removed later on.
I still have a couple of empty actors I use to mass resize linked skeletal meshes.

Can anybody tell me wether its possible to change the blueprint class after creation or how I could salvage what I´ve already built (with dozens of variables and functions...)

#

?

outer terrace
#

ok.. this is really bothering me now.. anyone know how to save default locations for blueprint window? somehow my event graph and construction script tabs are default split screening with my viewport... even if i move them back up top .. when i close and reopen any blueprint it defaults to this location.. this is on a brand new computer with a new install of UE..

#

even if i save / load default layout it goes back to this.. and if i save a custom layout it still goes back to this.. so idk if theres a corrupt setting thats not loading .. but i'm not getting any errors on starting a project.. (launching from Rider)

stable bane
#

Hi! Can anyone tell me how to avoid this issue? Trying to add a random rotation to a selected static mesh from my array. Fairly inexperienced with Construction script. Any help appreciated :) Please tag @ me if you respond. Thanks! <3

dark drum
stable bane
narrow pendant
#

I am trying to make a custom gravity system where gravity can point in a random direction.

I am having trouble orienting the pawn towards the gravity direction while still allowing for player input to turn the pawn on its local Z axis.

I have this setup which sort of works but there's a ton of jank when gravity points in certain directions (1,0,0) and (0,1,0) and a moderate amount of jank otherwise 😄

Video 1: rotation with world up direction (0,0,1) (working as intended here)
Video 2: rotation with world up direction (1,0,0) (things are going wrong)
Video 3: rotation with random world up directions (kind of works but pretty janky)

round elk
#

why no worcc

mighty crown
#

are inherited interfaces broken? I have some BP code on a child class but my inherited interface isn't triggering it's event. I can see it as an inherited interface on the child class and I'm still calling it properly. Not sure what's up.

white thicket
round elk
#

um elaborate

dark drum
dark drum
dark drum
narrow pendant
#

so I guess the more general question would be, how do I orient a pawn in some direction while also allowing user input to further add to that orientation?

round elk
white thicket
#

in animation bp

#

just add default slot node

round elk
#

im using a montage

dark drum
frail onyx
#

Anyone know how to fix Aiming down sights with my weapons? So if i have one weapon equipped and i play the timeline to move the weapon into the center to aim down sights and then i switch to my other weapon and then let go on my aiming down sights input it wont stop aiming down sights

#

im using inheritance for it and was mostly following this tutorial and whole series to try and figure it out https://www.youtube.com/watch?v=94HpeqlgKAs&t=550s

We continue on in our FPS tutorial series. In this episode we cover one way of how to switch weapons; from a main primary weapon, to a sidearm.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over at https://www.patreon.com/ryanlal...

▶ Play video
frail onyx
remote rapids
#

hey i have question

#

so in out 0
i want that until this branch is true Out 1 is not going to exeute

#

can i do that? and how?

odd kiln
#

Does anyone already made a Save System with Serialize stuff ?

smoky solstice
#

I have a sound that I want to loop when you start sliding and stop when you stop. How can I disable this loop at the point I want to?

barren tangle
#

hello

mighty crown
round elk
maiden wadi
# round elk could you elaborate how to add one
Epic Games Developer

Animation Montages are animation assets that enable you to combine animations in a single asset and control playback using Blueprints.

Epic Games Developer

Insert entry-points within your Anim Graph to play animation from using Slots.

round elk
#

the skeletal mesh im using looks like this

#

this is the code

#

ignore the branch

narrow pendant
#

you're not using an anim bp

versed sun
narrow pendant
round elk
#

I will, but for now

#

will this work

narrow pendant
#

you will run into the next issue in about 30 seconds

#

do the course 😉

round elk
#

okay

#

thanks for your time

dire light
#

my enemy doesn't take damage when bullets touch him. can anyone help?

round elk
#

it was helpful

rancid monolith
#

Is there a viewer for .uasset files to see for example the blueprint nodes and components (I have an Unreal Project but cant open it rn but still want to have a look at the contents)

round elk
#

um

#

i followed the course

#

however

#

im using the horrorengine character

#

and for some reason it isnt animating at all

#

nevermind

#

I was being stupid

#

i got it

#

tysm

narrow pendant
# round elk im using the horrorengine character

the pawn was not valid? 😄 not sure what horrorengine char is but glad you figured it out. stick with the epic courses over youtube tuts, they're really good and the info you get there is 100% true and probably best practice

round elk
#

yeah

#

nah its just got its own stupid walkspeed variable

#

rather than the default

#

and I also attached the blueprint to the wrong mesh

#

so

#

yeah

abstract pine
#

the data type of variable in event didn't match with the original. When Event being called, UE automatic change the data type.

The "Target " original suppose to be Object Ref type but when event ROS_Intereact being called UE change the data type of "Target" to Blueprint First Person Object Reference.

The data type didn't match with each others, I couldn't connect return value of "Get Overlapping Actor" function to ROS Interact because data type being change automatically from " Obj Ref" to " Blueprint First Person Object Reference"

How do I fix this ? thank you

#

The data type of Target in ROS_Interact suppose to be Object Referece no matter what ? It just change to "Blueprint First Person Object Reference" when being called

spare sentinel
#

im traveling with 2x different game modes 2x differnt palyer controllers

#

but the event ---" on swap palyer controllers"" ing game mode doesnt fire

#

why?

abstract pine
grave relic
#

Hey!
I have a system where I pick from the ground of life.
However, when I pick up life on the ground, my life bar only updates if I take damage.
Which means that if I am at 50 life points, I pick up life on the ground which gives me 20 life points, from that moment on, my life bar does not update.
I have to take damage to see the 20 extra health points displayed. For what?

I have two classes for characters. A parent class "BP_Character" and the child "BP_Hero".
The hit point system is in the parent class.
In the "BP_LifePickup" file which is the object on the ground, I do the following code:

lunar sleet
#

Show the code in the parent class

spare sentinel
#

im traveling from 1 map to another map

#

the ecent on swap player controllers doesnt start?

lunar sleet
#

Try OnPossess

spare sentinel
#

i want igve variable from lobbycontrolelr to gameplaycontroller?

spare sentinel
#

what i have to do to triger this event

dawn gazelle
#
  • used to swap a viewport/connection's PlayerControllers when seamless traveling and the new GameMode's
  • controller class is different than the previous
#

So seamlessly travel and have a different player controller class than the previous level

lunar sleet
#

Anyways when you open a new level you’re probably destroying one and spawning another not swapping, like Datura pointed out

spare sentinel
#

im seamles traveling from 1 map to antoher

#

with different controllers

#

the event doesnt fire

grave relic
spare sentinel
#

her iam traveling

#

this event dont print string hello

#

i have 2x different player 2x different game mode

odd valve
#

How do I keep this from overlapping with the box collision twice?

versed sun
#

Check the Component against something on the projectile

#

It fires on each component that collides, Mesh and Collision I'm guessing

#

You can turn the collision off on the projectile's Static Mesh

vast flume
#

So basically my goal is to change the default gun in the fps template to a different gun instead of writing a whole lot of code and what not, so im going to change it to a pistol and i guess change the projectile as well. My only issue is the way the player will hold the gun, a pistol is way smaller than a ball launcher so is there a simple way to make the hand to a part of the gun using its skeleton???
it probably sounds lazy but its part of a challenge between me and a few of my classmates. Thank for any help, even telling me what to search on the web for would help as well.

versed sun
#

I believe there are free assets on the marketplace of Manny arms holding pistol animations

vast flume
thin panther
#

read the #rules as well. Crossposting is not allowed

versed sun
#

I haven't done animations or first person stuff since learning years ago I just remember using the assets for similar purpose

vast flume
winged zephyr
#

How do I enable enhanced input on my camera actor as it does not seem to know the IA_Look listener?

vast flume
versed sun
#

You use a different animations that adjust your hands and fingers to look like you are holding a pistol, and firing , and reloading

thin panther
vast flume
thin panther
#

Yeah, you can just go into it and swap the skeletal mesh for a new one.

It's going to be more complex than this though. As mentioned you'll need a new set of animations, in some cases have to adjust some IK, and make sure the animations you have fit the skeleton

vast flume
thin panther
#

You'll either need new animations, or target your mesh to the existing ones

#

For a pistol, you'll need new ones

vast flume
thin panther
#

Unfortunately I don't do VC

#

check the gun's logic for picking up, it's probably spawning a different actor, would be my guess.

keen kite
#

Does anyone know how come actors are repeated in my array? I tried using the "add unique" array node, but it still sometimes prints repeated entries. I thought Array + CONTAINS + NOT boolean would keep repeated instances from being added.

vast flume
#

hmmm, where can i find the actor? so i can just force it to call my pistol mesh

thin panther
#

Find the actor that the pickup is, and you'll be able to find it's bp

vast flume
#

ive even tried changing the skelaton mesh to my piston but its till not working

thin panther
#

Notice how that pick up spawns a BP Weapon Component

#

Sure enough, if you open it, you see a skeletal mesh in there

#

And sure enough, changing the mesh there changes the pickup

#

However, again, if you want it to really work you're gonna have to have new arm animations, some weapon animations, and whatnot

vast flume
#

got it

#

do you think it might me smarter to just make a system for shooting projectiles and then adding a pistol anim?

thin panther
#

I would ask firstly if you need actual projectiles at all.

In any case, I would not piggyback off the first person template. It does things very unusually.

vast flume
#

if i am being serious, i just need to get a pistol that shoots something. fastest, easiest, laziest way possible. do you have any suggestions?

#

50$ riding on this compition 😭

thin panther
#

However fast, easy and lazy don't win competitions :P

vast flume
thin panther
#

yeah

vast flume
#

damn this is going to be a search ngl

#

what should i search becuase everyting i fiund is too much for what im going for, i just need to able to shoot a pistol lol

thin panther
#

It will be too much

#

You aren't going to find exactly what you want. Exactly what you want isn't worth hosting on the marketplace, there's going to be extras

#

But you don't have to use it all

vast flume
#

yea im just thugging it out on yt

#

last resort is paying someone to make a simple pistol shooting

grave relic
#

I have a system where I pick from the ground of life.
However, when I pick up life on the ground, my life bar only updates if I take damage.
Which means that if I am at 50 life points, I pick up life on the ground which gives me 20 life points, from that moment on, my life bar does not update.
I have to take damage to see the 20 extra health points displayed. For what?

I have two classes for characters. A parent class "BP_Character" and the child "BP_Hero".
The hit point system is in the parent class.
In the "BP_LifePickup" file which is the object on the ground, I do the following code:

gaunt lion
#

Hey im wondering if someone could help me change the camera with the scroll wheel. When I scroll in I want it to be first person and when I scroll out I want it to be third person. I want to do this with 2 separate keys not just with one. If someone could help me that would be great. If there are any videos that would help or anything feel free to send a dm ( FIXED )

gusty dragon
#

with displacement in 5.4 how do I make footprints in the ground? is it possible

grand surge
#

IN game animation sample i wanna implement a feature to aadd when player runing it will play a voice after 4 seconds than players stops voice speed will become slower and for 2 seconds

barren tangle
#

hey, i see that i can modify the lenght of a timeline

#

can i also add a track and point to that track??

#

because i would like to add 2 points one at 0 value 0 and the other one at Speed value 1

#

or it's not possible?

steady night
#

is there a way to check which level is opened ?

fiery swallow
steady night
#

ty

dense garnet
#

Hello. How are you? Hope, this is the right place.

So, I have been trying for 2.5 days to figure this out. I have researched every "solution" I can think of. I have even ask 4 AIs too but the "solutions" they all gave. Did not work for me. I feel I am close but I am no longer sure how to fix it. I would be very grateful for your help.

Please see video.

#

What is Purpose/Goal of Ball???

-The ball launch forward (or backward if player desires) in the direction of the camera not the world axis.

Here is blueprint. Thank you. 🙂

barren tangle
#

it's the pawn

#

are u sure that ur pawn rotate correctly and not just the camera?

#

if your camera rotate over your invisible pawn

#

the get forward vector will be on the same direction

#

reason why you are pushed back instead of forward

barren tangle
dense garnet
#

Sorry, still kinda new at this. Only started in mid-May

barren tangle
#

we are all new 😄

dense garnet
dense garnet
#

Where do I plug this?

barren tangle
#

i guess into your add movement input

dense garnet
#

Still launches in the world direction/axis.. not the camera direction/axiws

barren tangle
#

?but you are into a dash function or in your movement function?

barren tangle
#

before adding it to the impulse?

dense garnet
barren tangle
#

with the pawn

dense garnet
dense garnet
barren tangle
#

but you didn't answer me

#

what is the add movement input? it's the ball movement?

dense garnet
#

Aahhh

barren tangle
#

or the camera movement attached to an invisible pawn?

dense garnet
#

"Add Movement Input" is a function/node.

I saw it in one of the "solutions" I reseaarched.

#

I am not entirely sure if it will help.

barren tangle
#

yes i know

#

i mean on which object are you using it

dense garnet
barren tangle
#

because it's attached to self

dense garnet
#

Aaahh... the ball???

barren tangle
#

so self = the ball?

#

if yes, what is sphere?

dense garnet
barren tangle
#

add the component arrow

#

and make visible in game

dense garnet
#

I am recording short video

barren tangle
#

k

faint forge
#

Basic question about flow in BPs:
in my GameMode I´m calling a Component´s function, which has a **ForEachLoop **and a **bool ** and a return node on complete.
After I use this function in my GM, Im getting a correct check of the variable as true, but I wonder if I am just lucky or really the flow is happening after the foreach.

dense garnet
barren tangle
#

you want to have a dash when you press a key?

#

correct?

dense garnet
barren tangle
#

when you press a key

dense garnet
#

Dash is working when I press key

#

But problem is

#

it only dash-ing in direction of World

#

not camera

barren tangle
#

it's more clear now

dense garnet
dense garnet
#

maybe easier for you? 🙂

#

I can share screen

#

brb quick pee

#

back

barren tangle
#

ok

#

ok lets go on live

barren tangle
dense garnet
#

Just had to talk to someone..

#

lol. .wait.. I'm trying to figure out how to call 😛

dark drum
#

If you want to ignore the pitch on the camera (so it only dashes along the x and y plane), you can do this.

steady night
#

@fiery swallow is there a way to chick if u are "in editor mode" :/?

fiery swallow
steady night
#

ah ok ill check it out thanks

west crescent
#

Heya, I want to spawn Level Instances on a landscape. These Level Instances will consist of any amount of Actors. Is there an easy way to make all of the Level Instance nicely snap to the Landscape so the seperate Actors are not buried in it or are spawned in midair?

maiden wadi
#

Unsure how level instances manage their own actors, but if you could get all actors of the instance, you could project them with a simple line trace once the instance is finished loading.

west crescent
#

Yeah that's the only solution I have come up with so far. I don't know about Level Instances managing their Actors either so I'll have to look into that

fallow gulch
#

Hello guys

#

I want to destroy the red actor, when the yellow actor (player) touches it

#

I've watched some tutorials, they all say cast the other actor (red obstacle) to the player class, then destroy it, like this, btw this is in the yellow actor blueprint (player)

kind willow
#

THis will destroy the player

fallow gulch
kind willow
fallow gulch
#

I tried destroying both

mental trellis
fallow gulch
#

they both do have colliders, and generate overlap evebts

fallow gulch
kind willow
kind willow
mental trellis
fallow gulch
#

let me try this

kind willow
fallow gulch
#

yeah same, it just went through the red actor

kind willow
#

No change?

#

Can you check the collisions settings?

#

And make sure overlap events are enabled

fallow gulch
kind willow
fallow gulch
kind willow
#

Also, you can try adding a break to the "Begin actoroverlap" to make sure it triggers

#

Right click > Add break node

#

It will add a red octagon on the node

#

When it triggers, the game will pause to let you know

fallow gulch
#

i got it working

iron idol
#

anyone have an idea as to why I'm starting offset from my player start?

kind willow
fallow gulch
#

Looks like blockall preset never triggers overlap

iron idol
steady night
#

hey im having issues with the Ai move to some of my Npc is getting the resault "aborted" need tips on how to trubbleshoot why its getting aborted if anyone knows ??

the same npc Bps 4 works 2 dosent so its not related to Conditions or anything it must be something more specific maybe in the cmc or something ??

fallow gulch
fallow gulch
barren tangle
#

hi i don't understand what Curve Id is

bold phoenix
#

Hello everyone, I'm trying the cropout UE sample project as a base for another project. However there seems to be a problem with the overlaping... Inside the function, the "hello" string is shown in the log but no the two other ones. Even though the legth of the array is always greater than 1 when it is being called. Any idea if this is just a log printting issue or if this just cannot work ?

remote marten
#

Hello I have a small question : I want to bring a data asset definition file into a blueprint and parse its content. What should be the type set to for this to work ?

#

thank you

#

it is sitting on a spline bp

barren tangle
#

why do we have a set timeline lenght if we cant add a key??

verbal kayak
#

how to pan a material to right? I dont want it to animate. Just adjust.

gusty dragon
#

with displacement in 5.4 how do I make footprints in the ground? is it possible

steady night
#

anyone got tips on how to debugg AI ??

spark steppe
#

like everything else

#

watch the BT execute, set breakpoints in custom tasks, etc..

steady night
#

well the problem is its just instantly aborting the command

#

i cant really trubble shoot >:>

barren tangle
#

is there a way to know the surface of a box collision

maiden wadi
barren tangle
#

the minimun point thar let me know what are overlapping the box

#

because i would like to know what is inside my box.

#

and i can"t use the overlap event

#

because i need to find the instanced static mesh inside of it

#

and instanced static mesh doesn't work with overlap, so i need to know exactly where i need to search for those meshes.

maiden wadi
#

This is where I'm confused though. What does this have to do with the surface? Your end goal is to get the ISMs within a box collision?

barren tangle
#

i need the coordinate of that box collision

lament nebula
#

huh... funny, i came in here wanting to ask basically the same question-ish x3

maiden wadi
#

Is it all one component, or multiple ISM components?

barren tangle
#

grass is one, but i can have multiple ISM inside of the box

maiden wadi
#

Cause ISMs are represented by their instances. You'd need an array of ints basically and a reference to the ISMComponent.

barren tangle
#

yes

maiden wadi
#

So To start you'd need a struct that has an array of ints. And you'd make a TMap out of that with ISMComponent/StructWithArrayOfInts.

barren tangle
maiden wadi
#

Then there is.... Sec

barren tangle
#

i have all there istance number

#

and i link each instance to a transform? and after i check which instance is inside my box?

#

so i guess i take the get actor world location + ??? + ??? to know the surface where i need to check, the limite transform where i need to check

maiden wadi
#

Something like this, maybe. Then you can associate each array of instances with it's component in the map.

barren tangle
#

sounds good

#

i will try into that direction

lament nebula
#

So might be related, im trying to make a construction method that subdivides the bounds of an actor (for visualization’s sake its adding box components) now i want to remove all the subdivision nodes that are not overlapping with the mesh, i tried using the get overlapping components on the boxcomponents (the mesh and box should be children of the same parent) but that gives 0 results.
Any ideas how to tackle it next?

dark drum
# barren tangle sounds good

As an FYI, if you plan to remove any instances, this will mess up all the indexes you might have stored somewhere.

dark drum
lament nebula
#

or maybe even better, if i made a fire system with it, i want it to propagate slowly over the mesh, but players have influence on what parts are wet or already burned for example

#

could prob apply it to somekind of creeping goo too

dark drum
# lament nebula or maybe even better, if i made a fire system with it, i want it to propagate sl...

So what I would do is create an array of box variables. (The structure that was shown above for something else) This take a center and the box extent.

You would start from the bounds center and extent and check if it's overlapping anything. If it is, remove the entry from the array and add 8 new ones to replace it where the center and extent is updated accordingly. Repeat on all entries that overlap until you reach some defined limit. (4 subdivisions for example)

lament nebula
barren tangle
versed sun
barren tangle
#

the grass is the only actor / components that is not found

lament nebula
#

I went around it sort of similar 😛

rotund barn
#

how do arrays work in blueprints? ive used them in programming, but like lets say i have a boolean array, will it basically only store 1s and 0s (true and false), or does the variable im using to set an index in it, matter somehow? to simplify my question, is there ANY other bits of stuff/information in a BP array other than just index and the values. sorry if this is a dumb question.

lament nebula
lament nebula
rotund barn
#

oh okay, thanks

versed sun
dark drum
lament nebula
dark drum
#

The octree is just stored as box variables.

rotund barn
#

would there be a difference in using these two? should i opt for the non-cast one when possible?

frosty heron
#

There is a clear difference, mesh exist in Character level but you will not be able to access ThirdPersonCharacter member variable without casting.
Say you have hit point variable that is declared in ThirdPersonCharacter, you can't reach it without casting when the object you are trying to pull it againts is not the type you are after.

maiden wadi
frosty heron
#

GetPlayerCharacter will return Character reference

rotund barn
frosty heron
#

lets say third person character have more child like bp_Goblin or bp_Archer

#

but you just need to access member variables in thirdpersoncharacter

#

then you just cast to thirdpersoncharacter

rotund barn
#

oh okay, thank you. i always try to google everything first but i usually get stuff completely unrelated to my search. i need to improve my googling abilities

frosty heron
#

asking questions like that are perfectly fine

#

you will get quick answer most of the time

dark drum
iron idol
#

Is it possible to make an actor have no collision with the player but can still be detected by sphere trace?

frosty heron
#

Look up collision channels

lament nebula
lament nebula
#

hmmm i had hoped it would catch some more detail, but this seems to just be htting the simple collision

dark drum
lament nebula
dark drum
lament nebula
#

oh, i see it

barren tangle
#

i have my grass (ISM) inside the box. but the overlapping actor doesn't found it

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how can i check if the grass is really there?

fringe junco
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hmm so Im trying to build a utility AI but Im having an issue wherein the score variable seems to be global for a single category of uobjects ie the uobject behaves like a singleton. Is there an alternate way to structure this? or what datatype should I use instead of a uobject?

faint forge
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How I jump in AnimBp to the code "behind" this node?

steady night
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im trying to reduce world scale from 100% to 0,25 over the timeline duration

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what am i doing wrong

thin panther
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you're lerping from the current to the desired value which is ever changing

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every time that lerp is called you're lerping between different values

steady night
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oh ofc

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should be a fixed value

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or ? hmm

thin panther
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yes it should

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I.e. cache that scale ina variable before the lerp is called

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So in this case, before the timeline plays

steady night
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but shouldent this work really ?

thin panther
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It would, but that breaks if the object is not at scale 1

steady night
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well it is

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but its not working hmm

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hm its not changing

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not changing the values at all

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i must be missing something O,o

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ah okey i was lerping normals....

lament nebula
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I am clearly missing things here, but i feel the complexity is already getting out of hand, can anyone help me brainstorm on this fire system and point out any bears on the road?

  • game start
  • collect all flammable objects in the level into an array
  • divide all objects into a grid of nodes that can catch on fire
  • if a node on an object is on fire, the nodes send events within a radius based on details
  • nodes that can burn will constantly be listening for the event, take damage, catch fire, become event emitters

One issue i see is that i think the CPU wil catch fire with 100000's of events screaming every step (to be determined, not every simulation step)

faint pasture
lament nebula
faint pasture
lament nebula
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well yeah, but more trying to figure out if this is the right path

faint pasture
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It can work. What's the goal, simulating fire propegation in 3d?

lament nebula
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yeah

faint pasture
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are the nodes all the same size and spacing? Like, is it basically just a 3d voxel grid of On Fire / Not On Fire?

lament nebula
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thats the current plan yeah