#blueprint

1 messages · Page 205 of 1

neat sinew
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I had to play them in different slot groups, wish i hadn't spent 2 hours on this 🤦‍♂️

thin panther
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I believe it's GDScript. Saw some benchmarks a while back

waxen quarry
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Whats the performance difference between using WidgetComponents with ScreenSpace versus just adding the widget to the viewport and controlling its locations from there?

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I find that moving widgets on the viewport lag behind the game very slightly

pulsar geode
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Hey all, I am currently working on a save/load system. While it works for the player information and location, I have been having trouble figuring out an efficient way to do enemy locations and stats for larger amounts of enemies.
Does anyone know any good resources on this or video/topics to review?

odd kiln
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Anyone knows how to avoid FPS drop the first time I activate a Niagara System ?

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I mean, how to Asynchronously load all of my niagara assets when my Game is loading ?

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Also maybe how to cache shaders ?

midnight field
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I'm making a multiplayer lobby. Where's a good place to store a list of playable characters so that the UI and player state have access to the data? 🤔

midnight field
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Cool, I was considering something like that. Glad to know I'm on the right track. 😄

maiden wadi
waxen quarry
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Ignore my response I misread

mild jacinth
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its probably asked million times but how can i rotate material texture sample using nodes

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90, 180 etc, custom values

maiden wadi
mild jacinth
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material itself

mild jacinth
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dynamic instance material shows them in wrong rotation

maiden wadi
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You don't need most of that. There is a Rotator node.

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TBF Though that's easier with the customrotator I guess.

mild jacinth
midnight field
midnight field
maiden wadi
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IMO I wouldn't do that. It makes datadriven design much more difficult. A designer shouldn't have to care about your list. They should just be able to make a new charactardata asset, set some values in it and it should show up in the list. You get this by using the asset manager and gathering them as PrimaryAssetIDs

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Like...

midnight field
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Ah, I think I see now. I'll read up a bit on the asset manager then.

maiden wadi
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In it's simplest form, you get to do this in your UI.

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To get that. All I do is set it as an asset in my asset manager. It gathers up any UCultureDefinition types that are in that folder.

willow topaz
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I seem to really not understand UI updates.

For some reason I keep encountering the issue where despite updating my UMG the changes are not being reflected in the UI

I know the values are changing but it seems that other processes are itnerfering with the update of my UI

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I know they are changing because the UI will update briefly before seeming to fall behind other processes. For example I have my http request prompting an event where the event updates my UI with the current upload process

mild jacinth
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if i have a new random image each time to put on a static mesh with dynamic instance, lets say 1024x1024, what would be the best way to make an example image fit to the middle with correct size and scaling... like what do i have to keep in mind. Blender and Unreal Engine scaling conversion?

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because with UV scaling its kind of weird, right side is missing of image, then its left one missing, etc etc

maiden wadi
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Unreal's default shader will go from 0,0 top left to 1,1 bottom right. That is without any sort of UV scaling or anything in the material.

mild jacinth
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so its a blender mesh issue i guess?

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i simply used E and then scaled the front mesh..

viral kettle
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trying to get an enemy to back up if too close to the player

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but it just causes this weird seizure like animation.

pseudo pasture
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Got a brain twister of my own.

I'm currently working on a railshooter. And I want to have a consistently active soft lock, that takes the actor closest to the center of the crosshair, and sets it as the current target for the guns.

I want it to also recognize other actors within the lock radius, but only prioritize the target closest to the center.

Then, if there's no actors in the radius, or the current locked actor leaves the radius, clear the target, and have the guns take their default rotation.

As it stands right now, I have a multi sphere trace incrementing a few times that's looking for actors. I'm not sure if that's the correct way to go, but it's what I got so far. Any ideas would be greatly appreciated.

elfin mist
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Dumb question about the save system. I have a BP_Interactable item (my own base class) that has a HasInteracted boolean. I have a subclass "door" that sets that flag and a save system that reacts to that that saves an array of "interactables".

When I load the interactables, the boolean is not set and I don't know if this is a stupid user error. I have "SaveGame" checkbox for those variables checked in the BP_Interactable class.

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Do the saved classes always need to be the class actual or can the parent class saving work? Maybe I just have some error somewhere.

low tiger
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How to set function values without overriding others?
like i dont want set anything in boolean, not true, not false, i dont want it to change. What do i do?

willow topaz
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is it possible to use Unreal insight to identify why my UI isnt updating?

I was thinking to look for the Slate:Tick in the profiler and see where it is getting interrupted but I cant seem to spot where the slate tick is in the first place?

What am I missing?

clever roost
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Hi all. Can someone explain to me what event dispatchers are? Explain to me like I'm 5 - all explanations on the internet confuse the f outta me XD
Cheers

round elk
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hello, does anyone have any idea why root motion isnt working here. its enabled, force lock is off, but when I play the montage my character sits still and plays the animation weirdly

frosty heron
elfin mist
# clever roost Hi all. Can someone explain to me what event dispatchers are? Explain to me like...

If you ask this very question from GPT-4, it'll do a pretty good job (incl. the "like I'm 5 years old" part).

That said, they're effectively a way for you to define an "event" that's something that happens. You can then "invoke that event" (i.e. something happens... say a player dies).

Separately, you can have things subscribe to an event (or register in unreal terms). That gives you an exec pin (the white thing) that gets called whenever that "event" happens.

Voi'la, you got decoupled components! The thing telling an "event" happened does not need to care if anyone cares about it or is reacting to it. It just tells it happened. And the things reacting to them can do what ever... or not. Compared to directly calling another function where it would expect the recipient to exist... and you'd have to call a specific recipient.

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So for example, your UI could be waiting for player dies event to show a "Game Over" notification. Elsewhere you could have a timer that restarts the level. When the player dies, it invokes the event and those things happen.

Or you can delete them from your level and everything still works (although obviously you won't get restart and the dialogue). This is generally good practice in many cases because it reduces dependencies and creates less coupled / spaghetti code that breaks if you remove, disable or break something somewhere in there.

frosty heron
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First check if you are getting the correct values, just print string and don't worry about UI yet.

elfin mist
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Think I'm getting closer.... Why would get "added" flag here be false and the input true?!

frosty heron
narrow sentinel
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Is there a way I can make this array pin be optional to be filled in ?

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thats inside the function

frosty heron
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Extra bool that determine if it should be filled or not?

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Are you getting error or something if you didn't fill it?

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And what's the point of the function if you are not accessing the array?

If you have a function that does something globally , make it a separate function and call each one accordingly

willow topaz
frosty heron
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And how do you update it?

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If you said the value changed to its previous value, it could be that you are binding a function to it and make more than one setter fight each other

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Eg getting a value from the http request but the function binding override it with other value anyway

undone thicket
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I'm trying to get score system going without casting. I'm VERY new, and I'm stuck on the interface.

The score variable updates on blocking projectile, it works fine (print string shows increasing numbers, as intended)
But for some reason BPI I set up didn't update the number in widget (it stays on big white zero)

any advice on where I went wrong would be greatly appreciated

true timber
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idk what channel is correct to ask this. If I've created an actor with a procedural mesh, why would it disappear when I try to move the actor? Is that expected?

willow topaz
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That's every single way that I'm aware of updating the UI outside of c++

past hull
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hello,
Is this overkill if I want to show a widget everytime the player aim at an item ? Its in my character BP

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I am talking about sending the event every tick

thin panther
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line trace on tick is pretty common

frosty heron
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@willow topaz don't need to bind property to value imo.

Just initialise the value when bringing forth the widget. Then you can bind your update call which updates the the value and the text widget

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That should be it?

willow topaz
past hull
frosty heron
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@willow topaz yes, post a screen shoot. You will give materials for other to work with and perhaps someone can spot the problem.

faint pasture
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Explain in plain English how your score system is meant to work.

undone thicket
# faint pasture Explain in plain English how your score system is meant to work.

I have a character with damage system, and projectiles that damage him.
at eventbeginplay he spawns a sword with damage system that is set as non-damagable. It has it's own hitbox.
When projectile hit the sword, my score value in sword BP goes up
when projectile hits the player character, his HP goes down

if I use casting on PC, score goes up no matter if a sword or the PC got hit
If I cast on sword, other issues arises (projectile BP stops working on PC, etc)

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so i just want to get the number I get from sword (katana in screenshot) to my UI

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cause its already working

thin panther
undone thicket
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and I want to learn more about using interfaces in process, since I'm really new

true timber
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how does your UI call get text?

undone thicket
undone thicket
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I feel like I'm missing a step here

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like the score updates only in katana BP, and not actually saving anywhere in the interface to call for in other places

rotund barn
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once the "VInterpt To" reaches its target, will it kind of keep running/eating performance if its getting triggered by the event tick? currently it wouldnt happen, but im trying to implement the reverse, like when its not aiming, but it would keep getting triggered by the event tick 24/7 whenever im not aiming.

spark steppe
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no, it wont be executed if Aim? is false

rotund barn
frosty heron
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Shouldn't be scared of tick either. If you need to do something every frame, then tick is the place.

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Just place the offset back to default value when not aiming

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Interpolate to it obvs

rotund barn
frosty heron
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I'm doing the same thing for head tracking

rotund barn
frosty heron
spark steppe
spark steppe
frosty heron
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I have my entire logic in anim bp

rotund barn
frosty heron
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My advice is as you get better you probably end up remaking the entire project again. Start smaller and finish something imo.

rotund barn
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mine is like 200 sq km open world scifi fantasy action rpg

frosty heron
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Saying this as someone whom been reaching for soo long and in the end I only have 1 early access after 10 year of game dev.

rotund barn
rotund barn
spark steppe
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if you are concerned about vinterp, you got to learn a few more years for a 200sq km game

frosty heron
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You should define what massive is because blueprint can be very limiting

rotund barn
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but anyways so VInterp doesnt eat much performance?

frosty heron
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Not for me

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But then again I don't have 200 npcs

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80ish at best

rotund barn
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okay

spark steppe
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the overhead of all those BP nodes costs probably more performance than the VInterp math

rotund barn
frosty heron
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I'm playing it safe man

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Just doing what I can do

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Not using hard features like mass or plugins

spark steppe
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some marketplace assets should be taken with caution... treat them like someone selling things on the shopping tv channel

frosty heron
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I end up not using 90% of the plugins I bought

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They r okay for me to learn tho

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Not a programmer so I learn by looking at other people code

rotund barn
frosty heron
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Personally I wouldn't use it and just downscale my expectation.

That plugin afaik, have different interpretation of rendering or representing skeletal mesh.

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You need to be aware of the pros and cons

spark steppe
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and it's most likely just using engine features

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which you might have to use anyways with your expectations of scale

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so you better learn them

frosty heron
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Never do mmo as your first project.

rotund barn
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oh yeah i wont be touching multiplayer possibly ever

willow topaz
rotund barn
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but yeah im maybe doing half of the map first (the other half would be accross an ocean anyways). and half of the story which would be located just in that one country

willow topaz
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I will legit be the happiest that I found the problem but also pull out all my hair that I didnt think of it sooner

undone thicket
frosty heron
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Can place the score widget in your hud

undone thicket
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I did

frosty heron
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Anything that wants to access it just get the hud then get the score widget

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Then even more reason to not use interface

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Also can't understand the interface call with self as the target

undone thicket
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or maybe i dont get what you mean by placing widget in the hud, sorry

frosty heron
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You can grab it with get hud node

undone thicket
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seems like I dont have enough understanding yet

frosty heron
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Not sure that I understand what you are saying but interface is as simple as running a function on a given object if the object implements the interface

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If projectile overlap with sword, update score and broadcast

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Widget listens to the update event and update the text

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You want to use event dispatcher here imo.

undone thicket
willow topaz
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Well ok turns out I was waaaay overcomplicating it and somehow my UI was set to manually redraw which is why it was updating randomly

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So yeah, woohoo I guess 🙂

frosty heron
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Pick an object that make sense, bp katana doesn't sound like an ideal place

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Normally score is tied to the player or character

undone thicket
frosty heron
undone thicket
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if use player char for score, it will count all hits, on katana and on PC char itself

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I want to only count the numbers that overlap katana

frosty heron
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You can do a check on that

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There's no limitation that if you place the score in your character the game breaks.

That's just the way you write your codes that causes the bug or undesired result.

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Your weapon can broadcast event that it overlap projectile

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Character can be notified and update its scores accordingly

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If you are not familiar with event dispatcher, now is probably a good time to explore them.

undone thicket
frosty heron
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Different tools for different solutions. The more tools you have in hand, the easier it gets.

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Gl

pulsar geode
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Hey all, I am currently working on a save/load system. While it works for the player information and location, I have been having trouble figuring out an efficient way to do enemy locations and stats for larger amounts of enemies.
Does anyone know any good resources on this or video/topics to review? Do IDs need to be manually assigned to each enemy in order to have its information accurately stored?

spark steppe
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stop crossposting

pulsar geode
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yeah, after i posted in both

elfin mist
# elfin mist Dumb question about the save system. I have a BP_Interactable item (my own base ...

I dumbed this down by a ton... I basically added a single reference to BP_Bonfire and I store it. BP_Bonfire has a variable called "Test" that is set to SaveGame.

The reference to BP_Bonfire stores correctly but when I load it - the value of Test does not. I don't understand... if I am storing actors, does it only store the actor reference but does not serialize the actor inside of it? Am I daft?! Help. 😢

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Am I supposed to store Map<BP_Bonfire, Bool> to get it to serialize 😂

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(in 5.3 if that's relevant)

frosty heron
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@elfin mist can't serialise run time object in bp

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When you exit the application or when the world is destroyed ( e.g. change level), that reference is lost

elfin mist
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@ColdSummer So it appears that the reference persists though. Like if i store an array of that I get with GetAllActorsOfType, after loading those references work. These are not dynamically spawned objects runtime but exist in the level.

frosty heron
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As previously stated only for the one spawned at run time.

elfin mist
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It does appear to ONLY store references and not actually serialize the objects

frosty heron
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Object placed in the editor is fine

elfin mist
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Right. All objects i try to store are in the level. The references store fine.

The problem is that the objects themselves do not serialize their properties.

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I.e. Array<BP_Bonfire> is just a list of references. Guess that is intentional and I should instead be storing some structs with a reference + value?

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The problem is essentially: I want to save a list of all doors and whether they are open or not.

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Doors, chests, etc. That all have a common BP_Interactable baseclass.

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Could serialize a map with booleans i guess with ref as key. thonk

frosty heron
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I am not versed on this subject. As blueprint is my only tool until a few months ago, I never attempt to save any object reference to my savegame object.

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I know for a fact tho, that you can serialise objects, run time or not

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But that's cpp

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Seen people doing it.

elfin mist
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The variables have a SaveGame property which is supposed to mark them for serialization but I only get a list of references so I am probably doing it wrong.

frosty heron
elfin mist
frosty heron
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But I could be wrong

elfin mist
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Ye not sure.

frosty heron
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Just relying stuff that I read in the past

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Because I haven't make an attempt my self

thin panther
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it is

frosty heron
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The wise panda have spoken @thin panther

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Btw since you are talking about bone fire. There is a cpp turorial that cover serializing dark soul bone fire saving style

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I didn't have it saved tho

elfin mist
frosty heron
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I'm using structs in bp for my old game. Deffinitly trying to serialise objects for my current project when the time comes

chrome river
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Hey all, I've implemented mouse and gamepad sensitivity in my game, but due to my implementation it only works on my character (via enhanced input). I would prefer a more global solution so players get immediate feedback after playing with the sliders, but not sure how to approach this. Could someone point me in the right direction? Any help would be greatly appreciated.

gaunt lion
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I want my character to not be able to jump while crouched but Im having a hard time figuring it out can someone help me

elfin mist
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Yeah I had a backlog item to store all interactables in a way. I mean I could just have reference list to all interacted objects and consider the bool true for anyone in the list...

frosty heron
thin panther
elfin mist
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That would actually short cut it altho it is not pretty xD Just put an array of all interacted references in there.

thin panther
elfin mist
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Interesting. I have been doing them in CPP but did not know they have probs in BP

elfin mist
thin panther
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No problem!

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Side note that it mentions at the end is that it doesn't handle destruction of editor-placed objects, but it's certainly enough to go from.

versed sun
elfin mist
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Yeah I can figure it out. I thought i was using it correctly but I was not. Definitely able to work through it now. Thanks!!

gaunt lion
thin panther
elfin mist
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That is hecka brilliant. Love life quality features like this.

undone thicket
# frosty heron Gl

hell yeah, I added ED on blocking in the katana BP, and called it on event tick of a widget to set a score in widget itself.
IT WORKED

I have no idea how bad it is for perfomance, but it should be ok for prototyping

thank you for the idea to look into ED

frosty heron
# undone thicket hell yeah, I added ED on blocking in the katana BP, and called it on event tick ...

You should just bind once instead doing it every frame.

Might sound a bit complicated if you just start but the widget should look thru all the object it need to listen to then bind once.

If there is a run time object that the widget need to listen to but hasn't spawn yet. Then you will need to register it upon the object spawning.

As for performance, contrary to what you read out there. Do not replace casting with interface and you should not avoid tick and casting but to use them where they are needed.

For example, you do not need tick to register your katana to the widget. Bind the delegate on widget creation and for a new object that is spawned

undone thicket
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thanks a lot for all your advice, I'll gonna learn a lot more

frosty heron
# undone thicket binding on event constract also works

Yes but that's provided that the object already exist in the world.

I would advise to not use get all actor of class unless you need to iterate every actor of the type you are seaeching, instead knowing how to pass references between blueprint classes because that's essential.

Gotta run to work now. Gl

shut quarry
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I had a general question regarding this node (img) On Comp Begni Overlap

Say I have 10 enemies overlap this around the same time, give or take a second.

And essentially the code after this is like wait 1 second, kill player, wait 1 second, give player coin.
Will each of part of the code work properly? Or will it like cancel the task bcuz another enemy entered the sphere collision, recalling the func.

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*give or take a couple seconds
Point im tryna make is the function is gonna be recalled before its execution finishes, due to the delay node

frosty heron
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Have the function to give coin and kill player inside that object.

On overlap, if coin, call giveCoinAndDestroy function from the overlapped coin.

shut quarry
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so ur saying, instead of my current strat of doing tasks in the current event graph (current as in the one with the on component begin overlap node)
I call a function on the "other actor" which'll handle the rest?

If so, is there any other method that could work? I'd much rather handle the logic in the cur event graph

frosty heron
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Giving score when a coin is overlapped sound totally something that should be written in coin

dreamy totem
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Hey guys, I'm having some issues receiving a directional light component from directional lights. How can I receive a directional light component for use in a blueprint? The picture is an example of another user with the light component

frosty heron
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@dreamy totem show your blueprint class?

dreamy totem
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1)I'm using Ultra Dynamic Sky for my lighting/atmosphere

2)My blueprint class is trying to receive the light but I don't have a light component.
*edit: I restarted my UE5 and my base game directional light for trouble shooting now has a light component. I still can not find one in Ultra Dynamic Sky however.

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This video I'm working in relation to just sets the tag in Ultra Dynamic Sky: Sun: Tag: Sun and it works without selecting a light component, however my blueprints can't receive it from Ultra Dynamic Sky

frosty heron
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Receiver?

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If you need to get the component that reside from other bp, get the instance of the bp -> get the directional light comp

rotund barn
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how can i do a for loop without an array? cant seem to find a node for it

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or should i just loop it back manually and check the variable every time manually?

dreamy totem
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I'm getting the same error with the Directional Light.

frosty heron
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@dreamy totem you need to set the object reference at some point.

That error indicates that you do not know how references work. I suggest to watch blueprint communication video.

rotund barn
# frosty heron For loop

it seems i was confused by the "index" in it, didnt realize it was the variable of the for loop

opal snow
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How do I go about changing the first person camera perspective? I tried setting both world and relative rotation for it but it doesn't seem to work

faint pasture
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Control rotation is just a rotation owned by controllers that can be opted in to be used for things.

opal snow
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Ohhh I think I may have got it now

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thanks!

wicked violet
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Does anyone know how to like, simulate momentum for a flying creature? So I’ve got like all the turning, flying up and down code etc. done in my BP, but it’s missing the crucial aspect of “swooping” (similar to the swooping mechanic of the Ark Griffin, with some differences). Ima be honest I don’t know where to start with getting this swooping mechanic, so if anyone has any ideas or suggestions etc. that could help, please help me lol

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If ya need images of my code I will provide that

maiden plaza
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Seeing an interesting error when I attempt to build my project. I'm curious what might be causing something like this given that I haven't touched the control rig? I have imported some animations from Cascadeur recently though. Any ideas?

Error: appError called: Assertion failed: Element [File:D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Public\Rigs\RigHierarchyElements.h] [Line: 660]

steady night
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how would i launch the player "Away" from the impact point

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like an explosion

faint pasture
steady night
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@faint pasture and xy,z override if i wanna set or add the velocity obvi ?

faint pasture
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500 is slow

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You jump faster than that

steady night
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ah right u jump about 700 right ?

faint pasture
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You probably want to add some vertical too so the knockback always puts them in the air a little bit

steady night
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aye

faint pasture
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I'd do 1000 x direction + 0,0,1000 to start

steady night
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like so right ?

faint pasture
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I'd probably just do a vector add instead of splitting but yup

quartz field
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Looking for some general advices, I have a decent computer but I reached a point where is too much stuff in my bp_controller, and creating / modifying anything is becoming quite laggy (in game it's fine though), for example is it more optimized to have functions over custom events?

steady night
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@quartz field use components

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my computer is a tad on the lower end i have to use components unworkable otherwise x)=

pallid gorge
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https://gyazo.com/4ae080fc0b1999507e41298ba1c23f57
Anyone know how to fix the jolting of the camera when attacking? It's happening because the camera rotation is being set by a lock-on system but then when I throw an attack I have it set up to try and lerp my rotation towards the target, problem being it also tries to rotate the camera with the rest of the character before it gets set back on target making that weird jerking motion

lunar flower
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How is this possible? The default unreal engine IsValid node is giving errors "Accessed none trying to read"

quartz field
steady night
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im to unxeperienced to comment on that really in my case depends on what kind of game your doing, and if its singelplayer its just abit more referensing but really at 0 cost and improves the workspeed alot for me so

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i just runn with it

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i divide stuff as much as i can obviously

quartz field
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good to know, thanks!

frosty heron
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Btw the error isn't there look around your blackboard

dark drum
tame flower
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Hi, how can i make my character only run forward?

tropic peak
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Right it's me again with a long ass description of a problem. I have a class BP_PizzaPrep that is a child of BP_FurnitureParent. My BP_PizzaPrep has a socket with an actor attached to it. I am passing player ref & interactable mesh (of BP_PizzaPrep, that has a socket) to a function in BP_FurnitureParent.

I need to GET what is attached to that socket in InteractableMesh.

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GetChildComponent returns a scene Component Object Reference

rose crest
frosty heron
tame flower
fiery swallow
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It's not necessary to do this on tick but you can if you want to

frosty heron
tame flower
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but now when i run i can still go backwards

dim hearth
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Does anyone know how to lower a car pawn?
My skeleton hitboxes have been configured to match the shape of my car, but my car still floats.
I have changed the wheel radius to be 1/3 the original size, but nothing changes when I press play.
But despite all this, my car can still drive around, so I don't know what's making it so "tall"

frosty heron
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if you are using character as the parent

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show your blueprint class

dim hearth
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This?

frosty heron
marble sky
#

hmm, anyone know what would cause an actor with 'projectile movement' to go 'up' instead of forward when it's spawned?

marble sky
#

Nevermind, I am stupid. It would help if the component transform it's spawning from was pointed in the right direction 😦

frosty heron
# dim hearth

I would suggest spawning it in a new fresh level with just a floor

#

see how that goes

dim hearth
#

Nothing changes

dim hearth
final berry
#

Hello! I've got a weird issue, I've got an actor with an implemented interface event, it works fine, but when I restart Unreal Engine for whatever reason it changed the interface event to a custom event and stuff breaks because of it. I need to delete the custom event reimplement the interface event everytime I reboot. What's going on there?

dark drum
spice sequoia
#

I have a BP that creates/adds a load of static mesh components during gameplay - how would I create hit events for all these components so that when any one of them is hit it triggers the same custom event?

dark drum
ornate trail
#

should I be able to get active actor tags through class defaults of a class reference?

dark drum
ornate trail
#

it's for a HISM replacement, just want to check it's a pickup without having to cast

#

and currently only storing the class ref so makes it harder to get the tags

dark drum
spice sequoia
jagged moss
#

Im doing this to have a spotlight follow the player, but is there a way to make it look like its controlled by a human? having some random movement, delaying movement etc?

jagged moss
#

I managed to make it rotate slower with the Rinterp to, but anyone have any tips on making it go a bit to far sometimes too, its tarting too look good tho

faint pasture
#

I know there's a linear one, probably is an angular one too

olive yarrow
#

Anybody aware of anyway to play an mp4 or gif or hell, flipbook in the UI? I can't even find anything in the marketplace let alone a tutorial.

I found one tut for animating textures but it's near bloody 30 nodes long!

spice sequoia
#

What is the best way to animate a static mesh movement without using timelines etc - I want to be able to animate multiple static meshes within a BP, ideally within a function without having to set up multiple timelines?

willow gate
#

Edit: Answered my own question and it works.

Good morning! Hey I'm working on a blink system. It's very simple. I'm just using the player's forward vector and location and multiplying by a float, adding them together (just like doing a line or a sphere trace) and then setting the player's new location (using sweep to avoid blinking through walls/objects). I have camera lag on my spring arm and it's working fine but I get an abrupt/choppy camera transition when I blink. I'm sure that's because the spring arm is moving along with the player and as a result, the lag doesn't matter. Anyone have an idea of how to fix this? Maybe detach the spring arm from the player and reattach after blinking?

rotund barn
#

my landscape isnt triggering hit events, i googled this and did everything (enabled physics and hit simulation). do i need to do something else too?

marble sky
willow gate
faint pasture
#

You can just
Tick -> call function to update position of meshes

#

but that's basically a timeline with extra steps

spice sequoia
# faint pasture where would the animation come from?

Feeding in start/end locations & rotations per mesh. I can't use timelines as I have a lot of meshes that need to animate on demand and the timings will overlap, so need to be able to do it with a function. Tick-function seems like a good idea unless there are any better ways

near wolf
#

yo, anyone got 5-10 minutes for a very quick paid help?

proper tendon
#

Hey,

I'm having some issues with UMG text wrapping.
As you can see in one scenario the text is being cut short and in the other scenario the text is not wrapping at all.

In both scenarios the text belongs in different containers, the one where it get's cut off is a scroll box and the other one where it overflows is a vertical box.

The actual chat messages are their own User Widget which consist of a canvas panel -> Horizontal box -> Sender Name text & SenderMessage text.
Any help would be appreciated!

frail onyx
#

Hi, does anyone know how to solve this issue with the character movement component? Im trying to add a grapple ability and basically i've set my falling lateral friction to 5 so my player can have more control while moving in the air but if i grapple now and let go of the grapple i wont keep any momentum because of the falling lateral friction being set to 5. Anyone know a better way of going about what im trying to achieve or if its better to somehow make the falling lateral friction 0 when i grapple and then as soon as i land again make it 5

proper tendon
#

it's a setting in the character movement component

frail onyx
proper tendon
#

and you still don't seem to have enough control?

frail onyx
#

Not really it doesn’t feel like snappy or responsive enough

#

Just kinda smooth ish and floaty

proper tendon
#

what you could do is while the player is in the air just increase the gravity scale by 5 since you increased the grapple friction

#

change the values depending on your state

dark drum
frail onyx
frail onyx
dark drum
proper tendon
#

I'm not actually sure what your issue is exactly

#

ah your speed drops because of the friction?

frail onyx
proper tendon
#

ah, yeah well same concept applies, multiply your speed by the friction while you're in the air

frail onyx
proper tendon
#

you can try both

frail onyx
dark drum
frail onyx
dark drum
# frail onyx

Try using these. Store the velocity in the current velocity var you have and then use it to set the velocity in the movement component.

maiden wadi
#

You copied it.

#

@somber torrent To be more clear.

frail onyx
#

the falling lateral friction still makes all the momentum stop the second i stop grappling

maiden wadi
#

Well. The simplest fix is making your own for each loop macro with a by ref getter instead of the copy one.

The better approach is not using structs, but using UObjects to hold the mission state.

And regardless of which one you go with, I strongly recommend splitting up your static and runtime data. Things like names and stuff is static. You should be able to get it from an associated datatable or data asset related to the mission. The runtime data should have a link to that datatable or data asset, and only what you need to change at runtime like the mission progress and runtime changable state.

frail onyx
dark drum
# frail onyx

try adding a 1 tick delay before setting the velocity back.

frail onyx
frail onyx
#

oh wait nvm theres a node for that

frail onyx
maiden wadi
#

@somber torrentThe main point with my previous point is that static data tends to change over a mission's lifetime. Names get corrected, FText gets invalidated and such. Right now if you save your structs, you're saving the mission names and information. If you let a person play your game and they save it and then you change that stuff in a patch, your mission texts will be wrong for that person forever. If you keep that somewhere static where the mission can look it up, it just has to look up the changed value.

frail onyx
dark drum
frail onyx
#

is there a better way to make air control feel better without having to set falling laterial friction to a number above 0?

lyric basin
#

You mean more control over the player when they are in the air?

lyric basin
#

crank it up to like one or something and you should notice a difference

frail onyx
# lyric basin Air Control

do u know what the max number is? Cause i set it to one, but it still doesnt feel like how i want it to

lyric basin
#

like, literally, that is the highest value lol

#

so you an do like 300 or something

#

it scales linearly I think so you might need to fine tune it a bit once you find the range of control you want

frail onyx
#

i set it to like 50000 but i didnt notice a different between the two really

lyric basin
#

how high are you jumping?

frail onyx
#

if i dont put lateral falling friction to like 5 or something it kinda just feels like if i were to have ground friction set to 0 like im sliding on ice but in the air instead

#

my jump velocity is 800

#

and gravity is 2.5

lyric basin
#

well thats why

#

you are using a higher gravity with only a slightly higher jump velocity.

#

you're making your character goku on the way to namek

#

set gravity to like .5

frail onyx
#

the jumping feels fine though, its just the side to side movement while in the air that i cant get to feel right

lyric basin
#

what do you have the air control set to?

frail onyx
#

1

lyric basin
#

set it to 1000000

frail onyx
#

hmm it doesnt feel any different than 1 for some reason

lyric basin
#

your guy is coming down too fast to the air control to actually do anything

frail onyx
#

any below 1 feels different but nothing higher

lyric basin
#

it takes fiddling with but those are the settings you want for sure

empty marten
#

Hello peeps,
I'm hoping someone here can help me out. I'm working on a ball game which I'm using the default physics ball setup for. I've had to rotate the camera by 45 degree to get the desired angle for my game but now the way the controls work is how I've got it previewed on the left but I desire to get it so the controls work as they appear on the right. I'm not good with vector maths so was wondering if anyone here knew how I could change the defaul ball blueprint code to work with the desired controls?

gusty mist
#

is it possible to do async physics in BP or do i need to use c++ because when I enable it and use the asynctick event nothing happens. (yes its enabled in the project)

faint creek
#

Hey guys is possible to use AI Perception without using the Behavior Tree?

marble tusk
#

I'm thinking it might be -45 if it's exactly like that image

empty marten
#

So like this then

empty marten
#

Thank you so much 🙂

#

I don't know what it is but normal maths I'm fine but as soon as any vector maths comes in my mind just switches off lol. I should really study it more lol.

fluid silo
#

hello, i got a question about general use of blueprint, how to use the Child actor component inside a bp ? ( my problem is : a chain should stuck to a spline, in viewport that works, when i wanna make a bp with that chain and her behaviour, in a bp i can't interact with the chain spline anymore)

lyric basin
#

you would probably need something like this:

#

this is called from my main character and the Rifle Child is a scene component which uses a Child component that has a separate Child BP set as its Child Actor Class. This Child BP has a parent BP (Weapon_Base) from where I have all my code (Fire)

#

Fire being a function inside of the parent BP Weapon_Base

fluid silo
# lyric basin What is your current BP layout?

none i'd say, my chain adapts to a spline in a logic in her bp, the only thing i want is make a bp where that logic with the spline works and I can freely move the chain as it'll stick to it's position in the rock bp (here are screens of what i'm trying to do but rn it's 2 separate objects) The chain bp code is just "makes a chain out of 1 chain part, along the spline"

lyric basin
#

you're gonna have to pick that asset pack apart and look at the code that controls this.

#

There are probably tutorials that can teach you how to pick up one end of the spline without detaching the other end

crude dew
#

Hi, Can someone point out to me what im doing wrong here please? I have a Vector Array of possible move positions which are being populated here.

#

The current position index is becoming the Number 2

#

as you can see the Get Node is spitting out 0,0,0 not sure why though, Any ideas?

#

oh looks like it looking at Item[3] instead of item[2], Im still not sure why its mysteriously adding +1 to what im requesting from the array.

#

Current Position Index starts at 1, so 1+1 = 2 not 3.

timber sable
#

off by one error?

maiden wadi
#

Can't speculate much without seeing more. 🤷‍♂️

crude dew
#

Yes but number 2 in the Get Node as you can see Element [2] has a value in the array which is what is baffling me 🙂

#

Current Pos starts at 1 then I add 1 and Set to Current Pos and then use this value to search the Array using the Get Node which should return Array Element[2] Or am i reading this wrong, Dont mean to sound rude or anything, Appreciate the reply 🙂

#

I did notice it says "Call func Get Array Item 3" which ofc doesnt exist.

pastel garnet
crude dew
#

So Current Pos is 1 which becomes 2 but it uses Get Array Item 3

#

Ahhh ofc... Array Element[1] is 0

maiden wadi
#

What is the number of the integer going into that get?

#

2 or 3?

crude dew
#

2

maiden wadi
#

Then yeah that makes sense. Num = Index+1

pastel garnet
# crude dew 2

its going out of range, maybe the function is being called multiple times so its incrementing more than expected

crude dew
#

I checked the value in the details it starts at 1, and increments by 1 upon a single press of X on the keyboard.

maiden wadi
crude dew
#

so sending a 2 into the Get would get the 3rd element which starting from 0 would be Element[2[

maiden wadi
#

It's confusing, but understandable.

crude dew
#

Or am i misunderstanding?

maiden wadi
#

The main thing is. What is the actual value returning? Can you print it?

crude dew
#

The value returning from the Get is 0,0,0

#

and its Getting Array Elem [3] from what the node says

#

which is why im huh ?? array element 3 would be sending a 4 into the get not a 2.

#

0,1,2,3 <-- 4th element

#

Something odd going on here. xD

pastel garnet
#

or just do this

crude dew
#

This is the print out

maiden wadi
#

So where are you getting the 0,0,0 from?

pastel garnet
crude dew
#

lol im not sure now it seems to be working randomly now i havent changed anything i think /mindblown....

maiden wadi
crude dew
#

no 3rd ele will be index 2

maiden wadi
#

Were you breakpointing too early and examining the Get node?

crude dew
#

Thats a possibility.

maiden wadi
#

I find debugging in BP futile without prints. Trying to get pure node values can be annoying with the breakpoints.

crude dew
#

This is the final part of the code which just does a transition from 1 location to the other.

#

its a bit messy atm 🙂

#

thank you for the help and replies!

#

I,ll have to add a check to make sure that it does go outside the bounds of the array , Would IsValidIndex node be ok for this?

#

like so ?

pastel garnet
#

you are using the return value on different nodes which means they need to be calculated again when that node is called

crude dew
#

Oh, SO by connecting 2 wires from the same node can give 2 different results?

#

Would using a reroute node fix that?

pastel garnet
#

and the time line makes it so you can press the key to increment the value and then the node needing the return value will recalculate to get the value which will be out of range

pastel garnet
#

and like i said add a check for when the incremented value goes out of range

crude dew
#

I added a check using the IsValidIndex

#

if that fails it wont try to move anywhere.

#

but i do see a problem I increment the Current Position THEN check if its valid which will still increment the Current Pos so I will need to make sure that I revert the Current Pos back to its old value before it was incremented.

pastel garnet
pastel garnet
crude dew
#

Thank you !

gusty mist
#

How can i draw a raycast that starts from the bottom of my actor and always goes straight down (the actor's down)?

pastel garnet
gusty mist
#

Ty!

silver garden
#

I've been trying to set Sound Mixer volumes on Game Instance "Event Init", but it is not working.
However, if I call the function that sets all Mixer's classes volumes from the Game Mode on "Begin Play", it does work.

How do you guys manage this, loading and initializing sound?

gusty mist
#

nice one me, you already wrote this code

pastel garnet
eager thicket
#

does play "sound at location" only happen once?

pastel garnet
eager thicket
#

thnaks

open garden
#

How do you use this Camera Animation Sequence Subsystem? I heard it can be used to play back camera animations.
I literally went through the entire internet and no one has any info about it.

pastel garnet
ancient siren
#

can anybody help me slice a skeletal mesh by its bones? i am trying to make a dismemberment system and i cant seem to figure out how do it.
this is exactly what i need (19 seconds) https://www.youtube.com/watch?v=nGa9HNIKybc

attachment 1 is my code (which is a function inside of the parent weapon blueprint. each enemy has their own bone health map (attachment 2)

TLDR, i need to dismember skeletal meshes modularly like the video attached

open garden
graceful sage
#

hey all, I'm trying to get my prediction to go to center of screen. I got the arrow going to center of screen but I can't seem to get the rotation for the prediction correctly?

#

the last screenshot is firing the arrow which does go to the center but the first one doesn't seem to line up correctly for the prediction

lyric basin
#

could use a little more context... what do you mean prediction?

graceful sage
#

predict projectile path by trace channel

#

im thinking because the socket's rotation I attach the arrow to is off actually

#

this is my closest result

fallow elm
#

I'm getting this really weird issue with my debugging, anyone know what could be the cause? Let me know if you guys need to see more code for any reason

#

the execution wires not lighting up properly

#

in some blueprints it doesnt light up whatsoever

#

even though the debug filter is correct

fallow elm
# fallow elm

This should be impossible right? Wire feeding into sequence not lighting up but "Then 1" is lighting up?

#

I've already tried restarting the engine

#

this also

frosty heron
#

I don't think those lit up wire are to be relied upon

fallow elm
#

alright will do, thanks

frosty heron
#

How to randomize something but with seeds?

merry marsh
#

how i can fix this , what happend is -> i added a trigger box and tried to animate a sequence but the in normal animation play it is getting stuck , but in this cast to third person it only applying to body not cloth which is torso which i am using a metahuman

#

i am total beginer

lunar sleet
bronze lily
#

Hello,
i have a bunch of weapon blueprints all children of a master bp all different sizes long sword short sword axe etc. ive seens a few different ways of creating the trace. For example a arrow at top and bottom a scene added and the referenced and my personal fav sockets in the static mesh of each weapon. Is there a way of applying a blanket get top of weapon and bottom in my master item/weapon and using this or do i have to add it to every weapon individually?

dry sleet
versed sun
#

Assuming your weapon is rotated like this

bronze lily
# versed sun

was reading this almost cried when it wnet away lool

versed sun
#

haha , little edit

bronze lily
versed sun
#

better visual

#

if the mesh it is rotated , it wont work, so make sure you use saved values and not remaking them while equipped in your hand

bronze lily
pastel garnet
versed sun
bronze lily
versed sun
#

exactly, you will have a better time with sockets

#

although this fixes rotation:

final berry
#

Hello! I'm confused about my Set Array Elem node.
I use it to update an item in an array. The array I want to update has 1 item in it. TO update that single item in the array I use Set Array Elem with index 0 (the index that I get from the foreach when it itterates through that single item). But for some reason it doesn't update the item in the array.

#

Am I missing something?

#

I can put a breakpoint on the Set Array Elem and it does break there, so I know it reaches it

graceful sage
#

the arrow doesn't make it from this distance which is okay. But the prediction isn't going far enough, perhaps I need to set something in projectile movement correctly?

final berry
versed sun
marble tusk
#

FYI, that won't work because the For Each Loop returns a copy. You'll need to use a separate GET(ref) and plug the Array Index into it

versed sun
#

der

marble tusk
#

👍

#

I actually copied the For Each Loop macro to my own macro library and replaced the copy with a ref just to do stuff like this easier

#

It's also just nicer to use since it's not wasting resources copying stuff all the time when it doesn't need to be

graceful sage
#

can you not add a spline component to character in a static mesh component?

vale pine
#

Is there a persistent class I can derive a BP from that's an Object, but can use latent nodes?
Basically I have some behavior that COULD be handled in the GameInstance, but I'd rather keep it in a more appropriate, specified asset.

maiden wadi
vale pine
spark steppe
#

also hit me if im wrong, but the whole foreach-thing can be simplified?

#

it feels like two variables for the loop/index count are unnecessary?!

final berry
spark steppe
#

while i'm at it...

#

this should work!?

#

for usage with arrays from pure nodes

copper chasm
#

If I wanted to generate a line from the player in a top down game to "trace" a movement path (like in a top down RPG) - is that just a line trace from player to mouse? Am I overthinking this?

#

Like, if Movetime = True, generate line trace from mesh to pointer?

spark steppe
#

actually...
we can use for loop like this?!

#

am i missing smth? why is the engine version of foreach so weird?

maiden wadi
#

If you wanted a copy those would work. But your simplified ref one is really good.

spark steppe
#

that's the simplified for ref only without copy

maiden wadi
#

I profiled your one above.. Uhh..

maiden wadi
#

Yours is the last one. Pretty good number over the original for each loop.

#

21% less time.

spark steppe
#

i bet there's more way to improve this 😄

#

keep this open xD

#

i wonder how these two differ

#

how did you get that small profiler? i don't really wanna launch unreal insight for this now 😄

marble tusk
spark steppe
#

do you know why they dont use the for loop under the hood?

#

180 (ue) vs 167 (no cached length) / 160 with cached length

#

also used insight, to only account for the time spent on the actual loop

#

so "only" 10% faster on my cpu

#

considering that it spends 160ms on a stupid loop 😄

ancient siren
#

im trying to slice my skeletal mesh. this has taken me so long. i first had to copy the skeletal mesh to a procedural mesh, and now that i have that, i realized that slicing it slices the whole mesh- which should be obvious. heres an example when "dead bone" is spine_002. i really want to only isolate and slice the bone that i hit

spark steppe
#

yea you need more than just a slice for that

#

namely something that takes bones and the bone weight of the vertices into account

ancient siren
spark steppe
#

i don't have experience with procedural mesh and what it can do, so i can't help you further on that

ancient siren
#

hm okay

#

ill think about this

spark steppe
#

made a slightly changed "normal" foreach by copy alternative which is also 180ms vs 165ms

#

so even that can be improved apparently

#

and i think they all need an is empty check

#

unless last index is -1 on an empty array, so that's covered

final berry
#

I tested it with a test value, but the struct stays on its original value EDIT: I'm inside a foreach so it was a copy and not a ref I tried update. I've used a get(ref) now it works. Thanks!

spark steppe
#

it's bugging me that there's no benefit of just switching to the for loop

#

as it eliminates one variable assignment each operation

#

i would have thought that would have some influence already

maiden wadi
#

I'm almost curious what the cost of Ramius's for loop is.

spark steppe
#

is that public available?

maiden wadi
#

I haven't installed it yet. Less interested in it due to doing most of my heavy stuff in C++, but he pointed it out to me when I was curious about why you can't make a map macro with a wildcard value. He made a native for each map. But I am pretty sure there's a normal for each loop in there too.

spark steppe
#

yea it says that in the description...

K2Node_NativeForEach.h/cpp, Starfire K2 Utilities

A reimplementation of the For Each macro for iterating a TArray

#

since i'm at it... might aswell try that now 😄

spark steppe
#

tho it doesnt show up

mild jacinth
#

how can i use bp nodes to create an effect where camera with its springarm rotates around the player smoothly and then also moves up as final thing?

#

like in ability attacks you can see how camera rotates around player in videogames, for an example if you activate special ability

#

most are done in movie cutscene ways but how can i make it using blueprints?

#

I thought about using cinematic sequence but it wouldnt suit my needs because im moving character around a lot.
i dont want it to happen in just 1 fixed place

maiden wadi
#

sequencers don't need to be fixed. You can make them relative. And they also have their own graph you can code in.

spark steppe
#

Authaer are you sure that this was supposed to be a replacement for the BP version?

#

it sounds like he reimplemented it so that he can use it for the TMap/TSet iterator

maiden wadi
#

Pretty sure it was. There's a note there that he hid the original though or something?

#

Let me glance at it's code though.

tight pollen
#

on 3D widget i can't create drag drop operation?

spark steppe
#

@maiden wadi yea the node is hidden from the context menu

#

or crash, idk

tight pollen
spark steppe
#

@maiden wadi 177ms (UE) vs 155ms (rama)

maiden wadi
spark steppe
#

i feel like the purpose of this node wasn't to be faster

#

but to make it possible to create the forEach tmap/tset variants

#

and i think what makes it faster is that it unintentionally caches some of the input data?!

#

this actually seems to "spawn"/use hidden BP nodes

empty marten
#

Hey peeps,
I revived an old project which was created using the RollingGame template in an old engine version. I'm trying to find the Game Instance BP so I can do a few thigns with it but can't find it. I always thought game instance was listed in the game mode classes? Anyone know where it is?

#

Never mind peeps. I went into project settings and noticed its using the default game engine game instance and switched it with my own. It's all good now.

dense mica
#

ForEachLoop node written in K2Node instead of a literal BP macro

spark steppe
#

ah didn't knew he was around here, too

#

thanks for taking a look

mild jacinth
#

how can i rotate camera with springarm around an actor.

#

i dont see that rotation values change anything

errant snow
# spark steppe this actually seems to "spawn"/use hidden BP nodes

Custom K2 nodes in native have two possible implementations. One is a direct byte code generator (that I'm still not clear on how to make) and one is equivalent to blueprint macros, except done in C++. However there are significantly more tools/hooks available in C++ when making a node than are available in blueprint macros which make it possible to to create something like the TMap ForEach there but not in blueprint. You can also create C++ functions that are blueprint callable but only for custom nodes and not blueprint end-users.
It is possible to write a TSet ForEach in blueprint but doing PR's & git stuff with binary assets is a PITA so I avoid it.

spark steppe
#

from all tested variants yours turns out to be the fastest tho 😄

#

so exposing it to users might not be a bad idea!?

errant snow
# maiden wadi I haven't installed it yet. Less interested in it due to doing most of my heavy ...

That node was from an earlier implementation of the TMap ForEach because I wasn't as versed in CustomThunk land so I needed an array for-loop in native to do the "get all keys, for-each key, access value". You can't (easily?) use blueprint macros from native so I rolled my own.
Based on someone else's PR for a TSet foreach, I recently refactored the implementation to not need the TArray ForEach anymore.

errant snow
#

I do like mine better with the always available/hidden 'Break' pin over the macro library two nodes though 😉

spark steppe
#

which may introduce the performance benefit

errant snow
spark steppe
#

they don't use the for loop

#

but they "query" the array length each iteration (which may add overhead in BP) and they have 2 variable assignments (loopcount/index) instead of one (loopindex increment)

#

the biggest improvement in my tests was caching the array size

#

i guess BP does some wild stuff for each array access

errant snow
#

I query the length each time, so it can't be that.
🤷 I'll take the win I guess, but it definitely wasn't my intention.

spark steppe
#

do it, that may make your version even faster 😄

errant snow
spark steppe
#

people should always reverse iterate for modifications imho (even the BP version has a warning to not modify the array)

errant snow
#

That only fixes removals. There are algorithms where you add to the end of an array and you want to process those within the same loop.
In C++ it's one of the times I fall back on classic for( int i = 0; i < array.num( ); ++i ) over for ( var : array )

spark steppe
#

ok, fair argument

obtuse kiln
#

I always hate putting up a screenshot of something very simple that doesn't work, since I'm almost certainly about to learn something very very basic that my piecemeal self-education skipped, but, uh, why's this fail?

there's only one object in there at the moment while I'm figuring this out, is valid was saying it was valid, so...?

maiden wadi
obtuse kiln
#

the BP_ObservationObject parent by default (just an object containing a few variables at the moment), and a single child of it on a zombie enemy I'm testing
both spit out the not happening when I'm looking at whatever (the zombie or any other observable)

the idea was that this component I'd attach to anything the player could observe would be where I could go put all the relevant observation objects for that observable thing in an array, then I'd figure out which one to load up at a time and how to pass them to the player journal later, but I got stuck here

I would probably be better off with structs I guess but I know BP structs are cursed and touching CPP if I can possibly avoid it gives me hives

dawn gazelle
obtuse kiln
#

just setting it as default in the component (and setting a different default in the zombie actor). I had the variable as an array of generic objects. I thought that was the problem but changing it to an array of BP_ObservationObjects doesn't let me set anything as a default.

Guessing that I'm missing about working with something with objects that aren't actors?

dawn gazelle
obtuse kiln
#

trying to change the variable type to an array of "BP_ObservationObject"s doesn't let me set the generic one, the zombie one, or another test one. I'd imagine this is related to whatever I'm tripping over here.

dawn gazelle
obtuse kiln
#

The zombie is a character and the various interactables are just actors, all with the same widget component handling making the observation pop up

I thought maybe doing it in a widget component might be the issue but redoing the logic on the zombie's blueprint didn't result in anything different

dawn gazelle
#

Ok, but is a zombie a "BP_ObservationObject"?

#

Part of the confusion here is that when you select "Object" as the type for an array, it allows you to effectively store everything in the engine in that array including assets - and what you've done in the screenshot is store a default value to the BP_ObservationObject blueprint which isn't a spawned copy of a BP_ObservationObject which is what would allow that cast to succeed.

obtuse kiln
#

ah, got it

dawn gazelle
#

You normally can't set default values in references as they don't exist until runtime. The exception to this is if you set the reference in an exposed variable which you can then modify when you select a placed actor and then manipulate the exposed variable. This still requires the reference you want to use to be placed in the level as well.

obtuse kiln
#

Hm, so is using non-actor objects like as boxes of variables like that just a nonstarter?

Guess I'll need to engage with structs after all, since tossing everything onto the enemy would kind of make it a pain to pass the set of information containing the type of observation, what was observed, and the text of the observation over to the player to put in their journal

hm, do I want to brick my project with BP structs or by flailing blindly with CPP...

void hemlock
#

How can I make the energy beam follow the mouse cursor?

lunar sleet
maiden wadi
lunar sleet
#

MPC?

maiden wadi
#

Material Parameter Collection

void hemlock
maiden wadi
#

I normally have two. One for screen space, and one for a general point traced to a world location.

merry chasm
#

I have a camera which follow a car and I have some trouble with temporal sample and motion blur..
Here is an example, one with spatial sample, and one with temporal sample.
any idea whats happen here, and why the motion blur and temporal sample create this ghost effect?

#

SPATIAL SAMPLE:

#

TEMPORAL SAMPLE:

void hemlock
merry chasm
# merry chasm TEMPORAL SAMPLE:

As you can see with temporal sample everything got a ghost effect, but in reality only in the wheel should get motion blur

pastel garnet
maiden wadi
#

You literally cannot get an easier method to passing a global param to niagara emitters.

#

Well, technically one asset. You don't need the shader stuff.

spark steppe
#

@errant snow @maiden wadi i was curious about how fast it could get, changed the K2 implementation of ramas code to cache the array length, and we are at 25% perf increase over default UE foreach loop.
Now the custom K2 version should be equivalent to my macro and is still at least 10% faster, and idk why?! shouldn't it come down to the same speed?

#

maybe some editor/debugger overhead? maybe in a cooked build the macro reaches the same performance?!

maiden wadi
#

I doubt that cooked will be much different than Standalone. Easier test.

#

@spark steppe One other curiosity I have is if there's a difference to the loop limit in BP. I imagine even your macro would go a long way to cutting down the counts of loop functions called, allowing more loops than the original.

spark steppe
#

i'm not sure if there's much difference tbh

#

using the for loop is just a bit cleaner, but comes down to almost the same amount of nodes

#

the only thing that it's saving is the increment of the 2nd loop count variable

#

wait nvm

#

it's also not calling the array length thing every iteration, so yea, maybe there will be noticeable difference

#

but usually people run into the issue with the normal for loop

#

when they do stuff like grids in BP loops

raven gyro
#

anyone know why my X and Y axis mapping alwasy triggering even though im not moving my mouse?

maiden wadi
raven gyro
#

oh D: dang thats new i dont even know

#

the enhanced doesnt give me an axis value any more

maiden wadi
#

You can even make it one InputAction.

#

Editor isn't open but if you make a single IA of like MouseMovement. And in that IA change it's type to Vector2 or Axis.. 2 something

#

It should show up on the node outputting a vector. And you can use the Triggered pin to AddControllerYaw and AddControllerPitch at the same time by just breaking the vector and getting the X and Y

raven gyro
#

sorry first time newbie to this enhanced input thing, have 0 understand what you just said :D, just fiddling around now

raven gyro
#

dam so confusing 😦

graceful sage
frail onyx
#

Anyone know how to modify this switching weapon tutorial so i can equip more than 2 if i want or be able to change what guns are in my main and secondary slot and also be able to pickup guns to equip them and save their ammo if i drop and pick them up again? https://www.youtube.com/watch?v=94HpeqlgKAs&t=621s

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

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

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scarlet zodiac
#

Hi guys, I have this piece of code that should limit my character to move from -250 to 250 on the Y axis, but it doesn't work... I guess it's because when the key is held down it doesn't check if the character's location is between those values, but I have no idea how I can fix this, can anyone help pls?

lunar sleet
lunar sleet
lunar sleet
frail onyx
lunar sleet
steep oyster
raven gyro
#

does anyone know how i can pull this from the enhanced in put?

versed sun
celest oar
#

i have a mesh component that i am trying to use for collision, if i do the same custom collision setup on the root component it works but if i dot it on the mesh component it doesnt? what am i missing here?

raven gyro
tall geode
#

not sure if this should be here or animation section but the character is moving the same as the direction it is going to. what could the probelm be?

#

I used this for running . did not use action mapping from ue5.4 because it did not work for me

graceful sage
visual crest
#

I am having a bit of a weird problem I am trying to combine items on the ground if they can be and delete the extra one. But with this they just delete each other lol. How do I fix this?

idle vigil
#

in my game i created a struct to hold information about different bullet types, such as regular bullet, armor penetrating etc. Is there a way to create a preset struct instance that I can see in the content browser etc? The weapons will be able to hold different types of bullets in the same magazine so I was thinking I create an array of structs to hold the presets

trim matrix
#

Hello. I have an array. This array contains characters. How can I identify the character that is closest to the center of my camera? This was question 1. My second question is:
How can I identify the two characters that are closest to the character identified in the previous question but only at left and right side (also ı want to ignore forward, backward and z axis in this distance calculations). Additionally I need to know which one is on the right and which one is on the left.

finite hearth
#

Is there a datatype that supports linebreaks? Or should I just jank together an array of strings?

timid wigeon
#

Hello folks, I have a quick question about soft object references as I’m trying to be more cautious when starting a new project:
Am I understanding it correctly, that I should not use soft object references to refer to instances of an object?

Everything I read so far is leading me to believe that soft object references points to asset stored in the disk. So I shouldn’t be able to point a soft object reference at something like an object that only gets constructed after begin play. Am I understanding it correctly?

timid wigeon
timid wigeon
# idle vigil in my game i created a struct to hold information about different bullet types, ...

Subclass an object or use data asset, you can put a struct as an variable in an object, and make further subclasses and change its default values to have your desired preset, this is often called Data Only BP or Raw Object. Alternatively you can make a data asset.

Look into this might be helpful. https://dev.epicgames.com/community/learning/tutorials/Gp9j/working-with-data-in-unreal-engine-data-tables-data-assets-uproperty-specifiers-and-more

Epic Games Developer

Working with Data in UE5- Data tables, Data Assets, UPROPERTY specifiers and more!

fiery swallow
#

Soft pointers don't really have anything to do with instances, atleast for blueprints.

#

Honestly think they can be useless a lot especially when you don't properly utilize parent classes or dare I say it... interfaces

Soft pointers (references) give you more control over when an object is allowed to be loaded into memory. All it does is tell the engine that it's expecting BP_InsertclassHere... but don't actually load it if it hasn't been loaded already. It's got a pretty niche use case assuming you're already doing things properly...

timid wigeon
# fiery swallow Honestly think they can be useless a lot especially when you don't properly util...

Now that I thought about it slightly more, it doesn't make sense to use soft object references on anything that's not a class default / data on disk, unless I'm 100% sure the reference is held somewhere else... I think. I don't even know if soft reference acts like weak pointer.

I found soft references can be useful to keep the code clean and modular, have less circular references or dependency on things. By instances i meant objects that are instantiated from a class after the game instance start. Also yes, assuming I'm trying my best with other good practices regarding inheritance & interface.

frail onyx
#

Anyone know how to make it so i can swap weapons like this and also be able to drop them while saving the current ammo and max ammo on each gun?

dark drum
dark drum
# timid wigeon Hello folks, I have a quick question about soft object references as I’m trying ...

Soft object references in BP are more for when you are using level streaming where you might have a pre placed actor in the level that might not be loaded. (Streaming in)

There are some special, self constructing objects such as data assets where the engine only ever creates one instance of it (such as data assets, static meshes and skeletal mesh (not to be confused with the component)) which you can also use soft object references for to control when it gets loaded. (if not already loaded)

When using soft references, the main one you'll probably use is soft class references which would be used when spawning stuff at runtime. That way, you can load the class only when you need to spawning it in the level.

pastel garnet
#

since you don't know the end location this might not be what you need as different arrows might have different speed which affects the velocity so you might want to calculate the velocity of the projectile if it was to be shot and use that to suggest the path

frail onyx
mild jacinth
#

if i spawn an actor what is the best way to keep track of it in a 'actor1', 'actor2' sense...? so that i could maybe use a function which will look for a specific actor with corresponding order number and then return it to me

#

i know i could do this with an array somehow but how would i identify each of them

dark drum
# mild jacinth if i spawn an actor what is the best way to keep track of it in a 'actor1', 'act...

You can use something like this.

https://youtu.be/RygVokx-mzk

Welcome to this tutorial on how to create an actor manager system in Unreal Engine 5! In this video, we'll go over the basics of setting up the system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to better manage actors at runtime, this tutoria...

▶ Play video
silver garden
#

I'm trying to create independent spawn timers for the main actors in my game each time they die. I'm doing it by setting new timers and adding them to an array of Timer Handle. Later, when the spawning function kicks in, I just remove that timer from the array.
The issue is: When 2 actors die almost at the same time, one of the timers, usually the first one, stops working, and that actor never spawns again. And that timer can bee seen in the array, forever.
My question would be: Is this logic (the way I'm handling Timers) wrong? Or am I missing something?

normal viper
#

hello
can anyone pls explain to me why the my loading screen is basically pointless since after i click on new game button on the main meny level i added a widget and then open a new level and after that level is opened and the loading screen is gone then the level start loading
i tried to use async plugin as well didnt still the same probleme

young meteor
#

Hey folks

Getting an infinite loop error (sort of downstream from what is in screenshot)

Just wanted to be a 100% sure that if I run the "For each loop with break" node, and I then break it like halfway trough.
What then happens if I run the "Exec" pin again a bit later?

  • Will it continue the array from where I last hit the "break" Pin?
  • Or will it run the array from the very top again?
kind willow
silver garden
# young meteor Hey folks Getting an infinite loop error (sort of downstream from what is in sc...

The Break pin stops the execution of that Loop. The Loop doesn't store any information, it just loops the container you privide it with.
If you would like to "start it from where it stopped", you would:

  • first: use a regular for loop with indexes, not a For Each loop.
  • Use a local integer variable to store the current loop index. On each "loop body" execution you would increase this integer value by 1.

To re-run it again, you will have to run the for loop again, feeding it the local integer variable in the "First Index" input.
PS: Of course, you would have to reset this local variable somewhere, so that it can start from 0 at some point again.

kind willow
young meteor
silver garden
round elk
#

hello, I wanted to make a system that checks the static mesh of an object that is already in the players hand, and component list, and then reference the mesh against an array, and then perform an event

silver garden
silver garden
# normal viper pls

I read it, but I couldn't understand it.
Could you rephrase your paragraph? Since it a bit weirdly written.

normal viper
#

ok
so i have a an empty level as a main menu and when i start the game i creat a loading screen widget and after that i open the gameplay level and then i remove the widget
as soon as the loading screen widget is gone and the gameplay level is visible the gameplay level is still not loaded

#

i even tried to use load stream level

young meteor
silver garden
# normal viper

Ah.. I see. I would suggest looking at this page to get more knowledge about Unreal's Gameplay Framework -> https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine
I also suggest downloading and taking a look at how the Cropout Sample Project handles loading screen and Level transitions. It is a great reference project to learn! -> https://www.unrealengine.com/en-US/blog/cropout-casual-rts-game-sample-project

Where are you doing this logic? In a Game mode? In the Level Blueprint?
Because if you are, all this stuff is getting deleted on "Level Load". Again, the documentation about the Gameplay Framework will teach you this! sonicthumbsup

What you would like to do is to create this widget on the Game Instance, and control its visibility from there. Since the game instance data doesn't get destroyed on Level Load.

Again, try to download the Cropout Sample, you will learn a lot from it in regards to this topic and many others.

normal viper
rugged wigeon
#

if you have a big ass level already made, you can just convert the stuff in it to a "level instance" that gets streamed in after the loading screen is shown

normal viper
round elk
#

why no worcc please

#

hey does anyone know how I can get this to output a blueprint

#

instead of a static mesh

proud bridge
pulsar vigil
#

hello guys anyone had trouble with timer handle not pausing even if it successfuly go throught the node ?

the same timer handle work fine but the second time in pass trhought doesn't work
and im not clearing or changing anything,

if i look at the timer handle while debugging with break point it crash the engine

round elk
silver garden
# round elk

Where is that return node from?
Is it from the node Set Static Mesh from your previous screenshot?
If that is the case, you can't modify it.

round elk
#

in short I want to be able to click on an item on a table and have it be added to the players hand, a bit like phasmophobia

pastel garnet
#

I have base animBP that does all the calculation and I'm inheriting from it to make other animation BP but child animBP doesn't run(work)

silver garden
# round elk

I'm guessing that is from a Blueprint Interface you created.
In that case, is as simple as clicking the Return Node and then going to the Right panel that should've appeared, and then just change the return type of that Output.
Please, next time just share a screenshot of the whole window.

round elk
#

sorry

proud bridge
#

yeah set the type to whatever type of blueprint u want to, example (actor, playercontroller, etc)

radiant wren
#

Which type of Blueprint should I use if I want to make a Railroad Turntable that can be controlled by the player? Like it'd have a little switch in the control booth and if the player moves it the turntable spins sorta thing.

radiant wren
#

alright

#

so in what cases would I use the others?

rugged wigeon
#

Pawn is for something that the player directly controls

proud bridge
rugged wigeon
#

Character is largely for pawns that are like humans / humanoids

proud bridge
#

jst make the logic code in the actor bp, transact informations using an interface, control using ur char bp then

rugged wigeon
#

The rest of those “common” options are important but not for generic “stuff” that appears in your level

proud bridge
# proud bridge actor

u will require 2 actors btw, one for the turntable, one for the switch, or u can jst activate the switch with a box collision and player input

radiant wren
#

alright... so I guess it's like... pawn is a car, character is... well a character or NPC, and Actor is everything else pretty much?

rugged wigeon
#

Pretty much

proud bridge
rugged wigeon
#

Character is a pawn, and a pawn is an actor

radiant wren
#

alright that's simple, I was afraid anytime I wanted to add something I was gonna have to be like "ok now which blueprint should I use?"

proud bridge
#

fr example, a tree is a not an actor, but a tree which chops itself down when u approach is an actor

rugged wigeon
#

… no a tree is an actor

proud bridge
#

how is a static mesh an actor?

rugged wigeon
#

It’s a “static mesh actor”

proud bridge
#

yea but,

rugged wigeon
#

Which is a basic type of actor that just had a static mesh

radiant wren
#

I think what Laniakea is saying is like if it's just a static mesh that doesn't do anything and will never do anything is not an actor, right?

hallow compass
#

I have an issue with camera manager fades / sequencer fades. During a level sequence, I want to make the initial fade from black to transparent based on camera manager's start camera fade, and then the other fades based on the sequencer fader functionality.

the problem is that if there is a sequencer fade track, it will override camera manager functions. Can the two cohexist somehow, or is there a better alternative?

proud bridge
rugged wigeon
proud bridge
hallow compass
proud bridge
#

but it has no logical code

hallow compass
radiant wren
#

that's a static mesh^

proud bridge
rugged wigeon
#

No, that’s a static mesh actor. You can see it has a “static mesh component” which references the mesh you dragged into the world.

radiant wren
#

oh

proud bridge
# radiant wren oh

if u create a bp actor class, add a static mesh component. its pretty much the same thing. only now, u can add ur own logic to the static mesh

radiant wren
#

ah

#

yay fun spinny thing XD

#

now to actually make it work.....

proud bridge
#

so the transition will be smooth

radiant wren
#

The issue there is I want it to be controlled from this:

#

I want the player to move that, and the table spins accordingly

proud bridge
proud bridge
radiant wren
# proud bridge for this i think u need to change the rotation of the character as well which wi...

So I want it to behave like this: https://www.youtube.com/watch?v=PzTSiUbWc7o&t=960s

Today, I'm driving very sensibly. I'm going to finish the mission and make the big bucks in Derail Valley. Just need to stop off for some extra fuel along the way, and might as well flip the train around the right way while I'm at it. The new floral update for Derail Valley has landed and I'm exploring the lovely wonderland of green loveliness. ...

▶ Play video
radiant wren
#

alright... is there a tutorial you know of that could give me a push in the right direction?

proud bridge
radiant wren
#

BPI?

proud bridge
radiant wren
#

ah

#

do you know how to make a static mesh a dynamic mesh? It won't let me put the turn table mesh into the "rotate mesh" block XD

#

oh wait there's an add local rotation...

serene sandal
#

Is there any way to query data assets from code from a specific ID or tag? Kind of like a Blueprint Map. Or should I create a Data Asset List?

rugged wigeon
#

There’s data tables which are just maps of name keys to structs under the hood.

Trying to find actors in a scene based on data is very expensive generally

thin panther
#

You can load them in bundles for instance

woven drift
#

is there a way to change a single item in an array of a save game?
i have an array of items and i want to change just a single item with the array remaining the same, and all this then goes into a save file

#

i know how to do such thing with structures, just break and make, simple as that, but i cant figure out how to do the same with an array

#

the array is in the structure btw

rugged wigeon
#

I find altering structs in BP to be very sketchy. It’s possible to get properties as a reference and change them but when you start talking about elements in arrays in structs in an array you’re just begging for something to go wrong. It’s a good point to consider dipping your toes in cpp and writing some simple bp nodes to modify your struct.

woven drift
#

im begging but it kinda worked out

gusty shuttle
#

Is there a magic volume that I can slap in my world to get a section cutout, or cross section type system? If not, any key words? I've looked up occlusion and dissolving, but I'd have to tamper with the receiving materials...each one of them. I'd like to avoid that. Any tips?

rugged wigeon
rugged wigeon
rotund barn
#

what am i doing wrong? it doesnt always destroy those actors.

gusty shuttle
#

@rugged wigeon Something like this

rugged wigeon
#

Fancy material stuff can do it

rugged wigeon
#

Do a reverse for each loop

gusty shuttle
#

Aye, from what I can tell, id have to take a material function and put it into every single mat I'd like it to effect which is hardcore

#

There's also stencil passes too but what I tried didn't work so far

#

Ah well

#

Thanks anyways

rotund barn
maiden wadi
rugged wigeon
rotund barn
rugged wigeon
#

Get all actors of class looks at every actor in the world and returns the list of them that matched your class. It’s just a one time check. If you called this and then spawned a new actor of that class it wouldn’t magically appear in the array.

#

I don’t really get your question. If you used get actor of class you wouldn’t be making an array at all.

lunar rose
timid wigeon
rugged wigeon
#

It’s the changing the array while looping

#

Because of destroy actor

rotund barn
# rugged wigeon I don’t really get your question. If you used get actor of class you wouldn’t be...

its difficult to explain everything shortly, but basically i have 4 spell slots (0,1,2,3), and the array is type class. in a widget (inventory), im sending an ENUM and an index through an interface. then in BP_thirdpersoncharacter in the interface function im setting the the class variables into the array based off of the ENUM and index. and in event graph when i scroll my mouse up or down, it switches between those 4 spells, each time it changes it triggers what you saw there, and then from the for loop completed it spawns actor from class using the array and attaches an invisible actor to me, which then contains all the spell logic.

timid wigeon
#

perhaps you can try reverse iterating over the array. it's pretty easy to do in written code, in BP you would have to recreate that with some numbers.

rugged wigeon
timid wigeon
#

oh right

rotund barn
timid wigeon
#

to explain it a bit Niko - when you are destroying actors, it removes it from the array and mess up your current iterator, because the total length of the array has changed.

rugged wigeon
# rotund barn its difficult to explain everything shortly, but basically i have 4 spell slots ...

It’s possible you have additional problems. I’m just telling you now that if there are three instances of A and you say get all actors of class A, and then do a for each to destroy them…

It will delete the first one, and then it will try to delete the second one. The problem is that since you deleted the first one, the second one is now the first one and the third one is now the second one. So you have skipped over the instance of A that was originally in the second slot of the array.

timid wigeon
#

you should be able to do the get all actor from class thing, it doesn't really matter in this case i think. Spywaregorilla is right, just use an reverse array loop instead of a normal array loop

rotund barn
#

ohhh that makes sense. should i just do it manually then? like without loops.

timid wigeon
#

it's generally a bad idea to remove or add items to an array when iterating over it.

rugged wigeon
#

I’m telling you to replace these for each with reverse for each

timid wigeon
#

type in reverse for each loop

#

the reason why reverse works is because when you are doing backwards to forward, the index in the front remains unaffected

rotund barn
#

is there a reason not to do this? i didnt even think of this before, i thought the destroy actor wouldnt accept an array directly

#

but yeah ill try the reverse loop

rugged wigeon
#

That… shouldn’t work

timid wigeon
#

im honestly not sure if the destroy actor works in this circumstance, i'd think it shouldn't work but maybe it does

rugged wigeon
#

Not sure how you got that

rotund barn
frail onyx
#

Anyone know how i can use this system I'm currently using (swapping the child actor class on the child actor component) without having to completely redo it to be able to make it so when player equips the weapon that is currently in the main weapon slot or the weapon that is currently in the side weapon slot, it will remember the ammo that is in that weapon no matter what happens, even if i switch the gun or drop the gun or a new weapon gets equipped in the main weapon slot

rugged wigeon
frail onyx
rugged wigeon
#

Probably not much. You’re just replacing “set class” on the child actor component to “spawn actor from class” and then “attach actor”

frail onyx
#

this is also the current way im activating shooting/reloading/aiming down sights also. not sure if this would need to be changed also, since i wont be using a child actor component

rugged wigeon
#

When you spawn the gun, set a reference to it and use that instead of gun -> get child actor -> cast to

frail onyx
#

And would i still be needing to use my Blueprint structure variable of MainWeapon and SideWeapon

rugged wigeon
#

Just destroy whatever is currently set to the gun reference

#

Or make a new type that has no mesh so it looks like you’re not holding anything

#

The ammo thing should probably be something like a map of gun type to a struct containing max ammo and ammo reserves

frail onyx
rugged wigeon
jade bane
#

Does anyone know what is this node?
grabbed from a video 🤦‍♂️

thin panther
#

Plugging an array into those pins works

maiden wadi
#

Yeah. It's perfectly fine. Older users will be weirded out by it though.

thin panther
#

Or some newer ones that haven't found it yet :P

maiden wadi
#

It never ceases to amaze me how stagnant some programmers can get. They see new features and think it's spooky instead of just using it. 🤷‍♂️

rugged wigeon
# frail onyx did i do this correctly?

No. You made a variable to store the class of the gun spawned. You want to just get a reference to the gun itself. You want the variable type to be the parent gun class so that all your different guns can go in it.

frail onyx
rugged wigeon
#

The best part of a visual programming language is the discoverability of the engine and the clarity of data flows imo. This thing clearly breaks those assumptions with an input implying a single reference that accepts an array.

rugged wigeon
maiden wadi
#

I would partially agree up to the point that it should make data flow clear. But then plugging an array of objects into a function for them makes perfect sense. Run this function on each object in the array. It's the kind of shortcuts you can afford in scripting languages. You don't need to be so verbose and literal as in a strict programming language.

rugged wigeon
#

You could make it even better by making it an event that you trigger with a different class. Because you’re now writing the same code multiple times for each button with the only difference being the class being used.

raven gyro
#

can anyone help me with this? I set it up just like in tutorial but my camera/actor spins like crazy

lunar sleet
raven gyro
#

its at .01

oak gust
#

Guys I just realized that having a scene component as root in blueprint disable collision, but I have a base actor class that all my skills inherit and an actor bp always have a scene as root, how can I remove it for child for example and set a box collision or a mesh ?

frail onyx
thin panther
hidden peak
#

Can someone help me find a solution for my problem, im trying to attach my enemies leg to my players hand when the player is coming near with enemy and pressing the "F" button, but the main problem is that the mesh is not moving but the component is attaching so i guess its because my enemies body is simulating physics after his death, so i cant find the solution how can i realize it.

oak gust
#

@thin panther I mean all my projectile inherit from a base class

#

I think it's ok no ?

thin panther
#

Not if they need to have different component hierarchies to the base class

oak gust
#

but why I should choose the root on the base class ? I could have a projectile having a box collision or a sphere collision depending of the projectile

#

hum

#

hard one

#

but again

#

if I have a base class for ability

#

I will have to choose the root in the base class

thin panther
#

Have you just tried doing what you want to do?

oak gust
#

what do you mean ?

#

atm I have a base class for my skill actor that are spawned by my abilities

#

I never use blocking collision until to today cause I need to for a spell

#

and this is now that I realized that collision don't block anything if the root component is scene

jade breach
#

when i try to import an image to the widget it shows just a white image when i run the game. does anyone know how to fix it?

thin panther
#

Give me a while, I'll see what I come up with

oak gust
rugged wigeon
#

Events. Use events to do stuff. Use functions to calculate stuff.

rotund barn
maiden wadi
jade breach
#

then added image to the canvas in widget

#

and selected the texture for image

maiden wadi
#

Does it show fine in the editor?

jade breach
#

yes

maiden wadi
#

Sounds like caching, which I thought UE5 got rid of.

#

IMO I'd restart your editor and see if it fixes, if you haven't already.

jade breach
#

ill try that thanks😭

#

it didnt fix it

#

it works when i remove binding though

#

could it be the set visibility messing something up because i used that to show the image when i do certain action

#

and it shows white

maiden wadi
#

Visibility shouldn't affect it showing blank. Should either affect it being invisible or not.

jade breach
#

oh...

round elk
#

hey anyone know what I might have done wrong

#

my character keeps moving to the left whenever its moving forward

#

backward is fine though

maiden wadi
simple hill
#

Just wondering if anyone knows of a blueprint tutorial for creating interactable shelves liek the type seen in Grocery Simulator games? Anything would be a great help.

#

Not for my game but looking to help a friend with thiers

round elk
#

that i made

#

and forgor about

frail onyx
#

if i promote it to a variable it removes the connection from return value on spawn actor to set held weapon

rugged wigeon
#

The purple node that is set to bp gun fully automatic; drag that backwards onto the equip weapon node

#

@frail onyx by doing this you make the class of the gun to be spawned an input of the event. Then you call this event with a different class for each key down

#

Also minor nit; you probably want to grab the transform of gun start and pipe that in directly rather than just getting the location. This way if your character is facing a different direction when the gun is spawned, the gun will use the same rotation too

frail onyx
rugged wigeon
rugged wigeon
#

Your screenshot shows the exec pin that should go to save game to slot is actually going to something else off screen to the right. You sure it’s being called?

#

Can you show the whole graph though

#

I would also check if maybe that cast failed pin is firing if loading seems to do nothing

#

So what exactly is the problem