#blueprint

1 messages · Page 204 of 1

faint pasture
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It wouldn't be too hard in C++, I'd probably use bit fields on an array of bytes

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It's simple math to go from 3d coords to bit inside the byte that represents whether or not that coord is on fire or not

lament nebula
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so you think it wouldnt be unnecessary resource heavy?

faint pasture
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not if done correctly

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What's the general fire propegation logic? A cell becomes on fire...... when?

lament nebula
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a cell has hitpoints, and any cells that are on fire do x amount of damage to nearby cells, when the cell HP is 0, its on fire

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and then it has a burntime

faint pasture
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ok so you can pack that all into 1 value.
Say you used a byte per cell.
256-128 -> not on fire
127-1 -> on fire
0 -> burnt out

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300 kB isn't that huge. It'll be pretty fast to do the propagation steps

lament nebula
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hmmmm, thats an idea

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put every cell in a list with the coords as key and a byte value?

faint pasture
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you'll need to store cells in an array and do math on coords to get index

lament nebula
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but i could do that when making the level, store that, and just load in that when the level loads

faint pasture
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Index = X + Y * XSize + Z * XSize * YSize
Something like that.

granite frost
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How do I find out the movement speed from an animation cycle?

lament nebula
faint pasture
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You'll want to know about making your code cache friendly

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but just get the thing working for now

faint pasture
granite frost
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It has root motion.

faint pasture
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HowFarTheRootMoves / CycleLengthInSeconds

granite frost
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But I am not sure how to make root motion work with animation warping. So I locked its root motion

faint pasture
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there might be an automagic way to do it but just do math. In 1 cycle how far does it move?

granite frost
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Now I feel like an idiot😅

spare sentinel
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in lobby i set every controlelr a team! then when the game start every controller is set al variables to defautl

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i wanna read on event begin play in game every controlelrs team?

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can i set this with "event on swap player controllers"?

wild sage
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I'm adding this value (is an actor in the world) to this array, but then i need to destroy this actor in the world, and i need to keep the reference in the array, how can i do this?

faint pasture
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why is a quest a whole actor?

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How are you authoring quests, and where do they get spawned?

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you can maybe store the classes of completed quests

wild sage
# faint pasture don't

Whoever created the quest system did it in a way that it is necessary to spawn a quest in the world, this quest in turn spawns a series of objectives that have a beginning, middle and end. It's a large system and I can't change the structure, but when completing the quest, I need it to be deleted so it doesn't stay in the world, but when I delete it, it also disappears from the questlog, since the questlog uses this array (completedquests ) to create the entries

boreal crypt
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I have a custom actor component blueprint, which configures health-bars for the attached entities. Allowing you to choose the size, location, colors, etc.

While this all works, you can only see the results of your change when playing the game, is there a way to have a construction script run from the actor component?

maiden wadi
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Sounds like vertex painting with a bit of niagara for neatness.

fair spoke
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i was wondering this, is it possible to make an external game launcher/ settings in menu in unreal 5
something similar to FO4 or other games with a menu like that

vague dome
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Hi , i'm new to unreal and trying to do something and maybe i'm doing a rookie mistake and not seeing it. my problem its the following.

i'm trying to use the Remote Control plugin to send a message through a function in a blueprint , and with the value changing a text , everything seems fine i can send the message i receive it on the blueprint , i know that because i put a print there with the text that i receive on the function , but when using the Set Text the text doesn't change at runtime , but it changes after i stop the game.

mental trellis
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How do you know if it changes after you stop the game... the game has stopped?

vague dome
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because the text literaly changes

mental trellis
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I assume you mean the text in the editor, rather than teh game?

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Are you using PIE or an actual game instance?

vague dome
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PIE ?

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I'm using PIE (search what it was xD)

maiden wadi
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Why you would do that, not sure. Unreal's settings are good enough not to require a restart.

rare gale
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Is it possible to have a component's varibles exposed on the BP it is attached to so that I can change each instance in editor?

maiden wadi
rare gale
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yeah, in the level. I want to be able to add a component to any existing BP and set the variables of that component to be different on each BP in the level in editor, not runtime

maiden wadi
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Should already be doable as is? You should be able to pick the component in the list when you pick the actor.

rare gale
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Sorry, I can add the component but I want to change variables inside of that component once it's on that actor/BP

maiden wadi
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You can. Just click on the component liiiike.. sec

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Like here. You can pick NewBlueprint, then pick DefaultSceneRoot. Which lets you edit that instance's instance of the scene component.

rare gale
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ah, you mean in the component list... ok... that might work. Not as convenient as I was hoping but it's there. Thank you.

fair spoke
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i havent found any tutorials on how to do it though

maiden wadi
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That's a rare one. 😄 But not a bad reason. Could even do that with just command line arguments when launching.

fair spoke
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the only one i could find was from 2014

maiden wadi
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I doubt you'll find much. Launchers are kinda studio territory mostly. But the idea is fairly simple. It's just non UE code that makes a launcher which either launches your game with command lines or sets ini file settings. Has very little to do with traditional UE coding.

fair spoke
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thats actually not that bad then

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i thought it had to be in UE as well

faint pasture
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Just add a Completed state to quests and don't destroy them.

candid whale
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speaking of people who don't know what they're doing.. I'm at a complete loss here :/

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I've got an Android build containing exactly this:
https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-android-virtual-keyboard-in-unreal-engine-projects?application_version=5.3

download: https://drive.google.com/drive/u/1/folders/1JRT1P3IOyL8fiXSet7YwCuoqxHeyNX9A

Yet when I run the ImprovedKeyboard build, the keyboard doesn't appear.. would anyone who's got an android be capable of testing it or confirm whether 5.4 improved virtual keyboard does work on their project?

Epic Games Developer

Going over setting up the Android Virtual Keyboard in Unreal Engine.

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when I disable the improved virtual keyboard and return to this weird popup that THEN opens a keyboard, it does work. that project is on that same link as well

lament nebula
grave relic
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I have a command line argument when launching my game, I want to retrieve the text of the command and if it corresponds to the real branch, we display a widget.
How can I do this? Currently I have this, how can I now retrieve the text of the arguments found when launching the game?

narrow sentinel
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so if I wanted to test a value against it self, say I have a variable IsEnabled

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and I wanted to see if it's ever changes from what it was last frame what would I use to do this ?

kind willow
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There are probably some more advanced ways of doing it, but these 2 are the simplest

narrow sentinel
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so I've done that

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I would think that would work ?

kind willow
narrow sentinel
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yeah

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sorry I didn't right my question right

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so value changes from what it was

kind willow
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Usually you'd do it on a specific player action. So, if you have something movement related, you'd trigger it when the player starts pressing the movement button. If you need it to happen at all times, you'd have to attach it to the tick event. If you could share more details it'd be helpful

narrow sentinel
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so I have a battery and when the battery power state changes from what it was so not realy = to true or false but when it's changed I then call the dispatcher

kind willow
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Battery state as in toggling the flashlight on/off or when the battery is depleted?

narrow sentinel
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simply powered

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so I have code that will set the battery powered based on it's amount

spare sentinel
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how can i pass lobby controlelr varibale to game play contrller before the game start

kind willow
spare sentinel
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set lobby player controlelr team into game play controlelr team before the game start

narrow sentinel
spare sentinel
narrow sentinel
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would that work though how I've done it to correctly see the change

spare sentinel
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i need to rea the player controlerl team when the game map start

kind willow
# narrow sentinel so I've done that

I think the branch will always give "false" since you make the 2 variables equal before doing the check, so I think you might have the order of operations wrong somehow?

kind willow
narrow sentinel
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if not I can use the other method of using the delay until next tick

kind willow
narrow sentinel
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hmmm

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not sure how to alter this then haha

kind willow
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Do the branch first, then do a "delay until next tick" then do the set bool
This will check the 2 variables for equality, then set them to be equal

narrow sentinel
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I can't seem to find the delay until next tick node ?

stable bane
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Appreciate it! Got it working :)

kind willow
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if that fails, delay node with time set to 0 has simmilar results in a pinch

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At worst, I can send it to you for pasting

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If you want to bother with that

narrow sentinel
kind willow
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also, you can't use delays in functions

narrow sentinel
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nope

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doesn't seem happy even doing that

kind willow
narrow sentinel
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let me see

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Warning: execute: Parse error while importing property values (PinName = execute).
Warning: Unknown pin type member: bSerializeAsSinglePrecisionFloat.
Warning: then: Parse error while importing property values (PinName = then).
Warning: Unknown pin type member: bSerializeAsSinglePrecisionFloat.
Warning: self: Parse error while importing property values (PinName = self).
Warning: Unknown pin type member: bSerializeAsSinglePrecisionFloat.
Warning: WorldContextObject: Parse error while importing property values (PinName = WorldContextObject).
Warning: Unknown pin type member: bSerializeAsSinglePrecisionFloat.
Warning: LatentInfo: Parse error while importing property values (PinName = LatentInfo).```
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thats what shows in output console

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when I try to paste

kind willow
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give me a sec..

narrow sentinel
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nope from when I ctrl v in the graph

kind willow
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You should get an error like this

narrow sentinel
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where is this located this delay until next tick ?

narrow sentinel
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thought you mean in the output log

kind willow
# narrow sentinel yeah thats what I had sorry

Then I have no idea what you are doing at this point. You should have access to delays unless you are programming within a function. Alternatively maybe your actor class has no access to delays, but I don't even know of a class that would

narrow sentinel
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where is the delay until next tick located

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like there is the macros thing

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cause one thing DTG have done with their TSW editor is they have it read the paks from your game files and due to this editor stuff that would be not uncooked is cooked and also being read from the normal location it would be within editor

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bassically theres two places the function prob exist and editor conflicts between and doesn't allow them to be used. Thats what happened with the macros, I had to make my own version to negate the issue explained above

spare sentinel
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that need read the palyer controlelr team when the map start

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there is no tiem to set with game mode

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it must set before the game start

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how can i dot this?

kind willow
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This starts running the second your game starts running. Useful for music

spare sentinel
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can you tell me how can i set variable TEAM in gameplaycontroller

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before game start

narrow sentinel
spare sentinel
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can i set it with "event onswap payer controllers""?

kind willow
kind willow
spare sentinel
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the event on swap player controllers dont trigger on me project

narrow sentinel
spare sentinel
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im travelling with 2x diffetn gammoes and controllers

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the event doesnt trigger and start

narrow sentinel
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as to if it's due to the function being in two places and editor getting confused or if it's how the editor ended up when they released the editor

kind willow
narrow sentinel
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so it's the actors that get confused they aren't able to see assets that are cooked

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so if it's reading the functions from a cooked asset then BP actors will not be able to use the functions

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unless I say make a copy of the asset then making it an uncooked asset

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are you able to locate the function for me

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like where it lives please

kind willow
narrow sentinel
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I think I can workaround but need to find where that function lives

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as I can't use it within BP actors I can't see it's location in UEs stuff to see what asset it lives in like standardmacros for example

kind willow
narrow sentinel
kind willow
narrow sentinel
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delay until next tick

kind willow
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That's not a function...

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that's a command

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It's written on an engine level. You cannot see it unless you open the engine's source code

narrow sentinel
rotund barn
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if im not mistaken

narrow sentinel
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so 0.1 would be executed on next tick ?

rotund barn
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what do you mean 0.1?

kind willow
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I double checked it and it's part of a library "kismet system". I guess that's where you'd want to look, but I doubt it'd help

narrow sentinel
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you said less then 1

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so if I set delay to 0.1 thats be on next tick ?

kind willow
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I tyhought you have no access to delay node?

narrow sentinel
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the delay until next tick I don't

kind willow
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... just set it to zero...

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it will execute it as soon as it can then

rotund barn
# narrow sentinel you said less then 1

i was thinking too much with real time, cause lets say a frame (tick) is 10ms, the real time delay can be less than 10ms technically. but in terms of ticks i think it would be always 1tick delay. so i edited out the <

kind willow
narrow sentinel
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that would be reason for my 0.1, I'll do the delay set to 1

rotund barn
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but do you not really have that?

narrow sentinel
kind willow
narrow sentinel
kind willow
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Why not just use a delay set to 0 seconds?

rotund barn
narrow sentinel
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is what DTG have built their TSW Public Editor on

rotund barn
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ohhhh, it seems it doesnt have that node then

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but what kind of a delay do you need?

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like would 0.001 seconds work or something?

narrow sentinel
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just trying to do something like that

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thats all

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bassically I only need to do something if the value changes

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not fussed whether true or false, just needs to be when the value has changed

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HasBatteryPower is the one I am wanting to react if changes

rotund barn
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but whats the delay doing?

rotund barn
narrow sentinel
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so the delay is fine to use in this case

rotund barn
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im not sure what the delay is supposed to do in this case, unless you want to limit it so it can check the value only every 0.1 seconds

narrow sentinel
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so what would you say it should look like, bassically what I'm doing with branch is seeing when the HasBatteryPower is not equal to what it was last frame

rotund barn
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ah, now i get why you need the delay

narrow sentinel
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if I don't have a delay the tick will fire all that within same fram

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*frame

rotund barn
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yes i understood that, i didnt realize you were comparing it to previous data

narrow sentinel
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thats fine, I don't explain very well

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is that setup right to work in that way ?

rotund barn
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im not really and expert, but it looks like if battery amount is anything more than 0, it will set HasBatteryPower to true, which will then also set the CurrentBatteryState also to true

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basically always making them both true

narrow sentinel
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hmm I don't think that'll work then cause I'm setting it all in same tick

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I need to split that up

rotund barn
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i can be wrong, but i dont think you should be using booleans. or are you only trying to see if the state is the same(like if it has or doesnt have battery)? or do you want to compare the battery value, like how much battery.

narrow sentinel
rotund barn
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no other data

narrow sentinel
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this is cause that variable could be set in multple places etc and it make be I can't condense it to one place so instead I use the event tick to track for a change and

narrow sentinel
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one thing I could do is if I can locate where the kismet system libary files are located I could replace them with one from UE that I have on my machine, that would bring back the Delay until next tick node

spare sentinel
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anyone know the event on swap player controllers???

narrow sentinel
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I think whats happening here is the cooked and paked files the editor is reading include said file where it's missing that delay until next tick function

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issue with TSW Public editor is it priortises what is mounted so if they have mixed editor assets into the cooked and paked file even if the uncooked assets is there the editor will ignore them

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it's well wierd, there editor is beta so haha

rotund barn
narrow sentinel
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unless what if I set a temp value

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and then delayed by 1

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and then set current and check the temp against current ?

chilly sundial
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why in gods name is this multi sphere trace only detecting the cube? if I remove the cube it detects the vase?!

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here it works? multi doesn't seem to be multi, or I'm too tired and not seeing the obvious. the vase is a geometry collection in a BP btw

thin panther
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The main thing with multi is it returns all overlapping hits until the blocking hit

chilly sundial
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ok thanks, then I misunderstood it

thin panther
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Yeah it's an easy one to misunderstand, it's not very intuitive

spare sentinel
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Nobody here can explain to me how the event on swap player controllers works and is triggered?

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this is an event on game mode

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it dont triggger on me even when i travel -.-

dawn gazelle
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If you're using "Open Level" that's a non-seamless travel

rotund barn
# narrow sentinel i'm not sure whats best to do then

im only 70% sure that this would work for you, cause i dont know everything youre trying to do with it. but this would be checking if the battery power is <0, then 50ms later it would check again using a different bool, and then compare the two, seeing if right now the bool is the same as 50ms ago. doing atleast what you said. but that delay is impossible to be matched to 1 frame, because framerate changes, so youll need to decide the delay. also that do once and the related nodes may not be needed, im just not sure if the delay in the sequence will prevent the event tick from firing it again (it SHOULD prevent it, im just not 100% sure right now)

spare sentinel
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in settings

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this is clean top down tempalte engine version 5.4.3

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i jsut set new map new controlelr adn new game mode

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and this is the only code for travel + both game modes semless travel to true in settings

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thats all.

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it doesnt work -.-

rotund barn
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there probably is a better way to do this, so could someone point me towards a node or something, or tell me if this would be an acceptable way to "detect" which spell i hit the enemy with

spare sentinel
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can someone explain why the evtn dont fire

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i find millions videos to everthing in unreal engine

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i find no video nothing in internet to this event """ event on swap player controlelr""

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its crazy i find nothing!!!

versed sun
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Where are you changing the PC ?

spare sentinel
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the event doesn fire -.-

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i dont need set changing when the event does fire

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its printing nothing

frosty heron
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It's not gonna fire by it self?

versed sun
spare sentinel
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the event doesn trigger/fire/start

versed sun
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It only fire is you are changing player controller while seamless traveling

spare sentinel
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it doesnt work -.-

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you can try it make new project. set 1 game mode one new controller set bothg ame modes to sealesstravle to reue

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its takes 2 mins

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it will no work

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on any project i have!

versed sun
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Does the new PC load? on your PC, Print something on Begin Play

frosty heron
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If you want to get to the bottom on where it's called, you can read the source code

spare sentinel
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moment.

versed sun
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I never messed with Seamless travel , but i assumed it changed maps without loosing data

spare sentinel
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yes its print hello one vent begin play

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cant really no one help me? -.-

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its jsu an event

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i find nothing on internet!!! nothing its carzy nothing

frosty heron
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You can help your self, read the source code. If you can't, try asking #multiplayer

versed sun
spare sentinel
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yes in editor

frosty heron
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Then that's Ur first problem

versed sun
spare sentinel
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i send you video moment

frosty heron
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Why tho?

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Haven't ryck explained it?

dawn gazelle
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Tested in standalone game mode, works fine (first time I've tried to enable and use seamless travel)

frosty heron
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You cannot do seamless travel in pie

spare sentinel
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here

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datura how it works on you?

frosty heron
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@spare sentinel please read

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Try stand alone or package, you got sent links that says seamless travel don't work on pie

spare sentinel
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watch video

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its stand alone

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i have set all right im traveling

dawn gazelle
spare sentinel
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can you send me video what did you set?

dawn gazelle
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It won't because you're running in editor. This is what you want to select, and make sure you're running as listen server or client for the net mode.

spare sentinel
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it dont work ?

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im no stupid guys ^^

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can you show me your code datura?

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an yous end me video or picture?

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its printing nothing!

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you see on video its printing nothing!

slender harness
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does the output log have anything? your probably not hitting that event

spare sentinel
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i watch moment

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thhis is the only error i got

slender harness
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yea it literally tells you in the log you cant use the seamless travel in PIe

spare sentinel
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but when i start stand alone it doesnt work too -.-

dawn gazelle
past compass
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can you migrate assets from one project that is in 5.3 to another project that is in 5.4 ?

dawn gazelle
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Only put the loop on there so it makes it super visible in the log 😛

versed sun
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well, i dont know about 5.3 , but every other version works

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i just move some from 5.2 to 5.4

spare sentinel
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datura its no printing on your screen? o.O

slender harness
frosty heron
# dawn gazelle

How is standalone configured? Not development I suppose? The print string don't print anything to the screen

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Never dubble with it, but that make sense I guess

dawn gazelle
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Yea I dunno why it doesn't show on there in standalone.

frosty heron
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Print screen doesn't show up on shipping build

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@spare sentinel add breakpoint or play a sound to check if the event gets fired

spare sentinel
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so i can only check now if my game works only in stand alone?

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thats takes much time to run my game in standalone very time?

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THATS CARZY?? O.o

dawn gazelle
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Only if you need to test the seamless travel parts of it.

spare sentinel
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i need seamless travel in my mutlplayer game

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thats takes many many time now

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i need to run my game sometimes 100 times per day

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or 1000

dawn gazelle
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If you need to change maps to test things, then you should probably come up with a better method of testing.

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ie. You should be able to play on whatever level is loaded. Have some dev menu that lets you configuring things if there's things that are normally set up to begin with in the level it would transition from.

spare sentinel
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i will check now if i can send my lobby controller TEAM VARIABLE to my game play controlelr TEAM VARIBALE

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i hope this will work!!

odd kiln
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Is there a Unique Identifier for each Actor (I'm looking for that for Save Game system) ?

empty marten
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Hey peeps,
Am I right in assuming that this will assign the same colour to every one of this actor that I place in the world even though the randomize code is in the construction script?

odd kiln
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Should I use GetActorGUID OR GetActorInstanceGUID ?

grave relic
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Can we Randomize the position of an image on the widget when I receive a hit from an enemy?

frosty heron
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Yeah just offset it with random values

dawn gazelle
frosty heron
dawn gazelle
odd kiln
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Do I have to make a function to create GUID for Actors ?

grave relic
frosty heron
dawn gazelle
# odd kiln Is it compliacted to do that ?

Create a GUID property. Use the "New GUID" node to create it. You can use the construction script to check if the GUID is valid or not, and if it is not valid, set the value for the GUID property from the "New GUID" node.

frosty heron
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If you want to set position of an image, then set the position of the image

grave relic
frosty heron
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If you want to set the image position then do just that. There are several ways

odd kiln
frosty heron
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You can just add offset to the translation maybe or you can calculate where the widget is positioned relative to the canvas then offset it

grave relic
frosty heron
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Are you making 2d game or something?

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Why are we talking about projectile in widget

grave relic
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Like that

frosty heron
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So Ur game is 2d

grave relic
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Na

frosty heron
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?

grave relic
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3d

frosty heron
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K so nothing to do with image or widget then?

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If your projectile already firing straight then it's just a matter of spawning it in a direction you want (can be random too)

empty marten
grave relic
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I don't really know how to explain

empty marten
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Maybe I need to store the created instance as a variable first?

frosty heron
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Also test if your color param even work to begin with

dawn gazelle
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Any placed actors would then get a GUID automatically assigned and it will not be changed by the construction script re-running. Any spawned actors should also get a GUID this way too.

odd kiln
empty marten
faint creek
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Hey guys is there a way to Stop the behavior tree?

lunar sleet
lyric basin
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Hello peeps, I once again turn to this community for assistance with something I am probably just overlooking. I have a project with utilizes the ALS character and assets. I am trying to get the location and rotation of one of the sockets for the meshes which come with the project, for the pistol and rifle. This is for a line trace. The rifle works fine but using the exact same setup and swapping out the required nodes to the pistol returns no data for the socket. I don't know why

valid vector
#

Why did my IA_Look keep firing in touch screen while I don't have any touch assigned?

lyric basin
#

For reference, here is how I am calling it

gaunt lion
#

So I was trying to figure out how to make it so I cant sprint while crouched. Can someone explain to me why branching it twice fixes that.

lyric basin
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it is possible you are increasing the movement speed regardless of whether you are crouched or not

#

the second branch always evaluates to true so stop sprint is always called if crouched is true

gaunt lion
lyric basin
#

its fine if you are learning

#

but if you wanna do it better, take a ss of your crouch system

#

I get the feeling that the system isn't registering that you are crouched and it isnt setting the variable

gaunt lion
#

this is my crouch

lyric basin
#

and when you crouch and try to sprint, what happens?

gaunt lion
#

now nothing

lyric basin
#

does he just crouch walk faster? or does he stand and run

gaunt lion
#

but before I put two branches it would sprint while crouched

#

yes

#

crouch walk faster

lyric basin
#

okay, I think its cause you are using the max walk speed. not an expert, but try using this instead

#

and also try using a second character movement node to plug into the second one. I have had things just work better when I am not reusing nodes

bronze lily
# gaunt lion this is my crouch

Turn on the capsule visibility here and test it as well you probs need to reduce the calsule hieght during crouch or you wnat be able to go under any thing

opal snow
#

Is checking for the component necessary here or can you just cast?

#

Because I was under the impression you can just cast and connect other actor to object. But starting to realize other actors can trigger these collision boxes as well

dawn gazelle
#

If you want to know that specific component on the hero caused the overlap, then you'd check the component.

opal snow
#

Cause right now the enemy ai can also climb it

dawn gazelle
#

Which likely means your enemies are also "BP_Hero"s

mighty crown
#

Is there a blueprint node that can predict an enemies location based on its movement? I have a turret that I control but it doesn't aim exactly at the enemy. I fed it the enemy's location but it always has the old location. I don't have any AI set up.

opal snow
dawn gazelle
#

Then the overlap wouldn't trigger.

#

Sorry, the overlap would trigger, but the cast would fail.

opal snow
#

Ok then there's something else wrong

#

thanks!

dawn gazelle
# mighty crown Is there a blueprint node that can predict an enemies location based on its move...

Math.
Velocity is in units per second if I remember right. To know where the target is going to be in one second, based on the current frame's location and velocity of the target, you'd add the current location to the velocity and that would be a rough guess of where it would be. If you want to know where it would be in 1/10th of a second, you'd divide the velocity by 10 and add it to the current location.

mighty crown
#

Thanks! I was just trying to check if there's anything built in before I go code my own prediction stuff. I saw there was a prediction node for pawns but that looks AI related. Guess I'll just roll my own then

tropic peak
#

Guys I need some help with developing one simple'ish feature. I've been struggling with this for a couple of days and I don't know how to approach this. I have a blueprint parent for furniture and each child of it has sockets I want to attach the currently carried item to when put down. Should I have an interface with a function "put down", and somehow find the first available socket in the targeted object? how do I find which sockets are occupied (do i even need that since socket can hold only one item? should I just iterate over the array of sockets and try attaching?)

#

It's kind of a showstopper for me and I can't figure out the proper way of doing this so it doesn't bite me in the ass later on

hearty veldt
#

Never try to make anything perfect to begin with, you won't be able to do that. Just make it work and if it's a problem later on, then you'll go back and try to find another solution. Otherwise you just waste a lot of precious time stuck on one feature. Premature optimization and all that.

I'd either make a Struct with the socket name and a bool to flagged it as occupied, and then throw them in an Array, or a regular Map I guess would work as well, altho it could be more confusing and you'd have to use the socket name as the Map's key, and then just loop over them to find the first one available. And have some logic for when there's none found.

Again don't overthink anything, just get it working and optimize / refactor / improve when needed, else you'll never release anything.

frigid hill
#

Hey, anyone here know how can I define a struct to a created DataTable Object in the Editor Utility? I'm trying to automatically create a filled DataTable with a selection of Static Meshes but I can't find a way to define a struct for it

tropic peak
#

For some reason implementing this is harder than I thought it would be

#

maybe because there's a lot of cross referencing and I just feel it's going to bite me in the ass one way or another

languid wolf
#

Hey, sorry for ping, but did you manage to solve this issue?

final berry
#

So I have a bunch of towers for a tower defense with their own stats. Is it a good idea to put all that in a datatable and also use that datatable to fill the (reusable) tooltip I made? Or is it to heavy to keep calling a datatable everytime you hover over a tower to see its info? 🤔 So what I'm asking is:

What are some good practices for a bunch of data that you need to use in actors and user widgets like tower stats in a TD and which needs to be scalable

spark steppe
#

DataTables or DataAssets (later one can get messy with a lot of different towers/units)

hearty veldt
#

if it's just data kept in memory you're fine, it's not heavy, altho the editor widget might be sluggish after a certain amount of entries, be careful with referencing assets however, the docs say this:

In the above DataTable example, the asset that is referenced is a lazy loaded asset (TSoftObjectPtr handles this). If the Asset field type was set to UTexture, all of the assets would be loaded whenever the DataTable was loaded.

https://dev.epicgames.com/documentation/en-us/unreal-engine/data-driven-gameplay-elements-in-unreal-engine

crude dew
#

Hi wonder if someone can answer this for me please, I just want to know if im doing this correctly.

#

I have an Event Despatcher in my BP_Enemy called OnTakeDmg this is called whenever the enemy takes damage, and I have a widget which uses on Construct a Get All Actors Of Class and then Binds to the OnTakeDmg for each of the Enemys in the array.

#

It seems to work but it,s printing out for all the enemys instead of the one i hit

#

#facepalm nvm after pasting this image I can see i put the print string inside the For Each loop...

#

not sure why i didnt notice this before... Sorry.

final berry
#

I was also wondering something about Sizemaps. How do I know they are too big or when should I try to reduce him and in what way can you reduce sizemaps 🤔 I'm pretty sure the sizemaps of some of my actors is waaay to big, but I'm not sure how to reduce them. Should I implement more interrfaces? (I guess interfacing might reduce the amount of references)
Does anyone have some time to take a look? 🤔

versed sun
#

Add another variable of the Event Dispatcher of type BP_Enemy, and pass Self when you call it

crude dew
#

Will do that thanks.

versed sun
#

that way you know which enemy took damage

hearty veldt
final berry
#

Although it's a plush hedgehog 🙃

hearty veldt
verbal kayak
#

Mine is an imaginary friend

hearty veldt
#

Casting to PlayerController fails inside a function library

rotund barn
#

can i use the "sweep result hit actor" for detecting what (spell) collided, to see what damage and effects i give the enemy? i couldnt find any info on that in google

dark drum
dark drum
rotund barn
#

im going to end up having probably 50 or more different things that can cause damage to enemies

crude dew
#

Here is where i call the event

#

I tried this in the widget.

#

but theres no print out when the BP_Enemy is hit.

versed sun
#

how many enemys ? you are only getting one and binding it

dark drum
# rotund barn just a scalable system for seeing what the enemy was hit with, so i can give the...

I would use 'Damage Type' objects instead. The thing doing the damage passes this through the 'Apply Damage' node (by specifying the class) and is received by the target as an object. If you use a base damage type for all the types of damage you have, you can include a base function (such as Modify Damage) where you can pass in values from the target such as defence and magic resistance.

crude dew
#

there is 6 enemys, So do i need to bind to every single one of them ? I was thinking that if i passed the enemy that was hit I would be able to bind to it,s OnTakeDmg event

crude dew
#

but the Bind Event to ED node only has an input and no output, so it cant send the values it can only receive from the looks of it.

#

I guess if i want to bind to a specific enemy I would first pass the enemy to a custom event then drag off and then bind event to that "enemy" if im correct? I,m really new to using this functions so just trying to test out various things like binding to one enemy and binding to multiple etc.

sweet silo
#

what's the best way of triggering a sound at a certain point if not with a trigger box ? thanks !

dark drum
# rotund barn ohhh, thank you very much.

Something like this. The damage type has the base function and when you create new types (children of the base) you can include various vars inside them and override the base function to handle how it should modify the damage.

dark drum
sweet silo
dark drum
sweet silo
#

like my character has this open road and he talks to himself singing something but i want the noise to come at a certain point 🙂

versed sun
dark drum
sweet silo
#

but there are some other stuff hapenning like if you get too close to the women on the right you will hear their conversation as well
But thats ok for now it's just a prototype i will make a video out of it so i'll be player i will knwo were to go

crude dew
#

Am i wrong that event despatchers mean gather all the references to objects which use the Call node within the object that is listening ?

sweet silo
dark drum
crude dew
sweet silo
#

the best would be to have a proper world ref right ?

dark drum
crude dew
#

ohhhh no my mistake @versed sun Apologies I am telling the node to "USE" self to call not passing the actual self actor 😮

dark drum
crude dew
#

Then how do i "listen" for this event in a widget this is the part that im getting stuck on because Im trying to not create a reference to the widget inside the Enemy class or create references inside the widget class for the enemy if that makes sense.

#

I know I Bind Event to Take Dmg (I was under the impression that an object could "shout" Im damaged and things with Bind Event to X would automatically "hear" it and react but seems like 1 shouts and the listener still needs a reference to the object doing the shouting, Which means instead of casting from the Enemy to the Widget to pass the values you just get all the references within the listener for the objects doing the shouting? )
Is this correct or am i thinking about this wrongly, Thanks for the help btw 🙂

versed sun
#

I think this should tell you which enemy took damage

#

not tested because i dont have anything like it setup

faint creek
wild moth
#

I wish there was a Foreach for maps x) saves a hassle. Easily done with a ranged For loop in c++ :/

crude dew
#

Thanks @versed sun!

rose crest
flat summit
#

Looking for help understanding array usage a bit - Trying to get a BP to get a bunch of names randomly from Array "NPC Baby Book" and assign random names to each slot in the Array "NPCNames". I'm using AddUnique, however it never names all 10, usually get stuck between 4-8, because it "Attempted to access index 8 from Array length of 7" etc.

faint creek
frosty heron
#

If the length is 7 then there are 7 items starting from index 0 to 6

flat summit
#

Right, so I imagine AddUnique is removing the old indexes/entries, and when it tries to get a random one it can't because it's still thinking the array is 10 long? or something

frosty heron
#

Add unique just add a unique element to the array. If there is existing one it will just not add the element or replace the one with the same value.

flat summit
#

So it's picking an already picked name, then just giving up and skipping it?

versed sun
#

Shuffle your array , and then get the first 10 items

frosty heron
#

It's as simple as if you already have hello in an array.

Doing add unique with value hello will not add to the array

flat summit
#

Like, it's job is to "Pick" random names from the first array, and set them to the second array, but not repeat a name, and choose something else instead in that case

frosty heron
#

Just follow what ryck said

#

Shuffle your array and that's it. You get random names

flat summit
#

On it!

frosty heron
#

Also make use of loops when working with array. There's no reason to pluck the index one by one

flat summit
#

Did try loops briefly, struggled, keen to try again but excited to get something working at this point 😅

versed sun
flat summit
#

Okay, that seems to work perfectly the first time, but also seems to repeat itself over and over and then get confused, and that's just on Event Beginplay

spare sentinel
#

hey

#

i have a plugin#

#

i want to open the c++ plugin

#

and code a little delay

#

so the plugin start 0,5sec later

#

how can i do this? and how can i open the c++ code from plugin?

final berry
#

Does anyone know how to get a string(or text) like "Hello\nThisisnewline\nOkaybye" into a text field with blueprints to make it
Hello
Thisisnewline
Okaybye
? 🤔

Edit, nm found it using the Format Text node

wild moth
desert moss
#

Hey everyone, I'm trying to make a bp that will make the objects that I tag with the word "strobe" flicker based on a given speed by hiding and unhiding all the actors with the tag. The current setup works but when I add more actors to the loop then only the first in the loop will flicker. Anyone know why this is happening?

wild moth
#

I guess I can look at how the current ForEach is setup for example

desert moss
#

This was the before

#

(strobe is only applied to the lasers in the eyes)

#

Another issue is that all the other actors in the for loop get hidden as soon as the strobe starts

spare sentinel
#

this is an overirdden function from plguin

#

it start when the blueprint satrts

#

is it possible? to make in c++ code? that it satrt after 0,5 sec?

#

that the function dont start immediatley

#

so taht it starts 0,5 sec after event begin play

#

is it possible?

slender harness
#

couldnt you use a delay node before the function?

spare sentinel
#

the function is overidden

#

it start with the blueprint

#

automatically

slender harness
#

Event > Delay > Function?

#

hmm

#

so its on construct

spare sentinel
#

dont work?

#

its statr autmatically

slender harness
#

is it on construct/Begin Play/

spare sentinel
#

its an overirden function

#

its start automatically

slender harness
#

do you call it from another blueprint?

#

and do you need it to ALWAYS be delayed?

spare sentinel
#

i need a delay cause my player team need to set variable team

#

and there is no time to set variable in controlly

#

controller

#

contrller need first set his tema vairalbe and then the plugin can read

maiden wadi
lofty rapids
#

also how do you add a new ? just add to the array ? or you are creating actors or something ?

faint pasture
#

You should do it more like this:

Timer -> bool bVisible = !bVisible -> get all actors tagged with strobe -> set their state based on bVisible

desert moss
desert moss
#

the unholy workflow

slender harness
#

I think the biggest issue im dealing with right now is getting a damn static mesh to go visible when its a player turn

heady burrow
#

so I want to implement a pause system, but instead of just disabling the tick so nothing moves that is tick dependent, I want to make it so it eases in/out depending on if Im going into the pause or leaving it

#

any ideas how to "capture" the tick so it behaves that way?
I was thinking on using a float curve for this, but not sure how to hook it up, and if its even a good idea.

slender harness
#

attempted to toggle visibility but it does not want to toggle, set visibility did not change it either.

#

and as an FYI its set to hidden by default, when set to visible all actors have it. Its meant to enable when its a players turn

willow topaz
#

Hey everyone I am getting the classic "dead blueprint node" error where one node always needs to be refreshed when I start my project. I tried rebuilding the project, deleting intermediate folders and regenerating, and still no luck. Is there some standard way to resolve this particular bug?

slender harness
#

I have never heard of that... what does it look like?

silent stag
#

I'm trying to switch the enhanced input from the character to the vehicle, but it's not working this way. I also tried the 'clear all mappings' code from the character when its unpossessed, but that doesn't work properly either. Does anyone have any ideas?

willow topaz
#

So every time I start my project this happens. In addition it seems to be a problem effecting other json scripts

#

For example my script that parses the json will lose the get-field nodes

#

I readded it in the image to show you what should be there

lofty rapids
#

is this a plugin ?

willow topaz
#

I believe it is yes. Json Blueprint Utilities

#

I can try enabling and disabling the plugin in the project real quick. Let me go check

lofty rapids
#

and refreshing the node fixes the problem every time ?

willow topaz
#

Yes exactly

#

I did just try enabling and disabling the plugin but unfortuantely the problem remains

willow topaz
# willow topaz

I would be fine with it if I just had to refresh but its the fact that my other scripts are effected as well. I cant rebuild this script every time I open my project

#

!!! I think I solved it

#

I set the loading phase for the plugin to "preloadingscreen" and now it loads correctly

faint creek
lofty rapids
spice viper
willow topaz
wild moth
#

Hello,
Is it safe to remove from the Map while looping over the get keys array? 🙂

normal viper
#

hey folks
can anyone tell why the clear item notification function is not working even after waiting for the delay the animation dont work

maiden wadi
wild moth
#

Awesome ty for the confirmation 🙂

pallid gorge
#

Anybody have any good recommendations for ways to create/attach hitboxes that can be dynamically turned on/off? IE: If a character throws a left punch, only the left arm will get activated for collision checks and everything else is dormant

lyric basin
lyric basin
kind willow
chrome locust
#

Hello friends! Has anyone exported a EXR file from a render target? I'm trying to do so but it's saturating/clipping for reasons I do not understand... I think using the 32 bit float format there should be no clipping

#

Scene capture 2D (final color HDR target source) -> render target -> save to disk with EXR format

pallid gorge
pallid gorge
dire light
#

after the player loses a live the health bar stops updating when they take damage but they are taking damge. can anyone help?

pliant socket
#

Is there a way to see what blueprints are going to be affected when a toast like this appears? I tried looking at the message log and the console but I don't see any lines appear.

#

For context, I'm trying to set up a new vr project from the blank template. Then migrate the level and dependencies from the v65 commit of the sample code provided by meta: https://github.com/oculus-samples/Unreal-Locomotion It gives me the error below, which I'm hoping to be able to figure out how to fix. But I want to be able to not break other things as I fix it.

/Game/Input/Actions/MotionControllerRightGrip contains invalid data.
Data validation FAILED.
Files Checked: 122, Passed: 121, Failed: 1, Skipped: 0, Unable to validate: 0```
visual crest
#

How would I do the calculation to do this function? Basicly I want to switch between the X and Y axis based on camera postion.

visual crest
#

This is what I have so far but I am not sure how to bring it to gather to switch my x and y

fluid silo
#

Hi i'm looking for someone that can explain to me the logic behind the game animation sample UE5 gave to the community : in particular ledge paramters

odd kiln
#

Hi all

#

Anyone has advice to make a "Main Menu" ? I have an Open World but I don't know if I have to make another Level for my "Main Menu" or just a Widget ?

#

And should I make it in my "Game Mode" file or in another file ?

lunar sleet
#

Your in-game menu can be a widget tho

odd kiln
#

Ok thank you and for the code I do it in the Game Mode or in the Main Menu Level Blueprint ?

#

Yes it's more like a Starting Menu. I will also make a Widget into the Main Menu Level I guess yes

lunar sleet
#

You can’t communicate with it

odd kiln
#

Or maybe GameInstance ? Which is better ?

lunar sleet
#

Depends on what logic you need. Either of those options are viable

odd kiln
#

I already made my "Save System" in my GameInstance file, that's why I'm wondering if I should set this also in it

lunar sleet
#

It doesn’t really matter where you put the OpenLevel node provided you understand once that runs your current level is unloaded

#

Put the logic where it makes sense and easily accessible

odd kiln
hearty veldt
#

if you say you saw someone putting it in a PC inside GM, then do it that way, only store in GI the actual data that you want to save and have it persist, not the entire menu, otherwise that menu's gonna live there regardless what happens with the initial boot scene

visual crest
#

I got it working! object now moves base on camera facing. So camera forward is always objects forward!

#

that was really hard for me for some reason lol

maiden wadi
#

This sounds like the value isn't related to the weapon at all but the player.

odd kiln
#

But in the GI I will only use the Open Level node and Create/Remove Widget, the menu's gonna live there also if I do that ?

paper smelt
#

Im useing a spring arm and attaching a static mesh to it to add some sway to my gun it works good but not in multiplayer in multiplayer its not moveing at all how do I fix that?

broken wadi
paper smelt
broken wadi
paper smelt
#

Good idea will do

verbal pagoda
#

Is it possible with blueprints to have utility functions somewhere, for instance for rarity, weapon damage values etc. So the apply damage logic just gets it from somewhere else? I feel that both player blueprint and item blueprints get bogged down a lot.

eager thicket
#

what would be the right way to smoothly add rotation to a static mesh on command?

spark steppe
verbal pagoda
#

Oh, nice, thanks for both, GAS was new to me

twilit ledge
#

Hello everyone I Was following a tutorial for pshics and he used this one can you tell me what this one replaced with ?

spark steppe
#

that was most likely a 3rd party plugin

cold sky
#

How do I post my work in hire a freelancer channel?

spark steppe
#

./job freelance

cold sky
#

Sorry, I’m a noob here, what does that mean

spark steppe
#

type that without the dot, it is a server command

maiden wadi
#

There's literally a link at the top of the channel

cold sky
#

Ohhh I see, thanks Ben

lavish idol
#

Hey I followed a tutorial in which I added instances in the construction script via hierarchical instanced static mesh
Now, I want to scale the instances in realtime. For this reason I added an Update Instance Transform in the Event Graph. But this only scales the single Instance. Is there a way to scale all Instances at once? I guess it is somehow relatet to the target input

versed sun
#

Loop thru all your instances , and keep the Location and Rotation, but set scale to whatever you want

shut quarry
#

I'm tryna make a player attach himself to the car,
but no matter what I've tried the fricking character
keeps falling down.
I've spent so long on this, any help
would be much appreciated
(img) should explain all the tests I've done.
REF Car is parent, and I want the character to just follow it. I also don't want the player to affect the car's mass or motion in any way.

#

the character's gravity component seems to be always on, i just want him to lock and stay with the car

lavish idol
lofty rapids
undone thicket
#

hello, I have tiny problem with BP

I set up a damage system with HP, and my projectile will damage player character if player doesnt use a block with a sword. Sword is a separate blueprint set to invincible in damage system, and has it's own collision.
So I spawn and attach the sword to player character and use anim montages to get the sword in a position to block projectiels.
All working as intended.

But now I'm trying to set up a scoring system, and the basic solution "cast to player character" is giving me a headache, as it adds to score no matter what. The intention is - add to score only when you block the projectile with a sword, dont add to score when projectile does damage to player char itself.
But now it adds to score in both cases.

If anyone is willing to poke at this, I can provide all screenshots or video needed

lavish idol
# versed sun Yes , there's Batch Update Instance Transforms you can set it up like this

Do you know if it is possible to use a dynamically changing value as scale? I use it on Event Tick and it should change its size while playing. But it seems that it only uses the first value as size and doesn't change over time. When I print the Make Transform output it tells me that the size value is changing but the actual size of the instances stays the same. Any ideas?

versed sun
#

are they all the same at same time ?

#

If so , i would put it in the material

#

you don't want to really change ISM transforms on tick, you will notice a FPS drop

lavish idol
#

I also want to do it with transformation. Therefore I assume that there is no other option

#

The reason for on tick is that it should change based on sensor data

versed sun
#

you can do that in a material

#

whats your sensor data? like a World Location vector ?

lyric basin
#

If I had to guess without seeing it, are you using collision to determine a hit for score?

#

You can use a simple branch to determine whether to increment the score I would think, but lemme see the system before I start making assumptions

lavish idol
#

Is it possible to cast the float value into the material?

versed sun
#

cast as in put in? yes

undone thicket
# lyric basin Screenshot of the system in question?

so I kinda tinkered with it, and I'm tryint to tie up scoring to "block" state on katana itself. It semi-works - Im getting print BLOCK when I'm blocking with it.
But I tried to implement interface for keeping score itself now, and I'm REALLY lucking exp or brains to see what I did wrong rn

#

on screen - player got damaged (hitreaction) by one projectile, and then katana blocked (BLOCK) the other one, so at least this part is working

#

Now I need to figure out a way to test if Score variable is going up at all, and if yes - hot to sent it to widget

lyric basin
#

Okay, lemme review it

#

Okay, I'm on mobile right now so everything is super tiny. When I get back to my rig I will look at it

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?

#

ive tried adding a clamp on the velocity but that just makes the second jump really week

#

i know that you can just tick a box in ue5 to make your character double jump but i cant figure out how to add a animation on the second jump

fiery swallow
#

By doing that you may need to increase the z launch velocity

noble compass
#

I have a system to spawn an actor at the mouse location on click, and it seems to work fine. I noticed it wasn't at the right x value though, so I offset it by 200 to work, it fixes the x location but it makes the y and z values drift the further away from the center it is

#

(left is without the offset and right is with)

#

This is what my blueprint looks like, any idea how to make it spawn at the right x axis? Offsetting the location is what breaks it but I'm not sure how to make it work

rose bobcat
#

So I have no idea why this camera is sideways. Im trying to make a 1st person character and have attached it to the chest bone. How do I fix this?

sorry if this is wrong channel, wasnt sure which it would technically be for.

#

the camera moves with the character just fine but its stuck on the left.

lunar sleet
rose bobcat
lunar sleet
crimson crest
#

I'm implementing a directional attack system and I'm wondering if anyone has a better way of doing it then with Bools? It seems to have troubles sticking to a direction when the mouse is locked.

frail onyx
#

Anyone know if it’s a better decision to make a fully custom fps character in blueprints or use the default character component in blueprints?

#

I eventually wanna try and add directional gravity where the player can flip gravity to the ceiling and be able to add a smooth wall running ability and some other movement abilities

halcyon vapor
#

On a scale from 1 to 10 how do you feel about using a data asset with only 1 variable as a "global variable"?

empty raven
#

hello i have a question
I'm trying to make a worm boss, there doesn't seem to be much training.

side scrolling project
What should I do to make the boss enter and exit the hole and perform a range attack?
After entering the hole, it must come out from another side.

halcyon vapor
#

You can enable debug draw and look at how traces change colour after doing 1 hit

#

Plus you could also print string of the name of the actors that it is tracing through

halcyon vapor
#

You'll just have to flip the camera and mesh for a fully upside down feel

frail onyx
halcyon vapor
frail onyx
#

Ok cool

cold lion
#

Does anyone know how I can make my quick melee work? my idea is to have the weapon swap to the axe, fire once then back to the previously selected weapon, however all this does is swap to the axe, I can't figure it out?

bronze lily
cold lion
#

This is what I have got so far

#

it does not do the check swap print string

#

I don't know what to do from here honestly

steady night
#

@cold lion you have a retriggerble delay of 0,2 sec on a trigger Inpuut function it might be its fiering multiple times since it setup by default to be when mouse is down

cold lion
#

I set it to 0 and changed some other stuff, this is what it looks like now

#

This is also my weapon fire input

#

as well as swapping

bronze lily
#

@cold lion Is it making it through the macro?

olive pasture
#

hi everyone. i have a blueprint actor which i want to give a world offset to actors which overlap its trigger component (context: its an escalator, the offset = 256,0,128).
this works, however i want the offset to be relative to the rotation of the blueprint actor, and i cannot figure out how to do that. any advice?

lilac thistle
#

First time here, this looks like the correct section as I've looked through the others.

I'm creating a tower defense game with detailed graphics and units (right now using simple manny skeleton). My problem is that the frames start to drop from 30 (max) to 16 within 20 seconds of starting it and then rapidly deteriorate as more units are spawned in. Friendlys and enemies register themselves once they are spawned in to be cycles through their counterpart for distance checks.

I have a map built and enemy spawns using planes and Scene components to mark where I'd like the enemies to potentially spawn (it's random). Once the enemy spawns they check distances on friendly units to attack vs Town center to attack and then move to town center if no friendlies are in range.

Friendly units when spawned at barracks do the same distance check for enemy units and if they are not in range will idle and check every 2 seconds for enemy units in range.

Towers and cannons will do the same check, cycling through all curent alive enemies and see which ones are in range. Towers have multiple windows each with a potential shooting point and will shoot from the window closest to the enemy.

My question is, how much demand am I putting on the game by doing these distance checks by running "for each loop" quite often?
If so, is there an easier way to target enemies or friendlies that are withen range of each other? I've tried attaching collision boxes to the units to act as range finders but it doesn't seem to fix the lag as then they are cycling through all objects currently overlapping, Trees, buildings, rocks, each other, etc.

sorry for the long intro i've been trying to fix this issue for 2 weeks now and searched everywhere, attempted everything.

my next step was to dumb down the system but really did not want to have to do that if it wasn't necessary since I like the idea of it being detailed.

is there a way to make collision boxes ONLY detect the counterpart unit?

cold lion
olive pasture
# lilac thistle First time here, this looks like the correct section as I've looked through the ...

hi Descartes, have you looked into game profiling? if not i would recommend searching 'unreal profiling' on youtube. it can be misleading what tanks performance. the profiler can let you know what thread is slowing things down. for example it could be your animation thread if you have a lot of skeletal meshes with animation blueprints. it can also give you a detailed breakdown of time spent on each task in a frame, which is great to pinpoint problem areas in ur code

lilac thistle
#

I looked into it last week but couldn't quite get it to work when the game was running (only in editor). @olive pasture

I'll check some more youtube videos and post again. <3

olive pasture
open garden
#

This makes no sense... why would they do this?
Multi hits first overlap
Non-multi skips first overlap
So confusing

olive pasture
undone thicket
dark drum
dark drum
near wolf
#

Hi guys

#

I'm using this blueprint that spawns an instanced static mesh. How can I make it spawn a 2nd static mesh? For more variety

#

like it picks random characters and not just 1

versed sun
#

Each ISM can only have 1 mesh
You would need another ISM , and choose between those

near wolf
versed sun
tropic peak
#

what's the opposite of "attach actor to component"?

versed sun
#

you can have multiple ISM components in your root

tropic peak
#

cheers

vague shadow
#

anyone know why my combobox selected option isnt changing? first time doing one of these xD

faint creek
#

Hi guys, I'm trying to make a trigger box that when the player overlap it, all the door's box collision to open, are disabled/destroyed. However it doesn't work.
Somebody could help me please?

spare sentinel
#

i dont if seamless travle work

#

but when i stwitch gamemode and controller

#

this event doesnt start/fire/trigger

#

nothing printing -.-

#

why? im traveling

maiden wadi
#

Chances are there's a better way to do what you're trying to do. Seamless travels are kind 'eh'.

maiden wadi
maiden wadi
spare sentinel
#

how can i give information from 1 controlelr to another during travel?

#

why this event doesn trigger?

#

can someone tell me why this event doesn work?

maiden wadi
#

What are you travelling from, and to? If it's from the main menu to the game, you shouldn't really do that with a seamless.

spare sentinel
#

from lobby to game

#

i need team variable from lobby controller

#

on swap player controlelr could be my soluition

#

but this event doesnt start -.-

#

this is my game controlelr my lobbycontroler

#

and my lobby map

#

gamemode is printing nothing -.-

#

i try this on a clean top down template from enginve version 5.4.3

#

i jsut create transition map new game mode new controller thats all

#

in the video is all my code.

#

not event the game controlelr is printing

#

what is wrong?

#

and why event on swap player controlerls ddnt work

vague shadow
modest monolith
#

Helloo, does anyone know how to auto-adjust widget based on if player is using M&KB or controller? So when the tutorial widget pops in the " Press (button) to interact" can be correct

faint creek
spare sentinel
#

cant some explain jsut a event?

#

it sso carzy

devout tide
spare sentinel
#

nothing in internet and noe one knows

#

its jsut a game mode event

#

finding nothing in itnernet not a single video

#

and here cant soemone answer me a event

#

wtf

#

its jsut a event 😄

#

so crazy

devout tide
#

@modest monolith like this

modest monolith
devout tide
#

That would mean you need to create everything twice, not really necessary

#

Just have some sort of input system which can update the necessary elements whenever the input mode is switched

#

For example your UI could reach to that system and ask for the interaction key, then the system would return [E] or GamepadKey based on the currently active input mode

#

it can be an actor component on your Player Controller ideally

barren tangle
#

when i overlap the collision box with the main character

#

that one should trigger the aim event, and i lerp on the item position to the character position. this function is inside the loot item

spare sentinel
#

why traveling nt working? why on swap cntroller event doesn work

modest monolith
modest monolith
near wolf
#

I need help. I'm trying to create an array? (maybe) that randomly picks between 2 instanced static meshes. And that should go into the setup instanced mesh component. But how to do it correctly?

#

need to choose between instanced static mesh and instanced static mesh _02

maiden wadi
spare sentinel
#

i treid all

#

open level

#

or wit command

#

both dont work -.-

maiden wadi
#

You have the settings for it in.. Is it game mode?

spare sentinel
#

you see on pcirue i ahve both funktions?

barren tangle
spare sentinel
#

seamless travel is set to true

#

to all game moes.

#

yes

#

again i set all right i start standalone its dont work -.-

near wolf
barren tangle
near wolf
barren tangle
near wolf
#

I already have, you can see in the component tab. But I don't know how to spawn them at the same time

#

I have this. What I wanna do is replace some of those meshes with another mesh. So it has variety

barren tangle
#

with that

maiden wadi
# vague shadow i dont see any selected index, might just burn it now xD

I personally hate comboboxes. They're really hard to work with compared to other widgets. Initial functionality is usually fine. But try styling one with neat effects and using it with a gamepad. Just feels bad. I normally make my own selector that takes in settings and generically does callbacks for them. Lyra has a similar one, their Discrete value selctor thing in their options menu.

barren tangle
#

if u are into your constructor and you just add 1 instances in both of your ISM

#

you should be able to see them into the viewport

#

do you mean you want to dynamically add them?

near wolf
devout tide
barren tangle
near wolf
barren tangle
#

i dont see it

near wolf
#

you need to enable engine content and plugin content. It comes from the AnimToTexture plugin

barren tangle
#

why dont you use the normal function?

near wolf
#

I don't know, that''s how it is made

#

I'll try

#

but I'm not sure if I can make it work haha

barren tangle
#

so you set your mesh to your ISM,
you add an instance = put a new mesh at that location (relative)
you do that for both ISM and you will have your 2 ISM on the viewport

barren tangle
#

that give me

odd kiln
#

Anyone has an idea about Opening a Level Async to show a Loading screen ?

barren tangle
vague shadow
barren tangle
odd kiln
barren tangle
#

and inside your Level_Countainer you can load the stream level and load first Main Menu, and after Open wolrd

odd kiln
#

So I have to set my Open World Level inside my Main Menu Level ?

#

What is this Level Container ? The "Levels" tab ?

barren tangle
#

yes like that you can put a loading screen without stopping everythin like the music

#

no its a level that you create to load the level that you need

odd kiln
#

So I need 3 Levels. A "Level_Container", a "Main Menu Level" and my "Open World Level" right ?

barren tangle
#

it will be more easy to manage like that

#

and in your level_container you unload and load level

#

like that you can put loading screen, fade out the music, and things like that

odd kiln
#

Ok so I just create the Level_Container

#

Now I need to open the "Levels" tab and add my Main Menu & Open World Levels right ?

faint creek
barren tangle
#

and there you load your main menu, i dont remember the exact name of the node

#

streaming ... something

barren tangle
odd kiln
#

I guess I need to "load" my levels into the GameMode and not the Level BP right ?

#

Each level has its own GameMode

barren tangle
#

yes

barren tangle
#

with the level stream

#

but it's not so hard

odd kiln
#

It's ok if I just understand that I have to use the "Level Streaming" node into the GameMode or in another file

barren tangle
#

you can have a game mode for that level strem but i dont remember that i create that, so pmaybe it was on the LevelBP

odd kiln
#

I'm just wondering if I load my Main Menu Level from the Level_Container GameMode, will it change the GameMode to my Main Menu level's GameMode?

spark steppe
#

no

odd kiln
#

So I need to change my GameMode at runtime ?

spark steppe
#

with level streaming it will use the gamemode of the main level

#

you can't afaik

barren tangle
#

i have my Level_Container

odd kiln
#

So I need to use my "Level Streaming" code into something else and not the GameMode I guess

#

The problem is that for my Main Menu Level I used a custom Player Controller file to "create" the widget of my menu

faint creek
barren tangle
#

most of youtube tutorial only talk about that node

#

but if you want so async then its game over, and some rework to do

odd kiln
#

It says Level is partitioned, can't add

barren tangle
#

told you i had lot of rework to do 🙂

#

that happen when we dev before the analysis 😄

balmy ridge
#

Hello, very newb question here. Trying to figure out why my player character keeps rotating on the... YAW rotation? Aka the entire mesh will rotate UP/DOWN, despite turning off "Use Pawn Control Rotation" on both my spring arm and camera within the BP.

Attached as many images as I can think of, that may help others see my mistake. I just want a prototype mesh to stand up straight, turn with the camera and not look up/down with input, as it also vectors towards camera position when looking up/down.

barren tangle
#

need help. i try to do a auto aim system. the item should follow my character but it doesn't work. no one?

devout tide
#

maybe your class defaults have use pitch? @balmy ridge

balmy ridge
#

I remember doing that in the past, but forgot about it until now! Bless you human on the internet

rotund barn
#

how do i get a reference of my enemy pawn inside of animation blueprint? like im casting to BP_enemy cause it tells when it can enter certain animation, but what do i plug into the object?

devout tide
#

Try Get Pawn Owner @rotund barn

rotund barn
devout tide
#

im anim blueprint yuo can just type Try Get Pawn Owner

#

it needs no connection

#

share a screenshot

rotund barn
#

ohhhhhh sorry, i read your message as like, "try this" -> Get Pawn owner, didnt realize it was part of the node name

odd kiln
#

Ok so I read that World Partition and Level Streaming are not meant to be used together

#

So I guess I need to find another way to run a Loading Screen in another thread while using "Open Level" node

barren tangle
#

make a fade out of the music and the screen before loading the new level and ther start the level by displaying the loading screen

odd kiln
barren tangle
#

that's why i told you to fade out the screen

#

to not see that freeze

#

black screen

odd kiln
#

Hm so I do a fade out of my Main Menu Widget, and when this fade out is completed I execute the "Open Level" node ?

barren tangle
#

yes

odd kiln
#

That's perfect for the moment. Thank you so much !

barren tangle
dusty orbit
#

Im tryionog to fix some BP's that i broke i think by moving stuff around and trying to use a new skeletal mesh as character

#

The error is that no variable called "SkeletalMesh" exists in the anim BP

#

I created the variable but it still fails

stuck yoke
#

Hello! A bit of a beginner question but I'm finding myself really unsure about what the best course of action is here: If I want a Camera for the Main Menu of the game to be able to transition to multiple positions and potentially attach it to a player character - should I write a blueprint Camera to use to best encapsulate the logic? Or should I create a Blueprint PlayerCameraManager? What would be the best class to override to contain my logic here?

eager thicket
#

What's a good way to determine how long a boolean has been set on/off?

I want some functionality where, if a boolean has been ON for 2 seconds, it then activates another function, but if it turns off before the two seconds nothing happens

stuck yoke
eager thicket
stuck yoke
eager thicket
#

will check this out. many thanks

glass sonnet
#

Not sure to ask on here or not, but figured it was worth a shot:

I am trying to use Material Parameter Collections with Material Instances to edit a master Material. Sometimes on editor startup, the Material Instance does not load the master material correctly and I get a "use of undeclared identifier" 'MaterialCollection0'" in the material instance, is this a known issue or something I am missing?

lament nebula
#

Does anyone know why this completely crashes the editor, at only a grid size of 256x256, spikes memory use to over 10gb, this should only be 77k iterations?

devout tide
#

you are filling a map with 77k values though, that is a lot of space technically

#

also you can use Vector2D there instead of Vector if Z is useless

lament nebula
#

ah, figured it would be kind of the same as an array

devout tide
#

Even if it was, that still lots of data

lament nebula
#

how much does a vector take?

devout tide
#

you can considering loading this data on demand rather than preloading it all like this, but depending on what you are trying to achieve here, theres probably more efficient ways of doing it

#

3 floats, a vector 2d is 2 floats

#

a float I believe is like 4 bytes

tropic peak
#

is there a way to reparent a blueprint? (change its parent without having to re-create the object)

devout tide
#

@tropic peak yes, open it, click on Class Settings at the top and then on the right panel switch its parent/base class

tropic peak
#

thank you stefanos

devout tide
#

make sure to save and backup though

#

this can cause editor crashes depending on what blueprint you are reparenting

lament nebula
devout tide
#

you are saving this into a varaible though, so that is kept in memory. Also making so many iterations via blueprint loop can be heavy, you can try moving the logic into cpp as well

stuck yoke
#

SQL is made for mass data manipulation, this sort of vector math you're doing might be better off being done in C++ - which isn't great advice for sure but vector math in blueprint can be a big performance hitter

glacial geyser
#

Hey everyone, the answer is maybe simple but I don't understand why the character don't follow the player in a level sequencer. But when I add the animation blueprint it's working fine! There is something to do for working in level sequencer? I'm searching and doing test since many hours but I'm loosing hope 🥲

lament nebula
#

like it will crap out at 100k itterations or close to that

stuck yoke
thin panther
#

C++ is hugely more performant than BP

stuck yoke
thin panther
#

And you can multithread maths if you want to

lament nebula
#

this is the whole thing

glacial geyser
lament nebula
stuck yoke
lament nebula
#

a byte

#

still feel like BP shouldnt crap out at <100k iterations tho

devout tide
#

I had 40k loops cause a crash, bp is quite slow when it comes to this

lament nebula
#

hmm, well fair then

thin panther
stuck yoke
# lament nebula still feel like BP shouldnt crap out at <100k iterations tho

usually most logic related to games (e.g player takes damage on bullet collision) is absolutely fine in blueprint, but doing mass data manipulation like this is almost exclusively done in lower levels as any overhead when doing 100k calculations will be massive and hard to fix. Doing it in C++, while maybe not the easiest advice, is something I'd definitely recommend as the only places these types of calculations are done in games are in like loading screens or render calculations

#

I would also guess that the calculations would be done substantially faster because I'm not sure how the memory cache works when doing calcs like this in blueprints - feels hard to believe that you can stay on the lower level caches while running through blueprint

thin panther
#

One of the largest costs of bp is the execution wire. It has to setup a lot of data to jump from node to node in the bpvm.
When you consider that fact, and a large number of iterations it's easy to see how it would slow you down tonnes

#

Not to mention 100k iterations often wants to be parallelized, which bp can't do

lament nebula
#

yeah C++ it is then

stuck yoke
#

and since it's running in a VM the memory cache might be very hard to utilize unlike iterating over big arrays or datasets in c++ - having the ability to quickly retrieve relevant data from the memory cache when handling datasets like this can be the difference between milliseconds and seconds
e.g doing stuff in code can often allow you to utilize CPU caches where the latency is 1-3 clock cycles for L1 cache, 4-10 clock cycles for L2 cache, 10-40 clock cycles for L3 cache, and if you don't get that CPU cache then you experience a significant slowdown that might be 60-100 clock cycles and upwards. I wouldn't be suprised if the Blueprint VM would due to being a VM automatically placed your data manipulation/retrieval on the RAM cache, which would be between like 10x and 100x+ slower

lament nebula
#

fire propagation is hard...

odd kiln
#

Anyone knows why my Widget is being removed alone after my Level loaded ?

#

I "show" my widget in the GameInstance

maiden wadi
#

All widgets are removed after OpenLevel

odd kiln
#

So how can I make it so my Widget still persists ?

stuck yoke
lament nebula
odd kiln
#

What I need is an animated loading screen while the level is loading

mild jacinth
#

is it possible to get level actors from inside the character blueprint rather than level bp?
I tried GetAllActorsOfClass but it doesnt give me direct reference, does it?

odd kiln
#

And I can't use Level Streaming because I am opening a World Partitioned Level

stuck yoke
lament nebula
stuck yoke
white idol
#

hello can someone tell me which one is better, random integer or MultiGate, both works same way from what I understanding

stuck yoke
# lament nebula I'll get back to you

If you really need a huge fire that spreads I would suggest changing the approach a bit here and allowing different sizes of fire - e.g instead of having 65k fire cells you have one fire cell with a 256x256 size - and then I would assume you want it to spread every once in a while, when this happens you can check the adjacent cells of the fire if they have a flammable object on them before potentially creating a new fire at that square. As the fire spreads I would suggest creating more fire cells, allowing different sizes and then merging different cells together if their sizes & positions fit to keep the amount of fire cells lower.
I would also suggest only having a single system that handles the fire - the fire cells would just be data containers, kind of like they are right now.
Having all the logic in a single, centralized system however would allow to you easily optimize the fires and write logic for it in a way where the fires don't crash your game or destroy your framerate by spreading too much.
You could have a edge-calculation where you go through all the cells you have, check if there are nearby cells that currently don't have fire on them, and marking them as cells that you can spread towards - you only need to recalculate this every time the fire cells changes aswell, which would be good for your performance.

stuck yoke
# lament nebula I'll get back to you

If you still have questions after trying what I suggested above if it seems like it would fit your purpose, you could add me on discord and send me a message, because it's not guaranteed that I'll be seeing your reply here during the evening.

steady night
#

anyoneelse have the bulding liughtning bugg that makes it stuck at 0%?

wise ravine
#

Is it OK to run this on Event Tick?

wild sage
#

how can i convert string to enum?

crimson crest
#

Is there a better way to set enums?

round elk
#

hey anyone know a simple way to add a physics input to a ragdoll, example being I know how to ragdoll the character but I also want them to get sent flying at high speed while ragdolled

heady mason
#

My main menu map is black when packaging my game, but works in stand-alone and editor mode. And before you ask the obvious first troubleshooting question, yes, I have add it to the "List of Maps to Include" in the Packaging Settings.
The weird part is that it works fine after I return to the Main Menu from the Pause menu inside the game. Screenshot 1 is what it looks like on launch, and screenshot 2 is what it is supposed to look like, and looks like after I play the game and return to the menu afterwards on the same instance.
Settings image included. Any ideas? Thanks!
https://imgur.com/a/39L0mFj

open garden
lunar sleet
#

It’s probably still loading

#

Which means you need a loading screen

heady mason
#

It should load instantly, it's as tiny as the default level - I let it sit for 2 minutes and still nothing, I don't think thats it

lunar sleet
#

Yeah fair enough no idea then

heady mason
#

Thanks tho!

maiden wadi
heady mason
#

@maiden wadi All of what stuff, the actors?

#

yes

maiden wadi
#

Have any camera fades or anything?

heady mason
#

Yes good question, I disabled it to see if it was my widget fade animation but it's not. No camera tricks no

maiden wadi
#

On a side note. I recommend not doing the list of maps to cook. AssetManager settings should handle that for you.

#

Won't be your issue here though, the map missing in packaging isn't applicable since it fixes after going back to it.

flat grove
# barren tangle

Can you show me this entire blueprint?
I need blueprint that can be combined with vertex animation to create crowd, can blueprint do this?
Thanks

waxen quarry
neat sinew
#

Hello, I have two montages, one playing on upperslot and one on default slot. Im trying to use layer blend per bone to play them at the same time. The problem is that the second montage always interrupts the first one, even though the slots are different? So the first one will never get played. Has anyone else dealt with this?

faint pasture