#blueprint

1 messages · Page 206 of 1

still trellis
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is there some way to make actors placed in the level update their properties when I change the defaults of their class? without manually going through?

rugged wigeon
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Ok but what is happening and not happening. You load it and can look at some data in the save file but not all of it is actually saved?

rugged wigeon
still trellis
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is that only true if all of their properties are default? im changing the default value on a component, and I want all the actors with that component to get the new default value for that property

rugged wigeon
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Property by property basis

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With some confusing inconsistencies for child actors and maps, sometimes, in my experience

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But how do you know it saves if you cannot load it?

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Printed what on the screen

frail onyx
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i changed that ref to use the held weapon variable that is set to what is held, but for some reason they still dont work. This is what one of my Events look like, i think i problem has to do with the casting to player but im not sure what it is

shut quarry
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so im writing a function that
A) sets a boolean to true or false (based on some condition)
B) Calls a custom event if the bool is true which does some task, but there's multiple delays in this custom function
C) Returns the bool.
If I were to do it as ^, will my code work properly? Like will my program wait for the custom event to finish executing before returning the bool or will it return the bool isntantly.

maiden wadi
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You cannot delay inside of a function. So this is an impossible setup.

shut quarry
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i think u misunderstand. I don't hv the delay in the function, i have a custom event with a delay taht the function calls

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the goal is to call this custom event just before returning, like do it asynchronously or something

rugged wigeon
thin panther
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I honestly think you'll be best off learning GAS. It's made for systems like this. Spells are gameplay abilities, and anything that need visuals like projectiles just spawn such an actor or particle in there.

maiden wadi
shut quarry
shut quarry
raven gyro
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can anyone give me some tips on how to conver tthis to touch?

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touch doesnt have 2D XY like the mouse

hearty veldt
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I have a project where you can change between a regular 3rd person cam and a base building cam. To make things easier all the base building cam logic is in its own Pawn, and I simply Un Possess and Possess between them from the Controller.

However this means all logic has to be inside the Pawn since the Controller stays the same and handles the switch, and I was trying to not put everything inside the Pawn. From what I've read there's no way to change the Controller instead. Is this the only way? Or maybe there's a completely different / better approach to this?

Also anything I should care about between Un Possess and Possess, to make sure nothing goes boom while swapping?

frosty trellis
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hey would anyone be able to help me out i messed up on my blueprint and it wont work anymore

frosty trellis
lyric basin
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Saying you messed up and it won't work doesn't give us a lot to go on

shut quarry
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Imagine a 3d game where the palyer has a top view of a grass field. The camera doesn't move at all, nor does the player.

Now what I need help with is making it so that if the player clicks on a particular area of the screen, we send a Missile or something there.
So my question is how do I derive the rotation the missile has to be launched at by using player's mouse position when they clicked. Do I need to do the conversion myself or does unreal have something to help.
My current thought process is using a widget blueprint, putting some invisible background and letting that intercept clicks and mouse movement.

Thoughts?

hearty veldt
# shut quarry Imagine a 3d game where the palyer has a top view of a grass field. The camera d...

UI just brings overhead, and it's also a matter of converting screen space into world location, just do a Line Trace from the camera to the position you clicked on, then spawn the projectile - if the player is supposed to shoot and you spawn it at the player's location, or you want the player to rotate before shooting, or rotate the projectile after is spawned, or you want the projectile to comes from off screen, that's entirely up to your own design

hearty veldt
# raven gyro can anyone give me some tips on how to conver tthis to touch?

no idea about touch, since I have nothing to do with mobile, but it should be inside the PlayerController with its own X and Y coords, you just need some converting from screen space to world position, similar to this https://forums.unrealengine.com/t/touch-input-vector-position/425903

if that doesn't work, you can do what I said in the previous message with a Line Trace and get the position that way, altho converting from touch should be better

woven drift
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ill solve the problems
it feels like i try to avoid dipping my toes into c++ at all costs for some reason

mighty crown
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just asking this out of curiosity but why can't you attach an actor that simulates physics to an other actor that doesn't simulate physics?

wide smelt
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Hiya!

Getting this warning and quite sure how to get rid of it: PIE: Warning: Mobility of /Maps/UEDPIE_1_Map.MyMap:PersistentLevel.BPCG_Fence_A_C_2 : DefaultSceneRoot has to be 'Movable' if you'd like to move.

I am using splines and pcg to generate fences (via spawn actor node in pcg graph). I don't want to the fence to be movable but rather stationary.

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i have sett all actors and components to Stationary

faint creek
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Hey everybody, how can I get reference to an actor placed in a level, in the event graph of a BP actor?

dark drum
tropic peak
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I'm having issues with my "highlight interaction" system. Highlighting seems to be working, but unhighlighting is causing issues. I'm storing a "current highlighted actor" variable and populate it via sphere trace. when the trace hits two items at once it leaves the highlight on an already highlighted item and highlights another one.. (it's the part marked with green comment).

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highlighting is basically this plus a small bit to display the text widget

versed sun
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try like this:
If your Sphere Trace hit something , check to see if its valid, has interface, and is NOT same as your Last Hit
If True, first Un highlight your last hit (If Valid) , then set Last hit and Highlight it

dry sleet
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Right click a variable getter and select "Convert to validated get"

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You get that node

tropic peak
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oh right, thanks, forgot about validated gets

compact fable
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Having an issue with a box collision, I want an event to trigger when an AI walkes insde the box collision.
In the master I get a ref to all the actors, then do a for each to check if the actor overlapping is the one I want.
Wierdly this only works with one actor but not all the rest spawned in the level. Any ideas?

versed sun
compact fable
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Thanks @versed sun I will give the delay a try

versed sun
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yopu can Print how many Actors it found , also

compact fable
versed sun
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yup, this blueprint loads and runs before the AI does

compact fable
tropic peak
rugged wigeon
tropic peak
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🤔

bronze lily
# versed sun ahh

Side question how do you get your redirect nodes to be train tracks instead of spagethi?

versed sun
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so, First , if you didn't hit anything , Un highlight Last

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Electric Nodes Plugin

compact fable
versed sun
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casting is fine

tropic peak
versed sun
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ok, you must be hitting the floor or something without interface

wide smelt
slender harness
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I need some advice, I have a stack overflow issue and my UE project will no longer launch, instead i get a crash on startup stating "Stack OverFlow Exception" listing out the objectUI and thats it. Not really much useful information. Checked Crash Logs and Logs in general but got no where. Any advice on how to recover?

tropic peak
crude tartan
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Hi all, I have a blueprint that selects from 10 materials in the construction script (so I can choose one in the editor and save it into a material variable that in the BP for use in runtime). Will my BP still reference in memory all of the materials at runtime even though I only use them in construction script or does everything get baked down? I obviously don’t want the BP keeping a reference to the 9 materials it didn’t select when in the editor. Thanks.

dry sleet
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They will not be loaded until you ask for them. In the CS you must use Load Synchronous (blocking), but at runtime you can do that async.

slender harness
storm vigil
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I cant find the "async load asset" node is there a specific in built plugin tied to it? i may have uninstalled something. thanks

graceful sage
grim sand
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Does anyone know if it is possible to disable specific features (like Lumen) on specific platforms (e.g. Steamdeck)?

storm vigil
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Ok, it was the controlflows, it was not turned on. It says its a tool to cleanly implement asynchronous operations.

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or maybe it because it was in a function

lyric basin
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sounds like something you can probably manually set

grim sand
compact fable
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Sorry to bother everyone again, how would I check overlapping actor with a timer?
For example actor enters the box collision and triggers the event and if the actor is still in the box collision after 5 seconds, trigger the event again

graceful sage
frozen wren
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any one know what could be the best way to optimize screen capture 2d

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when i look into my foliage frames drop from 30 to 20 or less

primal hare
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Hello, for some reason checking this does not disable jumping

dawn gazelle
# frozen wren any one know what could be the best way to optimize screen capture 2d

Screen Capture 2D effectively re-renders the entire scene from the viewpoint of the capture camera so it can be very taxing. You have options on it to disable what gets rendered within it, but if you're trying to visually duplicate what a player would see normally since it's for a scope, you'd probably need it all enabled. You'll probably want to drastically reduce the resolution depending on how much of the screen looking through the scope takes up on your screen. If you're playing and capturing at 1920x1080 but your scope is only taking up maybe 5-10% of the screen, you can probably drastically reduce the resolution, but if it is taking up most of the screen, then you probably need to keep it high. You can further reduce the resolution and some of the rendered things when not directly viewing through the scope, and ensure you disable it entirely if the scope's not on screen at all.

There's likely more you could do as well - these are just things I've tried when messing around with these components.

lyric basin
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one of the two

final berry
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I have the following problem and not sure how to tackle it.
For my tower defense I add and remove enemies to a list of targets of that tower when they get in range of a tower by overlapping its cylinder collider mesh.
I also have a tower that shoots all enemies in range by iterating trhough that list and applying damage to each of them.
So far so good, however when the damage kills an enemy it "ends overlapping" so it gets removed from the list. So when the idex 3 enemy in the list gets killed it means the enemy on index 4 becomes the enemy on index 3 and it skips over that enemy and won't apply damage (because the foreach iteration continues on index 4, seeing as it just handled index 3).

What would be a good way to fix this?

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What I can think of is using a custom for loop (incrementing the index manually, resulting in not incrementing it if the enemy dies) instead of a foreach I use now

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But it seems a bit iffy

tropic peak
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or maybe use a map with 0/1 values for dead/not dead

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and when all enemies in the wave have status "0" you remove them

dawn gazelle
waxen blaze
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Hi, please I have a weird issue and would appreciate an advice.
Suddenly some of the BP graph functionality stopped working and some of the BP nodes are no longer available to me in the context search too.

Particularly:
When I press 1/2/3/L/A and mouse press I don't get any nodes (it should result in a float, Vec2, Vec3, lerp, ..., correct?). Two days ago it worked just fine.
I checked the keyboard shortcuts in the editor settings and none of these exist (not even the option to trigger it exists in the keybinds anymore or has it never been there?).

Secondly, when I search for basic types such as float, boolean, integer, vector, ..., the search no longer has these in the list, I can't add any of these into my BPs anymore.

waxen blaze
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I tried restarting, even restarting my computer.

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Unfortuantely it did not help at all.

rugged wigeon
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are you in the event graph of a typical actor and not something weird like a ui element

lyric basin
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that was my next question, where are you in the engine?

waxen blaze
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Yeah, regular actor. but it doesn't work in any bp right now.

lyric basin
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screenshots or video?

waxen blaze
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I'm in the Event Graph of a character.

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Also in the Event Graph for an actor.

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like this

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I can add ariables but I can't add these separate nodes but it worked two days ago just fine, I have no idea if there's some way to lock it out perhaps?

lyric basin
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what happens if you right click?

waxen blaze
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Right click opens a contet menu search.

lyric basin
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and what happens if you search for one of the nodes you are trying to use?

waxen blaze
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All actions for this blueprint

lyric basin
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what node are you looking for explicitely?

waxen blaze
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Even if I uncheck the check the context sensitive search.

lyric basin
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typically this means the bp doesnt have access to the node

final berry
waxen blaze
rugged wigeon
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what do you mean "vectors". do you mean "make vector"?

waxen blaze
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Two days ago I held button 1 and left mouse click and it gave me a float. Basically things like that.

rugged wigeon
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I don't know why you would want that behavior. you shouldn't be making a lot of literal floats

waxen blaze
waxen blaze
rugged wigeon
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I don't know what these shortcuts are that you're referring to but you definitely don't need them

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your nodes should generally come from right clicking or dragging out a pin and then typing the node name

waxen blaze
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The problem is that I do not have these options in the right click search either though.

dawn gazelle
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This sounds like it would be in the material graph, not something one would find in a standard blueprint graph.

rugged wigeon
waxen blaze
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Sorry, people, it was definitely my mistake.

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And thank you very much!

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I'm going to beat my head on some nearby wall, omg..

tropic peak
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When I'm highlighting an object I call an interface function "Highlight" that enables the highlight and plays short text animation (fade in/fade out on unhighlight). when I look at the item and away quick enough the text animation bugs out and either ends abruptly or doesn't play at all. please, if you know what could be the issue do let me know.. I'm losing my marbles.

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some issues posting the code.. one sec

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(green bit)

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it looks like I'd need to "lock" the animation to let it play out fully or something similar to that, not even sure if it is related to my code or animation settings.

winter tiger
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Does anyone know how to use Pi in a MathExpression in bp?

I've tried
Pi
pi
PI
pie
UE_PI
FMath::PI

waxen blaze
winter tiger
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I mean yeah I can manually type it, just the c++ one has more digits to it and i definitly do not have them memorized lol

winter tiger
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Unless you meant doing this?

waxen blaze
winter tiger
waxen blaze
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Though I don't think you need to name the input port Get pi.

winter tiger
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Haha ya that was me just being cheeky 😛

loud patio
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Hi! I'm trying to make a start menu which transitions into a cut scene.
The menu has background music and fades out when pressing play.
However, if i go on options first, then back to the start menu and click play, the music doesn't stop anymore.
Any idea what I could do to fix this?

frozen wren
fiery anvil
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I have a money per second script and then another blueprint using that money to see if i can purchase the actor triggering a long line of code, for some reason no matter the amount of money it will always trigger false on the branch, i have a print string to make sure the money is increasing and it is, does anyone know the issue?

lunar sleet
# loud patio Hi! I'm trying to make a start menu which transitions into a cut scene. The menu...

Start by organizing your code so noodles are not connected to other nodes behind disconnected nodes, so you and others can read it properly. Stop using level blueprint because other than very few exceptions it’s the worst thing to use, and whatever shitorial you watched is either outdated or created by an idget, or both. Then use breakpoints (F9) to follow the execution path and step through the code to see what exactly is happening when you go through the start menu

gusty mist
lunar sleet
fiery anvil
fiery anvil
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the money every second increases every second using a timer by event

lunar sleet
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How did you determine it’s firing false

fiery anvil
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print string after the false

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it always fires it no matter the amount of money

gusty mist
fiery anvil
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lemme check

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its called flat nodes

loud patio
gusty mist
lunar sleet
fiery anvil
lunar sleet
fiery anvil
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basically i have a print string showing me the amount of money i have

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it increases every second

lunar sleet
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Why is the money component not connected?

fiery anvil
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where?

lunar sleet
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In your screenshot

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Where is that even set

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Oh it’s not on the char

fiery anvil
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basically i have a money component that has a function for money per second and the variables in it, the money increasing is done in the third person character bp while the overlap is in an actor bp

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once i remove the conditions of the branch it all works fine, the money is also increasing 100% so im not sure why it wont work if i want it to be above a specific amount

lunar sleet
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F9 on the branch and hover the pins

fiery anvil
lunar sleet
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Hover the float pin

fiery anvil
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input value as in? sorry im not that advanced

lunar sleet
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The float pin coming into the >=

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Hover it when the branch fires

fiery anvil
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okay

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one second

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i did and nothing happened

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im not sure what im expecting to see

lunar sleet
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The value of the float coming through

dawn gazelle
fiery anvil
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the value of the float is being displayed on a print string im 100% positive its the number i want it to be

lunar sleet
fiery anvil
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theyre using the same component brother

lunar sleet
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What matters is what’s actually coming through

fiery anvil
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its the same variable

lunar sleet
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Yea, but branches don’t just go false for no reason. So try what I said… or don’t

fiery anvil
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i did try it

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it didnt show me a value

lunar sleet
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That’s a problem

fiery anvil
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it just described what the node was

lunar sleet
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Hover precisely over the green dot (pin)

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Next to Money or the one on the <=

fiery anvil
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one secomd

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oh wait

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your right

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its 0 for some reason

lunar sleet
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There you go. So not getting the right value

fiery anvil
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why is that happening tho

lunar sleet
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Show Money Every Second function

fiery anvil
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okay

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money per second is set to 1

lunar sleet
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Looks ok. Not sure why the component is not getting the value through properly tbh

fiery anvil
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so im screwed

gusty mist
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I'm trying to make a physics actor's bottom always be level with the ground that is below it, aka have the top of the actor always facing in the normal direction, I have a raycast that points down from the bottom of the actor I'm now trying to figure out how to apply the force to rotate the actor the way it needs to be.

lunar sleet
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Oh and

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You’re not returning a value from that function

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Shouldn’t matter but you can try to return the money value and set it outside the function

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But at least now you have a lead

fiery anvil
fiery anvil
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nothing

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?

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would it be smart for me to take the entire money per second system and place it either directly into the component or the actor?

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i moved the mps to the component and it worked

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thank you

visual crest
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how do I do this properly? MY drop mesh is simulated and moves around. MY "SpawnTransform" is relative. I need my added mesh to spawn around my drop mesh but I can't figure out how. Basically I need the end result to be as if my drop mesh was at X:00 Y:00 Z:00 Relative to its actor.

maiden wadi
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I'm blanking. Was there a flow control node to allow execution input a specific number of times before doing it's output?

lunar sleet
lunar sleet
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Bit hacky but yeah.

oak gust
# oak gust I am using gas

it's just I had a base class for actor spawn by gameplay ability but that's fine I just use a sphere collision as root, add another collision if I need to

urban cove
#

Hello. Any recommendations on where I can try to find someone to help with an issue I'm having in Unreal? (I cant get my control rig to work exactly how I want it to.)

shut quarry
hearty veldt
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if you don't want cam to move around, just delete the code that moves it mopShrug

shut quarry
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but setting input to UI only also does the trick

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its just not allowing click events

hearty veldt
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because it's for UI only

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either delete the cam code or if you still need the functionality, simply create a CanMoveCamera bool and set it when you want to move or not

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no point in involving that input mode node for this

shut quarry
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cuz i dont want any of the mvmt or cam mvmtn

hearty veldt
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always clean up if you start with a template, don't leave things you don't need in there

shut quarry
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💀what did i do wrong this time

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camera still moving

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here's the full beginplay logic:

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and the playercontroller was set in beginplay:

shut quarry
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am i in spectator mode or smth?

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*solved

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thanks for the help

faint creek
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Hey everybody, how can I get reference to an actor placed in a level, in the event graph of a BP actor?

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In my scene I have five doors: I just want to call one of them in my BP actor. How can I do it with "Get Actor class"?

barren tangle
#

Hello is there a node to add a collision box to a socket?

broken wadi
faint creek
broken wadi
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use just one node Get All Actors of Class With Tag

faint creek
broken wadi
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then also make sure you add a unique tag to the specific door you want to get a reference to then use that tag in the node

rugged wigeon
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while this could technically work, it is extremely likely that what you actually want to do is get a reference to the door by means of whatever event is triggering the interaction with the door in the first place

faint creek
drowsy steppe
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Hey guys, I'm doing a management game. Right now I created a grid where the object I want to place snap to the right places in the grid, and that works. The think is I would like to make the movement of the object smoother as right now it teleports to the next point. The way my system works is it track the mouse and the object mesh is following the mouse and then if it can snap to the chosen actor it does, so it jumps istantly from a point to another. I managed to make it a little smoother by adding a Lerp or a VInterpTo but it is not smooth enough, any suggestions? thanks

rugged wigeon
rugged wigeon
broken wadi
rugged wigeon
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no

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dont do that

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only do stuff like that if you truly cannot make your desired outcome more specific than "I want all actors with this tag to lose collision"

drowsy steppe
rugged wigeon
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lerp is just linear interpolation. Lerp of 0.1 from 0 to 200 is 20. The speed at which you move along the lerp (move the alpha from 0 to 1) is controlled by you.

burnt edge
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I want to auto possess a pawn in my level when the level starts, but even when I set Auto Possess Player it doesn't seem to work. Am I missing something?

rugged wigeon
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make sure your player controller and game mode are actually being used by the map. make sure you're actually playing in editor and not just simulating it

burnt edge
shut quarry
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why might I be getting a null when calling "Get Player Controller" at beginplay. I bleieve the player autoposses already so this shouldn't be happening. Here are imgs of the relevant areas.
Both images are in the BP_ThirdPersonCharacter class

rugged wigeon
tropic peak
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I'm having some issues with traces.. if my trace hits an interactable object it does all it should do, but if there's something behind it or under it it interferes with my trace cast

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for example - switch on the wall

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a wall is just a mesh and not even an actor

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is there a way to disable tracing for objects that don't have a certain tag?

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not sure if adding a hit to an array and then do a tag check would do anything

maiden wadi
fluid silo
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hello what are the solutions towards the fact that you can't use a timeline inside a function ie : i want to animate a small transformation on a function call

crude orchid
#

hey does anyone know how to make an interactable computer widget

rugged wigeon
tropic peak
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wait but I'd need a collision component, right?

rugged wigeon
rugged wigeon
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static meshes have collision too if thats why you're confused

tropic peak
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yeah

burnt edge
rugged wigeon
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Eh, I think auto possess does work if the player controller is there and not possessing something else but I wouldn't bother with it. Just call possess yourself if you really need to

tropic peak
gusty mist
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how do i get the roll on the x axis from an actor

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using get world rotation doesnt work

radiant wren
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anyone happen to know how I would change this casting to reference a specific static mesh within this blueprint instead of the entire blueprint itself?

proud salmon
#

Can I ask a dumb question? 🙂

Why can't we replicate functions? Specifically interfaces that return a value.

For example, say I want to display information on a widget in the world after interacting with it. That information comes from the server. From what I understand I need to:

Widget (Client) --> Get Owning Player (Client) --> Interface/Cast to Controller --> Call a replicated server event --> Get the information --> Pass it back a client event --> Pass it back to the widget.

Ideally that "Call a replicated server event" could just BE the interface, allowing me to call it, switch to the server, get it, return to the client all in one step.

Maybe I'm just insane 😂

proud salmon
radiant wren
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ah nice, didn't know you could do that:

and yeah I do hear a lot of good things about interfaces.. I just don't yet know how they work

proud salmon
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Took me forever to figure them out, then I did and I was like....but...how'd I not realize they are so simple?!

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Think of it like a phone number.

You create an interface and then create a function within it. The function can either pass information in or request information.

You then put the interface on a blueprint, this gives you access to those functions on that blueprint. You don't have to use them, you can pick which ones you want to use.

So in your case, you'd create one that has a return value of a static mesh. Then on the blueprint, you'd put the static mesh you want into the return value.

From there, all you're doing is calling that phone number. If it picks up, cool, if not, it just gets ignored. You slap that "Hit Actor" into it and it will basically say "Do you have this interface?"

  • If yes AND the interface function being called is setup, it'll return the info.
  • If no, it'll do nothing.
radiant wren
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So interfaces work within blueprints and transfer between the static meshes within the same blueprint?

proud salmon
#

they can, but at a high level an interface is just a connection between two things.

One end you say "Is this object (Actor) setup to listen to me?" and on the other end you say "Do this if something tells me to".

What it does doesn't matter, you control that.

radiant wren
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ok give me a min to record a video, want to ask would they help me in this particular instance then

proud salmon
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So as an example. Here, I'm saying to the system "Cast to this random Hit Actor and see if it's the blueprint class I'm asking for. If so, return the static mesh. If not, do nothing.

proud salmon
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This is the exact same thing as an interface, where I'm saying to the system "See if this random hit actor cares" and if it does, it returns the static mesh by running the function. Which, I've setup to return the mesh.

radiant wren
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Huh

proud salmon
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There are two main advantages to doing this:

  1. Casts load the entire blueprint even if you don't need to. This isn't a problem in some cases where stuff is loaded anyways, but can be if it's only being loaded here and there for one thing.
  2. Casts are limited to a single blueprint class whereas an interface can be on multiple classes. So if you wanted to, for example, have an item pick up on interaction and a lever "use" on interaction, you can do that with the exact same flow by setting up the interface differently on the two blueprints.
radiant wren
#

So it'd work with any control that is a click and drag and make anything do anything?

proud salmon
#

All you need is an input "object" (i.e. an actor). If the actor is setup to use the interface, it will

#

Think of it like a common pool of functions that you can optionally put on any number of blueprints and then call them. If the blueprint uses that function, it'll run it. If not, it'll ignore it.

inland walrus
#

Quick question... I am trying to replace my third person character with the character used in the motion matching parkour demo UE recently released. Could I essentially delete my third person character and hit replace references with the new character? or would that break my blueprints i.e. stamina system etc

radiant wren
# inland walrus Quick question... I am trying to replace my third person character with the char...

Hello guys, in this quick and simple tutorial we are going to see how to import the new Motion Matching Sample into your project in Unreal Engine 5.4.
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Check it out! htt...

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proud salmon
# radiant wren

So few things you need to do:

  1. If you want it to be "rotate while holding the button", you should move it from the "Start" node to the "Trigger" node. Start only fires once per click.
  2. On the "Break Hit Result", there is a value called "Hit Component". If you drag off of that and do an =, you'll get an equals node. Plug the static mesh you're pulling out of the cast into that equals node and do a branch. If true, you're looking at it.

What this is doing is saying "Get me the actor I'm looking at and make sure it's the turn table. Then get me the component I'm looking at and make sure it's the static mesh on the turn table."

Interfaces make it a bit easier but I wouldn't worry about that for now.

inland walrus
radiant wren
radiant wren
inland walrus
radiant wren
#

OOOHHH you already wrote all the code you want in the third person and want to move it over..... yeah can't help you there unfortunately :/

inland walrus
#

Yup xD

#

I hoped UE would have a cool thing where you could replace it fairly easy

#

but I've got a feeling I'm going to have to basically rewrite it to migrate it

radiant wren
#

yeah motion matching is a very complicated setup, you'll likely need to rework a lot of stuff, I'm dreading when I actually have to do that myself

inland walrus
#

Rip 🥲

hearty veldt
hearty veldt
# radiant wren I followed this to do that: https://youtu.be/V6fFHS_ytWw?si=yo7m-TkguUtLm46j

I recently got into Unreal, but that guy is the equivalent of Brackeys from Unity, just dumbed down videos that show quick and dirty how tos, which are fine for a prototype, but not things that you could use in real life projects and scenarios, and also usually shows bad practices, which in the long run are doing more harm than good

for example in this case that's just porting over the mannequin, but you REALLY want to use that model in your project? here's a video of how to actually add your own character, including some things that Unreal skipped from their documentation https://www.youtube.com/watch?v=zohLgnj5UBU

This is a short tutorial to show how to add your custom character into the 500 Free Animation Sample Project from Epic Games that was released today! https://www.unrealengine.com/en-US/blog/game-animation-sample

Watch part 2 where I show how to create custom meshes you can parkour over
https://youtu.be/-wRPssBMNE4

Watch part 3 where I answer r...

▶ Play video
raw spindle
#

Is it possible to make a moveable PlayerStart spawn point?

#

seems like it is forced static

velvet pendant
#

hey, is anyone available today to help me with an issue I am having with blueprints? I am working on making a jet and making the movements using blueprints (I am new to using them). I have gotten the movements with the mouse to work, however I am trying to make the "d" and "a" keys rotate the jet. How would I go about making that? This is the blueprints I have for the mouse movements:

hearty veldt
radiant wren
proud salmon
#

Can confirm, is a blueprint

velvet pendant
#

🥲

proud salmon
#

There are a number of ways you could do it. Depends on how your "Jet" is setup. This should work, you just need to make the input an axis not a button.

#

where D would be + and A would be -

rugged wigeon
proud salmon
#

If your jet isn't a pawn. Change "Add Movement Input" to set rotation.

radiant wren
#

thx tho 🙂

velvet pendant
hearty veldt
#

no, it's the old input, you set it in your project settings

#

if you use enhanced input, you have to make input actions

rugged wigeon
velvet pendant
hearty veldt
#

just search for some enhanced input tuts, it's a lot easier than it is to explain it in writing

#

you'll see how trivial it is once you get started with it

#

here's the official doc https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine

and a tut I quickly found if it helps understanding it better https://www.youtube.com/watch?v=qOh0b_-LMkE

you basically make an Input Action, set it inside the Input Mapping Context and then initialize the context in your controller / pawn - also the templates come with enhanced input files by default, at least the 3rd person does, I always start with that, so have a look at how they're handled, since templates don't have a lot of fluff in them, and they're easier to digest

In this video tutorial we take a look at the new Enhanced Input Actions and Context and look at how you can use it to improve your input commands in your games including how to do hold to interact button presses.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buymeacoffee.com/RyanLaley
Donations I paypal.me/ryanlaley

...

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proud salmon
radiant wren
#

Hey @proud salmon once more question: if I need the origin or pivot point (whatever it's called in UE5) to be in a specific place on that mesh, and I made sure to leave "apply transform" off in the export, yet it seems it applied it anyways, how do I fix it? I've got the origin where I want it to be in Blender now I just need it to translate to be in exactly that same place in UE5, do you know how to accomplish that?

proud salmon
radiant wren
#

aaahh... is it able to place the pivot very precisely? Cause I need it in a very specific place in a very specific orientation to work

proud salmon
#

Yep, you can just move it around and then save it

rugged wigeon
# proud salmon Take inventory as an example. I move an item from X to Y. I need to ask the se...

if you're moving an item from X to Y and that's something that the server ought to be controlling, then it makes sense that you want to wait for the server to confirm it before telling you it's done.

If you really wanted to have perfect latency for something that's very time sensitive, then you need to start making guesses about whether or not the server will acknowledge it as true and have a backup plan for how to fix yourself when you guess wrong. This is a thing. But I wouldn't describe that as a "replicated function". If anything it's the opposite. It's just doubling down on the client side state.

radiant wren
#

no no I mean like how you can do the "select vertices -> cursor to selection -> origin to 3D cursor" in blender

#

@proud salmon

#

I want something that accurate

proud salmon
#

maybe? Not sure, haven't used blender much

radiant wren
#

oh....

#

alright

proud salmon
#

but you can move it by transform

radiant wren
#

alright

hearty veldt
#

Soft references and Actor Components

proud salmon
#

replication hurts my head sometimes 😂

#

Granted I did build an entire game kit asset that supports it so 🤷‍♂️

pastel garnet
# radiant wren

you need a blueprint of that thing you want to be interacted with and instead of casting to the turntable then cast (or interface) to that thing.

rugged wigeon
radiant wren
#

Oh yeah no, I got that working, OWSC helped me on that, thx tho 🙂

fiery anvil
#

I have a money variable set up, using an event timer it increases by an amount every second, by default its 1 and as you purchase items it grows (5 money per second, 10 per second etc) but for some reason it will always just print it and also somehow print the original count (1 per second), and it will only use the original count to purchase more items even though i have replace the number from 1 to a diffrent number it somehow continues to count in 1s aswell

#

in the second photo you can see 72 is the count with the +5 buff while the ones under it are still counting 1 by 1 and somehow it only uses the 1 by 1 instead of updating and doing what it should do

proud salmon
#

What's the blueprint look like?

fiery anvil
#

every second it increases, once something is purchased the function goes off which you just add in an amount and it causes it to start counting by that amount

#

for some reason it counts but it just dosnt replace the variable how it should, which i just dont understand

proud salmon
#

What's the "Money Every Second" function look like

fiery anvil
proud salmon
#

and the money component is persistent?

#

Cause you're setting it to 1 on begin play, so I wonder if it's resetting?

fiery anvil
#

i can test removing it off 1 on begin play and just setting the default value

maiden wadi
fiery anvil
#

but i found the problem, i have 2 objects that are purchasable and for some reason when i add an amount to the money per second it dosnt render in the other bps but i will try a method right now which is to have the amoutn change in onlty one bp

proud salmon
kindred mason
#

does anyone know how i can lerp, combine or blend more than two colors?

fiery swallow
#

100 - 90 was like green to light green, and then 90 - 80 was light green to light yellow, etc

#

lerping from green to red was super ugly

#

Basically I had like 10 different lerp colors which would activate at different percentages

kindred mason
#

i hadnt considered that type of apporach thanks for the help!

inland walrus
#

How would I turn this into a bpac?

thin panther
#

You wouldn't

inland walrus
#

Fair enough

versed sun
graceful sage
#

Does predict projectile trajectory compensate for gravity?

iron idol
#

How do you guys deal with lighting discrepencies between monitors when developing? My game is very dimly lit and in one scene there is an object that I would say is almost too bright on one monitor, and and totally not visible on another.

steady night
#

hey im trying to check if the target is infront of the target

#

but its not really working

#

can anyoone se whats wrong

primal hare
#

Something has been set on delay of 10 sec at start. But if an event happens, this thing should not happen.
How to set that? Is there a suitable node?

steady night
#

just do a bool check or whatever ?

#

@primal hare

primal hare
#

no boolean check doesn;t work

#

becasue that event was already fired

steady night
#

yes but put a bool to true when that event has fired and check the other event if it true or false?

primal hare
#

wait let me get a coffee and check again.. haha

steady night
#

something like this super simple but

primal hare
#

ahhh it was just wrong placement on my part

steady night
#

im probably missunderstanding what u want

primal hare
#

the boolean had to be set after delay period

steady night
#

aye

primal hare
#

yes!

fickle lichen
#

Say I have an array of "Type A", and every instance of Type A contains a variable of "Type B". How can I create an array of Type B's, based on the values in the first array?
In c++ this would be a really easy for loop copying the extracted values from one array into the other, but I can't seem to get it to work in blueprint.

tropic peak
barren tangle
#

what is the difference between Overlapped Component and Other Comp?

steady night
#

hmm a parent character class Mesh has gone corrupted

#

how would i best repair it or is it possible :/?

#

otherwise i would have to redo everything :/

bold phoenix
#

Hello everyone !
I have a theoretical problem. Basicly I want to highlight an object by drawing a box around it just like the debug node "draw debug box" would do... However, I can't find an easy way to make this. I was thinking either an bout having 12 independent vertices that i scale according to the actor bounds (doesn't seem very efficient, or by having a box using a material to highlight it's edges. Right now nothing very concluent. How do you think they did it in tiny glades ?

versed sun
#

like this ?

bold phoenix
#

More like this, simply showing the edges of the box around the object

#

However I'm sure the way you did it would absolutly work

tropic peak
#

Is there any support in UE for dialogues or do I need to create the entire system by myself? I'm used to dialogue trees (that can use conditions) from game engines, I'm looking for something similar in unreal engine. It's more of a "how is this done in unreal engine" rather than "how do I build one" tho 🙂

versed sun
#

What i did was I have two points at opposite corners
then I use those 2 points to make the 8 points at the corners (A,B,C,D,E,F,G,H)
Then i connect point A and B (and each other corner pairs) with a scaled plane mesh

versed sun
#

All of the visuals are in Niagra

#

It was a complex setup, but once it is setup, you can move it from project to project

bold phoenix
versed sun
#

they are, but Niagara renders them

#

you could make them dotted lines

bold phoenix
#

ahhhh

#

That's great ! Thank you !

#

Do you think it's how they did it in tiny glades ?

versed sun
#

if you are into learning, the whole Niagara system is a cool tool

bold phoenix
#

Yea i could defenetly be interested by that

#

I'll check some tutorials on youtube

#

Would it work on phone or tablet though ?

tropic peak
#

I thought niagara was just for particles and vfx

versed sun
#

anything you see on screen is a vfx party_manny

versed sun
maiden wadi
iron idol
#

Thats kinda what I figured. I appreciate the advice. Cheers.

sudden nimbus
tropic peak
#

that's what I expected, sucks

sudden nimbus
#

source: I had to build it

tropic peak
#

I was about to say "well at least building it will be fun"

#

..it will be, right?

sudden nimbus
#

.....ahmmmmmmm

#

well

versed sun
#

if you like learning

sudden nimbus
#

sure, let's go positive

tropic peak
sudden nimbus
#

it'll be the dream of game dev

tropic peak
#

I'm not convinced

sudden nimbus
#

fwiw I built a web app and my dialogs are json, it entirely bypasses UE itself, and then I bring those assets in at runtime

#

I (first) went down the path of trying to define blueprint able structures and it's horrid

tropic peak
#

I'm not going to go baldur's gate levels deep, more like hades

#

so it's more of a passive dialogue with an ocassional option here and there

sudden nimbus
#

there is Logic Driver, which adds the ability to make custom state machines, and there is also the builtin state machine system, and those might be good building blocks

sudden nimbus
tropic peak
#

I'd like to have conditions though

#

well we'll see how it goes

sudden nimbus
#

aaaand now you need a bonafide dialog system lol

tropic peak
silent drift
#

Hello, I bet this is easy and I just don't get it. How would I best assign a struct information tied to a certain level in the best way? I am using a Enum for all levels, and then I currently add them to an array, but I feel like that is a bad way of doing it, since I can never be sure that the first array entry is the first entry. Is there a way to somehow tie the struct to a enum entry as I have done, but well, better. 😄

sudden nimbus
#

I imagine the core concern is how to associate data with a given level such that it can be looked up, changed, persisted

#

I would recommend using the level's actual unreal identity as the key in such a system instead of an enum that needs to be meticulously maintained

#

unfortunately I don't think it's possible to associate arbitrary metadata like an ID to a level beyond what unreal already does, so you really only have that option, unless you are going to put something in the level blueprint to identify itself while it's open, or perhaps an actor that does the same. But unreal has IDs for levels-- though it's specific to it's location within the content directory

#

while that may seem like a limitation, you are likely already referring to that ID when loading a level, unless you are making your levels into primary assets or something like that

silent drift
#

Okay, right now I wanted to save this data into a Custom Save Object (Using EMS, Easy Multi Save), so maybe I should rather add one struct variable per level instead of doing what I am doing currently.

#

Though I wonder if that is correct use of structs.

sudden nimbus
#

you would just be exchanging one problem for the same problem somewhere else

spark steppe
tropic peak
#

i'll have a look

sudden nimbus
#

instead, store a map or array, where each item is identified by its level path

tropic peak
#

thx

sudden nimbus
silent drift
spark steppe
#

when i tried it in (5.2) it missed some core features, but maybe they got added by now

sudden nimbus
silent drift
#

How is that setup? If you don't mind me asking, since I am not 100% sure I understand how it is done

narrow sentinel
#

So i'm on 4.26 and I have this, is there a way to play anim montage on the mesh and that propagates through the child meshes

sudden nimbus
narrow sentinel
#

I would need anim montage to all start same time to ensure it's synced and you don't have one piece of mesh couple frame in to another piece of mesh

frosty heron
#

Your "child" meshses, T-shirt and Jeans can use leader pose component

#

well it's called something else in Unreal Engine 4

narrow sentinel
#

that was my thinking anyway

frosty heron
#

but it is called something else in 4.26

pulsar ginkgo
#

Could someone possibly help me change my project's title in the main menu? I don't see a title node in the graph, but when searching it up it's apparently "not public"?

frosty heron
#

what main menu?

#

can you be more specific, show some screen shoot

#

@pulsar ginkgo

pulsar ginkgo
frosty heron
#

is there something specific you are trying to do? How do you even get the text there to begin wtih if you don;'t know how to modify it

#

looks like a VN game? I would probably use unity instead of unreal

#

pretty sure they have plugins for Live2D

pulsar ginkgo
pulsar ginkgo
#

It's a 3D game 😅

frosty heron
#

@pulsar ginkgo this is where you can change the text

oblique shadow
#

Trying to figure out why I can get data but not save data? Using Game Instance and Interfaces (happy to get on a call to get this sorted, I have been struggling for days to figure this out!)

frosty heron
#

it implies that you are loading over and over

#

while you should just load once and use the same save game object

oblique shadow
#

Are you talking about the print strings? Because that's just triggered by input which I am spamming 😅

frosty heron
#

not sure why interface is used here either

#

nothing to do with the print string

#

it's your GetMoneyData

#

every time you call that function, you are Loading the slot

#

it's like everytime you are trying to get money from your save game file, you load a new save game object

#

while it really depends on the game, the normal setup is Load the game in main menu and store the reference of the loaded save game object.
Then whenever you need to pull out data or save, use the stored save game object

#

this should be saved as a pointer

#

set that as your Money Save game

oblique shadow
#

Okay, I will look into that

frosty heron
#

@oblique shadow my suggestion is to rename the function. You are not doing this correctly imo.
You load the slot once and stick with it, otherwise you don;t know which object you will end up pointing at.

Remove GetMoneyData entirely or rename it to Load Game Slot or something that make sense
Store ther reference to the loaded save game object.

When you want to get your money, it's simply, MoneyGameSave -> Get Money

oblique shadow
frosty heron
#

assuming you are loading a game from slot like most games out there

#

take resident evil for example

#

or elden ring

#

nier automata, etc

oblique shadow
#

Yeah, I am already loading the game from a slot at the start of the game here (hopefully this isn't incorrect either 😓 ) but have struggled to figure out how to reference and change certain variables within that from other blueprints in the correct way.

pulsar ginkgo
frosty heron
#

This is how you get your money data @oblique shadow

#

the use of interface here and there is quiet confusing 😄

#

I don't see why you want to implement interface for this at all

#

You use interface when you want to share functionality between different classes that are not derived from the same base class

frosty heron
oblique shadow
#

Honestly I am just following YouTube tutorials about this stuff, I am still learning 🤷‍♂️

frosty heron
#

unfortunately there are a lot of things you have to unlearn from youtube

#

it is what it is

oblique shadow
spark steppe
#

i have an custom macro, which i can't paste in the graph of an actor component for some reason. Does anyone have an idea why that is?

steady night
#

whats common practice with a huge map regardin nav mesh multiple small ones or 1 huge covering the whole map ?

frosty heron
#

Get Game Instance -> Cast to your game instance

hidden plover
#

idiot question inc. I get confused easily 😛 the 'apply damage', should that be set inside of the weapon that is dealing the damage? and if so.. Do I need separate ones for each of my child weapons? And then the anyeventdamage is in my player blueprint? (it's for multiplayer if that matters)

#

I currently have like this in my player
And like this in my projectile BP.. but I want to slot in a check for which team the overlapping actor is on to prevent friendlyfire. (obviously its a bit of a mess at the moment)

young meteor
#

Looking at my Unreal Insights I have a bar named "...KismetArrayLibrary.Array_Get" taking up almost 1 ms.
Would this be the "Find" node in the second image? And if so, is there a cheaper way of doing it?
Perhaps it is because the Keys are Tags, and should be something cheaper?

spark steppe
#

it's most likely the ForEach loop (if this code section is everything which get's executed in that frame)

#

this performs 2 get operations for each item btw (maybe promoting the result to a variable and using the variable further on will improve performance) 🤷

young meteor
spark steppe
#

promote the loop element to a variable

young meteor
#

Ah, you are saying it will "get" the array element (tag in this case) 2 times because it does it once for the "Find" node, and after the branch again for the "Add" node?

#

And if I get it once, and the set a local variable I reuse for the second "Add" node, that would be cheaper?

#

Got it. Thank you.

#

Hope it helps

spark steppe
#

well... profile it!?

young meteor
#

Yup 😄

#

Need to get used to setting up Identical scenarios I can replicate to get a more accurate view.

#

This was just from a random playthrough.

rugged wigeon
#

It seems unlikely that grabbing damage tags two times should make a difference in your performance unless there's an absurd number of tags on it

young meteor
#

Max 3 tags

#

It's a tower defense though, so the function itself would be called a lot of times. (200 I would guess)

rugged wigeon
#

200 times... per frame? or per game?

young meteor
#

frame. Might be a high worst case scenario though.

#

Well it is now that I think about it.
Could have 100 Actors (towers) calling it, probably no more than twice a second. So 200 per second is a lot less than per frame of course.

spark steppe
#

yea with 3 array entries only, idk if this will make any difference

#

i've assumed that array is larger

rugged wigeon
#

I would try to check if the array or number of calls is as big as you expect.

spark steppe
#

i would have assumed that each call of the method shows separate in unreal insights?!

raven gyro
#

can anyone help me with this? idky my end location keep printing x=0,y=0, but my start location is printing fine

young meteor
#

Not sure why it does not

celest wadi
#

in the ue5 first person template, there's a Weapon component under the variables section, but I don't see a Weapon component in the tree view.. how does that happen?

#

Oh i see, it's done by just adding a new variable, then setting the type to 'bp weapon component'

#

ue5 will then move it into the component section

compact fable
#

Quick question about steam achievements.
Does cache achievement and write achievement automatically check if the achievement is unlocked? Or will it say the achievement is unlocked even if it had already been unlocked?
Should achievements be saved to save game and check their first before hand?

wild sage
#

Hello, I'm creating an elevator and I want it to move a fixed distance, but the time it will take to move will be dynamically controlled by a variable, how do I do this?

rugged wigeon
gusty mist
#

how could i get a physics based object to accelerate and decelerate instead of instantly being set to max speed

#

i know i should use finterp but im not sure where to put it as there arent execution pins on the node

vivid quarry
#

can someone please explain the proper node setup to determine the yaw delta per tick. I am trying to save last yaw as a variable and then subtract my current yaw, then divide by delta time but no matter what it seems to always just say zero

#

I've done things much more complicated but I'm having a hell of a time with this seemingly simple task of figuring out how quickly a character is rotating in place. Open to any ideas please, spent too much time on this lol

maiden wadi
#

This is functionally identical to what you have. If it exists, it'll get the old value and add to it. If it doesn't it'll return zero and just make a new entry.

lunar sleet
surreal peak
gusty mist
#

i tried finterp too but that didnt work either

#

sorry about the sphagetti

lunar sleet
#

remove the value in Delta Time for starters

gusty mist
#

i was just trying to see if it had any effect

lunar sleet
#

does increasing the interp speed do anything? Also bear in mind Add Force only runs once there - as far as can be seen in the screenshot anyway

gusty mist
#

this is running on tick

#

sorry should have mentioned

#

target speed is set elsewhere

#

i suppose i could change it where tgt speed is set

cobalt gulch
#

I have a working system where in the anim bp the character is able to look at various objects, the closer they are the higher priority the character looks at the object

gusty mist
cobalt gulch
#

ON the can look at target false, it's supposed to gradually "reset" the characters head to the normal looking forward position, instead it teleports and looks unnatural. How can I fix this?

odd kiln
#

Hi all

#

Anyone can help me to Spawn meshes in an area please ?

#

I want to spawn cubes in a Square area in my construction script depending on my Actor Scale

vivid quarry
surreal peak
#

The values are probably the same, you gotta stop setting it before using it

lunar sleet
gusty mist
#

i solved my own problem by goofing off for 10 min

lunar sleet
#

lol

gusty mist
#

added get world delta and now im just fine tuning the speed

#

we got some quality sphagetti here

stone field
gusty mist
stone field
#

I'm not sure if I am meant to reply with all the caps?
It's a plugin that cleans up bps automagically

gusty mist
#

lol sorry i was excited

#

that sounds super nice

stone field
#

It is indeed

gusty mist
#

oh sorry about the two messages my wifi died

stone field
#

I highly recommend it

wild coral
#

Hello 🙂 I have this setup and I want to switch from one camera to another to open up a menu in a 3d widget. For that I tried to use a set view target with Blend node with the player controller as target. But the player controller is always null, despite a boolean check for a player controller returning true.

What am I missing here?

stone field
gusty mist
#

ill def pick that up if i get into more serious work

stone field
#

Also : AutoSizeComments

#

Both things that should really just be bought by Epic and made part of the engine

gusty mist
#

suprised the second one isnt

stone field
wild coral
# stone field Debug step through it, check the variables are correct

I seem to have found the issue. Im not understanding it tho. So with getPlayerController, I can get the correct PC. But I cant get the PC with the getLocalViewingPlayerController node. whats the difference between those two nodes, because I somehow cant find documentation for the latter one... and the boolean check for the local viewing PC returns true, so it should return the Pc that made the boolean check return true.

stone field
vivid quarry
surreal peak
#

AFTER using it

surreal peak
#
  1. GetLast
  2. SetDiff = Last - Current
  3. SetLast = Current
vivid quarry
#

Great, I will try that, thank you for the help!

wild sage
#

Why does only this variable appear in this Child Actor Component?

#

These two should appear

thin panther
#

Also, the child actor component is hella broken and can cause all sorts of issues. Proceed with caution, but preferably not at all

vivid quarry
faint creek
#

Hey guys, I have to calculate the distance between enemy and player, but I don't know what I have to link in the "object" parameter?
This event tick is in my BP Enemy
Please help

steady kindle
thin panther
#

casting is type check. You check if one reference is of a more specific type. I.e. "Is this Fruit an Apple, if so, let me make Apple Juice"

steady kindle
#

You can probably pass GetPlayerCharacter into that cast also

thin panther
#

You'll note there, that you already found the method to get a reference to your player character

white thicket
#

is there any node which could count how many times this function is called?

#

I guess the only way is to increment the integer

true valve
#

How can I scale bones to make a character fat or skinny?

steel talon
#

Hi guys, now I will describe the logic of what I would like to implement on Blueprints, the images will be attached below, but when you click on a given button in my case h, the sequence starts playing from the beginning on the client despite the specified start time relative to the server

The logic of what I want to do:

I need to organize the possibility for me to start a sequence on the server (in my game), for example, 5 minutes pass, and a player connects, he presses a button on the keyboard, after that a request should go to the server (to my game) to get the active time of the sequence (in our case, as mentioned earlier, it is 5 minutes), the sequence starts on the client

p.s sorry for my English😸

faint creek
#

It doesnt work

#

Is for multiple enemies

steady kindle
faint creek
#

No

#

I have different BP enemies in the level

#

So maybe only recognized one of them

faint creek
steady kindle
faint creek
#

So I have to create an array?

#

Maybe Get all actor class?

#

Somebody know a solution?

#

Please

faint creek
mental trellis
#

Works out of the box. The only issue will be if you have programmed your game correctly. And without context, we can't answer that.

#

However the likelihood is it will crash and burn.

thin panther
#

A listen server is a server and client

#

That's what that is

mental trellis
#

If you want to test it in PIE, just go to the pie menu and select "play as listen server".

#

I'm not sure you'd call a listen server a client. 😛

thin panther
#

I mean you're not wrong there, but you get what I mean!!!!

mental trellis
#

😛

faint creek
rotund barn
desert moss
#

Does anyone know why I can not re-order these?

steady kindle
odd kiln
#

Can anyone help me to Spawn Static meshes into the area of a "Box Collision" ?

#

I'm using "2D Grid Execution Macro" node but when I rotate make Actor, my Static Meshes not following it

vivid quarry
#

are their any potential issues with casting to the parent BP in the animation BP of a child actor? For example, trying to retrieve a variable that is set in my base enemy class for use in a child actor's animation graph

cyan mortar
#

Hello people!
I can't understand why there is no replication to the client

frosty heron
#

Casting is just a type check, if the object you are casting derived from the type then it will do a successful cast and you can access the member variable of the type.

vapid plank
#

does an un-called cast node increase memory usage?

surreal bridge
#

I know that a pure function is one that doesn't modify the actor, but I was wondering if a pure function is allowed to use local variables or if the local variables count as modifying the actor

surreal bridge
#

Awesome, many thanks

fiery swallow
gusty mist
#

I have an advanced input controling my vehicles throttle, i have code to accelerate and decelerate the vehicle but when player input stops the code to gradualy decelerate only runs once preventing slow deceleration, how can i get it to run constantly while the input action is false?

#

every fix ive tried the engine yells at me for an infinite loop

eager thicket
#

is there a way to get the spring arm to maintain its target length when a collision is happening? or not move so close to the player?

frosty heron
eager thicket
#

ah damn

frosty heron
#

This advice was given to me and I scrap spring arm.

#

It's not an easy task to tackle imo

#

I end up following advice to copy lyra camera

#

And have a very satisfactory result.

#

If you are doing third person shooter , it's a must

eager thicket
#

how hard was it to copy the lyra cam>

#

?

frosty heron
#

I only know basic cpp but I can copy it

#

So I guess, knowing the basic is minimum I suppose

#

They use this things called feeler to see how much the camera penetrate then predict the location where the camera should be based on curve. Could be wrong but that's my impression.

eager thicket
#

i see. thanks for making me aware of this avenue anyway

odd kiln
#

I'm using "Add Static Mesh Component" to spawn some meshes in an area, but they are not rotating with my Actor when I rotate my Actor

#

Anyone has an idea ?

frosty heron
odd kiln
frosty heron
#

There should be a boolean or something that's called manually attach.

odd kiln
#

Yes I already checked "Manual Attachment"

frosty heron
#

I haven't done this in ages, but you probably don't want to manually attach

#

Yea it should be unticked

#

Iirc

odd kiln
#

When I untick the boolean no Mesh appear

frosty heron
#

It will spawn somewhere tho, try ejecting from your controller and see where it is being spawned

#

There is also attachment rules

odd kiln
frosty heron
#

I have to run but share your code. Maybe someone else can spot the issue.

odd kiln
#

Here is the code

frosty heron
#

You can try ticking manual attachment and use attach comp node

odd kiln
#

Ok I will try thank you

#

Even when I attach component to component the mesh is not moving with the actor

#

I mean when I rotate the Actor the Mesh is not facing the same direction as the Actor

frosty heron
#

Play with the attachment rule

#

It should be relative to parent

odd kiln
#

I tried Keep Relative / World / Snape to Target

frosty heron
#

If you want to follow the parent

#

Also another guess, perhaps it has to be moveable?

I don't remember having issue with attaching comps.

It should be as simple as calling the attachment node.

odd kiln
#

This is because I'm using "Add Static Mesh Component" node

#

if I add the Mesh manually into the Blueprint Actor, it follows correctly

#

It is "Movable"

#

I'm trying to "Set Relative Location" again after I add the static mesh

#

But it does something weird

frosty heron
#

I've done add static mesh comp too with no issue. Got no editor to test rn. I will check after work.

#

Would suggest you to try on fresh bp

odd kiln
#

Maybe it's because I'm using "2D Grid Execution Macro" node ?

frosty heron
#

With simple mesh with no offset

frosty heron
#

Like just create a fresh bp and try to attach something.

odd kiln
#

The problem is that my spawned Static Mesh is attached because it moves with the actor but when I rotate the Actor, it does not follow the Actor direction

frosty heron
#

The rotation rule can follow the parent if you set the attachment rule to relative

#

You should check what you are attaching it to tho

#

It might be your one of the component in the actor is rotating but the root is not. Can't really tell without knowing

faint creek
rugged wigeon
faint creek
#

Yes but with this method I made it doesn’t work….

faint creek
faint creek
frosty heron
#

Just have a function in enemy that calculate distance between it self and player?

faint creek
hollow karma
#

If I have a blueprint variable that holds an object reference, is there any way to clear that variable so that it is no longer valid and refers to nothing?

graceful sage
thick prairie
#

Hey guys. Can someone point me in the right direction? I want my actor to modify stuff around it and I'm trying to figure out how to do it. I want to:
1.Spawn an Actor (building) - got that one already
2.Remove foliage around it
3.Modify landscape material layer around him
4.Spawn a decal (i Take this one could be a part of the actor)
5.Flatten the terrain around (I can probably live without that)

I would appreciate any help with number 2 and 3. I was trying to look for a tutorial on how to access the landscape from BP but i got barely anything there. If anyone have any link, i will be really grateful.

hollow karma
graceful sage
#

2

eager thicket
#

how do I access the emmissive parameter value of a material in blueprints?

#

so I can smoothly interpolate to a higher value for it

#

Or is this something I can only access within the material

eager thicket
raven gyro
#

you guys have any tip on how i get a morph shape into here?

ionic quiver
#

Hi guys, I'm trying to figure out if my player is facing the enemy within a certain angle range. Using Find Look at Rotation and my own Actor rotation I can check if they match. But the problem is if I want to check if they match within 90 degrees lets say, then it's possible the angle would go above 360 or below 0. So effectively if the original angle is 310 then I need to check if I'm rotated between 220-360, and 0-40.

The only way I'm thinking of doing this involves a lot of checks and In Range nodes, but I'm hoping there's a simpler method.

ionic quiver
#

Only way I figured to do this is using this mess so far. I'd love to know if anyone knows simpler ways to do something like this.

dawn gazelle
# ionic quiver Hi guys, I'm trying to figure out if my player is facing the enemy within a cert...

You'll want to use some directional vectors and Dot Product.
Dot product of 1 = vectors fully aligned.
Dot product of -1 = vectors fully opposite.
Dot product of 0 is perpendicular regardless of direction.
So if you wanted to see if a vector was less than 90 degrees apart, it would be a dot product between values greater than or equal to 0

So you can get the forward vector of your player, plug that into the first pin of Dot Product. In the second pin, you'll want to use Get Unit Direction. The "From" should be your Player's location and the "To" should be your enemy location.

#

If the Dot Product >= 0 then the enemy should be considered in front of the player.... Test the values out and see what you get 🙂

ionic quiver
#

I got to finally learn how to properly use dot products. You're the best!

chrome pumice
#

heya guys, i just placed an actor and everything worked fine. now one restart some hours later the static mesh of the actor is stuck in place while i can move the origin of the actor. anyone knows what is going on?

#

nvm it fixed himself by rapidly changing the root. idk wtf happend there but thats not the first time i had stuff like this happening. i saw in my search histroy that it happend once already

lyric basin
#

If you have this issue occuring randomly, you might wanna make sure that everything is being passed or called is valid when it is. Garbage or non exact values can cause this

lyric basin
# faint creek So make this but not in Event Tick, but using a funtion is that correct?

Make a master blueprint for your enemy. Then make a child blueprint from that one. Add any variables you need to the master BP (HP, speed, whatever). This will get inherited by the children. From there, you can add the code to calculate the distance from the character to the player. You can use the get player character function and then get world location function from that to get you player location. In the child enemy BP, use the get distance to function and use the location of the player and enemy.

steady night
#

hmm my project is having a huge fps drop somehow.. how would i troubbleshoot whats causing it :/?

lunar sleet
steady night
#

ok thansk

faint creek
lunar sleet
faint creek
#

Thx 🙂 now I’m trying 🙂

lunar sleet
#

Welcome to inheritance

faint creek
#

You mean something like this?

final berry
#

Hello! I'm really struggling with large sizemaps and not sure how to reduce that. Trying ot understand how sizemaps grow first. Is it correct if I say that in a reference viewer everything on the right increases the size map (which are dependencies I guess)? (for example the 2 on the right here?) And when stepping into those everything again on the right increases the size map further.

So short question is: What are some practices to reduce the amount of dependencies of a BP?

faint creek
#

Like this?

#

This is in the BP child

steady kindle
# faint creek Like this?

The problem is elsewhere in your blueprint. Those nodes are how you calculate the distance between the player and the enemy instance.

#

You shouldn’t need a child BP if all 3 enemies are the same.

faint creek
#

Ah

steady kindle
#

If you look at the blueprint output in the log it should show you that the output from Print String is coming from 3 different instances in the world

faint creek
#

The others doesn't display nothing

faint creek
pale obsidian
faint creek
#

I have to select an asset

pale obsidian
#

😆true

young meteor
# final berry Hello! I'm really struggling with large sizemaps and not sure how to reduce that...

I'm not a pro, so maybe others can give you a better explanation, but you basically load your entire connected chain (Left and right).

So at a high level I think you have 2 options:

  1. Try to avoid building long chains of connected BP's/Assest. Which means avoid hard references when possible (casting to stuff).
  2. Try making the things in your chains lighter on memory. An example could be if you need to cast to some BP's that are almost identical just to get variables, locations, or other simple things, make them share an "empty" parent without the mesh, vfx system, audio, etc.
    ( that way you don't force loading all the meshes etc. before you need it)
primal hare
#

So debugging is not available in User Widget BP?

faint creek
#

Guys I'm trying to placed multiple copies of the same BP enemy in my level. For each enemies, I'm trying to calculate the distance between each one and the player.
I'm really struggling, so if somebody could help me please it would be really appreciated 🥲

steady kindle
# faint creek Nope only from one

Time to go back to basics and find out what's wrong. Create a fresh new blueprint that only does this. Put 3 instances in the map. What happens?

#

(Also a power tip for this kind of debugging, pass the actor's display name in to Print String as the Key. That means that each time Print Screen is called on an actor it will overwrite its previous line, instead of filling the screen with spam)

faint creek
#

Ok so I made it and:

  • I placed two different enemies to different distance, and they have both different numbers
  • I noticed that when I litteraly put the player in the center of the enemy, the distance is not like 0 but is 30 or 16
#

But the main is that the distance seems to be correct

steady kindle
#

The distance will be in cm and it will factor in height differences as well

faint creek
#

you're right yes

#

SO this seems to work

steady kindle
#

If you want to ignore height then you want this node instead

faint creek
#

ok

#

So maybe now I can try to remake the nodes and try again?

steady kindle
#

Yup. You know that works, so just go step by step until you find where the problem is.

steel talon
primal hare
#

How do you cast to non players?
I'm trying to cast to a "character" parent class from inside a WBP... What do I put in the "object" pin? I tried actor obj ref... also character obj ref..
No warmth and dice.. only cold and ice

#

if it was non WBP I would have put it in the scene and used pickable reference.

#

But WBP can't be put in the scene

#

silly question, if the "cast failed" knows and recognizes exactly the event I'm looking for... why is it "failing"??

lunar sleet
#

Your understanding of casting is currently backwards

primal hare
#

all of them are about casting to player charcaters

#

or overlap events

lunar sleet
#

All of what

primal hare
#

one tutorial said all the object pin wants is a Parent class

lunar sleet
#

Did you watch the one I told you about?

#

It’s second to last pin

primal hare
#

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
#

haha this is over 2 hours and all I want to know is the obejct pin.. there must be a shorter way? 😛

lunar sleet
primal hare
#

I have got hold of event dispatching BP interfaces

lunar sleet
#

Then just watch the cast part

primal hare
#

even casting if I can use picakble object ref.

#

ok I'll go for it

#

thank you

#

hopefully I get it in my thick head..haha

lunar sleet
#

You need to understand that casting just checks if an object you fed it is of a certain class or not. If it is not, cast fails. This can also mean your ref is invalid (null) at the time the cast fires

primal hare
#

it knows the event has happened... and yet it wants me to feed the correct "object".

#

ok hitting play

primal hare
#

I have seen so many tutorials and a lot of overlapping but this specific thing is hard to find

graceful sage
primal hare
#

Value as in like if I picked it in the game

graceful sage
#

Value as in set it to something

primal hare
#

like make it public, put it in the scene and pick it

#

I'm telling it exactly what the thing is in the variable...then it says NOTE in blue

final berry
graceful sage
primal hare
#

I'm trying to cast to a "character" parent class from inside a WBP...

#

the character parent class in this case is a character driven by simple "AI move to"

graceful sage
#

So you want the character reference in a widget?

primal hare
#

yes!

graceful sage
#

On construct get a get owning player pawn node then cast to your specific class

primal hare
#

All I want is to change color of a text in the WBP based on event dispatchers in the the character BP

graceful sage
#

Then promote that to a variable

primal hare
#

so no casting?

graceful sage
#

The object of the cast use the return of get owning player pawn

#

Get owning player pawn gives you a generic pawn reference. So you cast to your specific class with the object being the generic pawn reference

young meteor
primal hare
graceful sage
primal hare
#

I'm not changing anything in the WBP. Just using a different WBP with changed color for separate events

graceful sage
#

If it works it works I suppose

#

For now

primal hare
#

haha yes

faint creek
primal hare
#

As Maximus in Gladiator said, one day I'll slay that dragon, that day is not today

faint creek
#

I put two enemies and only with one works.Seems that for the other one the variable "Away" is always set to true

final berry
young meteor
#

But soft references is not my strong side. Probably why I don't use them myslef.

hearty veldt
# young meteor But soft references is not my strong side. Probably why I don't use them myslef.

soft references have their own will, I struggled 2 days to make a character customization using soft references, and the issue was that if you somehow reference them inside a Pawn or ActorComponent, they turn into hard references, the gotcha was to use DataTables instead, but hey, that's why you always google stuff and watch tuts, no matter how experienced you are, it's little things like this

frosty heron
#

@hearty veldt say what?

#

Soft reference is just a path

hearty veldt
#

yeah I know

frosty heron
#

You can see it as address, it will never turn to hard ref unless you load it with async / blocking load

hearty veldt
#

well, ofc you gotta load it at some point, but loading it from a DT is fine, in contrast to keeping it inside the BP / AC itself mopShrug

frosty heron
#

You can keep it where ever

hearty veldt
#

and yet here we are, don't know what to tell you, why is it happening, found countless posts about others having similar issues with soft references, and they're recent they go back 1-2 years tops

young meteor
#

If I add a Child Actor component, do I not get to set variables exposed on spawn like with normal Actors spawned?

signal perch
#

how to change mouse cursor speed

hearty veldt
signal perch
#

I don't have a value to multiply because I need the mouse cursor, not the input I made myself

#

it's a system made by unreal

faint creek
silk root
#

Is there a good way to Blueprint a Turn-based/ ATB Battle?

faint creek
hearty veldt
# signal perch I don't have a value to multiply because I need the mouse cursor, not the input ...

if you mean the hardware cursor itself, I highly doubt UE can handle that, that's low level and is usually handled by the OS or your mouse settings, I mean you can always try to dive into OS code and make it yourself, but that stuff gets really nasty really fast, and not sure how much cross platform friendly it is either

only setting I'm aware of is for the viewport inside the editor, but that's like the camera speed, which you can always change for every viewport, except this setting is global, and it's clamped with a max value of 1

you could fake the mouse by creating a widget and move it around taking the default mouse input multiplied by whatever value you want, it's the same if you want to invert, you just do input * -1, this is usually called software cursor, the problem with software cursors is that they're FPS dependent, low fps and the cursor has low fps as well, for example if you have 10 fps, the mouse will only update 10 times / sec, and you'll see it jumping on screen and feel laggy, compared to the usual behaviour

this is what I have for my projects, most are 3rd person but I also have a base building which is using mouse input and it works the same, it's just basic math

lyric basin
#

You have a template that has everything you need and then you make changes to the cold. If you mess up, just make another

#

Give me a minute

#

I'm not at my rig

faint creek
faint creek
#

And I don't understand how to find a way out

#

I would be very grateful if you could help me🥲

lyric basin
#

Yeah, when I get to my rig I'll pull it up

#

For the record, this type of thing is probably better with a behavior tree, but it can be done with BP as well

faint creek
hearty veldt
faint creek
hearty veldt
#

do you tell it to do something with it when it's changed? from that ss you only update the color, not set it back to where it has to go, so it's just updated in memory

faint creek
#

No I don’t😅
I only made that script

lyric basin
#

so let me make sure I understand all this

#

you have enemies in the level and you want to measure the distance between them and the player

#

right?

faint creek
#

Yes correct

#

And

lyric basin
#

and you want to use this distance to determine how the UI appears

#

yes?

faint creek
#

Exactly

lyric basin
#

okay, so first show me what your UI BP looks liks where the changes occur

faint creek
#

Just a second

hearty veldt
#

like I said, you're not doing anything with it, just change the variable itself, unless you used UI binding, but that's a really bad idea, since it's setting the value every single frame

lyric basin
#

these are just the nodes which set that variable.

hearty veldt
# lyric basin Yeah this is useful for rolling back changes and change control

I mean it can be used as a backup, but version control is not the point of inheritance, this is to avoid the DRY principle - don't repeat yourself, so if for example you have a base class called creature which has things like health, isDead, movementSpeed, code that handles what happens with these variables etc, and then you inherit from it, you can have the player, you can have different types of enemies, and they will all have the base logic + whatever specifics you add to them

now ofc, you don't want to abuse this and have everything inherit from everything, this creates a god object which is even worse, but it does make sense like when you have a base enemy and then other enemies are children of it, or when creating Material Instances for example

steady kindle
# faint creek Hey guys I think that the problem is in the UI in the end I'm trying to make a s...

Ah, so I think the problem is that you're doing the distance calculation on each enemy and each enemy is trying to update the UI independently. Unreal doesn't really expect you to do things that way and it makes it hard. What you want is for the UI to only be updated in one place. There a several ways to do that, but I would do it on the player controller or player state. I would store a reference to every BP_Enemy in an array and iterate over it in a loop, setting a flag if any enemy is within range.

#

The only problem with that is you don't want to be doing GetAllActorsOfClass every single tick. What you need to do is OnBeginPlay in BP_Enemy, call a function or event on the player controller (or whatever) saying "I've been spawned". Make that function or event add it to the array. Similarly, in BP_Enemy call a function OnEndPlay saying "I've been despawned" that removes it from the array on the player controller. Now your player controller has an up-to-date list of all the enemies in the map.

#

The UI widget can easily get a reference to your player controller/state/whatever and read the state of that variable. Or alternatively you can make the player controller change the value on the UI widget directly when it detects a robot in range.

hearty veldt
hearty veldt
# steady kindle The only problem with that is you don't want to be doing GetAllActorsOfClass eve...

if there are a lot of enemies, calculating the distance constantly might be bad as well, better to have a big collider on the player and only update enemies inside of it 3-4 times every second, or do a sphere trace 3-4 times / sec

depending on fps this can be more noticeable, for example at 60 fps 4 times per second is fine even for pathfinding, so you don't notice the enemies changing direction too slow

but this depends on a lot of stuff, like the type of game, how many enemies are at any given point, how many are visible like if you have a top down / isometric cam, if you care about knowing the location of all of them all the time, or just closest ones etc

hearty veldt
#

no idea if it's an issue with 5.4 or not, been having a lot of these weird things with 5.4, but they're too consistent to be bugs mopShrug

graceful sage
#

if it doesn't show up just right click the node and refresh it

hearty veldt
#

oh okay, I forgot that's a thing mopDerp

barren dove
#

Hey guys Ive got a question

I want to grab a subtag, and then find an actor with a matching subtag.

For example, I have tag actor.hat.beenie
I want to parse the tag after actor.hat (in this case beenie, it could be anything) and then find another actor with tag object.hat.beenie

do I like, somehow break the tag into a string and append it to anther string then loop through actors looking for the second tag?
I need to do this dynamically because listing each tag individually would take a massive amount of code

hexed cosmos
eager thicket
#

What am I doing wrong here? I'm trying to set the emmissive strength during runtime but it doesn't work

#

got it nvm

hearty veldt
hexed cosmos
steady night
#

if i make a variable private cant a child of that actor see that variable the n=

hearty veldt
steady night
#

'yeah i know but if i wanna "hide" specific ones is that possible ?

hearty veldt
#

you can't hide them, since they inherit them, you can make them private and then the children can't set them, just read them, but hide entirely no

#

defeats the purpose of inheritance if children don't see them at all

mental trellis
#

Not really. There are times when private is the right call. In fact, some would say that private is the right call most of the time.

hearty veldt
#

yes, private as in read-only, not completely gone, cause if you have a lot of stuff that the children shouldn't know about, then inheritance it's not the right call, or maybe you should use a parent with less data in it

mental trellis
#

Or use components instead 9f inheritance.

thin panther
steady night
#

hey, is there a way to check if a "Ai" has an active order ?

#

or is moving* ?

tough creek
#

I've got an error compiling a blueprint, which I've never seen before. Can anyone help explain?

Function ' SKP -> Unreal Flip Compensation ' is unsafe to call from blueprints of class ' Dataprep Editing Operation '.

storm shale
elfin hearth
#

Hi, I'm trying to get my solar panel mesh to rotate following the UDS sky. It rotates once at start, in wrong direction and not updates as the sun moves

willow gate
#

Hey folks. I'd like to clamp my character to the screen bounds for a top down mini game. Is there a way to do this besides invisible colliders? I want this to be able to scale with the player's selected resolution.

rotund barn
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is there a way to remove a single variable from an array, without an index? to simplify, lets say i have multiple duplicate items "bread" in an array, lets say i eat one bread, id then need to remove that from the array, how can i remove it if its impossible for me to have that specific index available? the remove item would remove all breads not just one, so is there any workarounds?

lunar sleet
dark drum
lyric basin
elfin hearth
lyric basin
#

Yup yup

elfin hearth
dark drum
lyric basin
#

Are you trying to get it to look directly at the sun or just follow it's general location

elfin hearth
elfin hearth
#

it rotated but not updating in real time. + in the wrong way but it just looks inverted with the sun start pos

lyric basin
#

might need this to run constantly

#

could be expensive

lucid cape
#

I'm new to UE5 and have a question. How can I make it so "Emitter Template " randomly selects from different emitters, rather than using the same one every time?

elfin hearth
elfin hearth
#

you know what I should do different to get it update in real time?

lyric basin
#

and then populate your array with the emitters you want it to choose from

gloomy holly
#

Hello, I was wondering if anyone could help me with some information, so I have a model that has 8 UV lists in blender, I export it to unreal and want to assign each UV list to a player colour for an RTS game, is this possible?

#

When a put the model in unreal and make a material for the texture, in the texture sample I can change the UV from 0-3 and get the first 4 player colours, but I don't know how to get the other 4 colours through the UV on the model

hearty veldt
# willow gate Hey folks. I'd like to clamp my character to the screen bounds for a top down mi...
  • you could simply give it some numbers, and then clamp the position between those numbers, and it won't be able to get through no matter what;
  • to make it automatically update with screen res you could do a raycast from each corner of the screen and save the position where it hits, this way you get all 4 values needed for clamping - minX, maxX, minY, maxY;
  • you could also just do screen location to world space;
  • also take into consideration camera rotation, cause screen X might not be world X, same with Y;

for example this will give you the bottom right corner, then leaving X and Y at 0 will give you top left corner, and then you can either invert them if it's a top down cam with exactly 90 degrees rotation, or get the either 2 if the cam is at an angle, since it won't be a rectangle; for the other 2, leave X at 0 and set Y from viewport, and the other way around;

however this works for something simple like a shmup, but won't work if you need some sort of physics, like let's say you want some balls to bounce off the edges of the screen, in that case you should do invisible walls, and since you already have the location of each corner you can move and resize the walls to cover it properly

willow gate
hearty veldt
# rotund barn is there a way to remove a single variable from an array, without an index? to s...

what kind of data do you have on those items? do you have any way to query something or are they just a bunch of random items thrown together in an Array? like is it just a bunch of Actors or Enums?

no idea how your data looks like, but instead of keeping a list of just the items themselves, add some data, for example you could make a Struct which holds some sort of ID - this could be an int, an Enum, whatever you prefer, and then add other data you might need, like mesh, icon, number of items / stacks, whatever makes sense for your project;

for example this is a random Struct I'm working on, don't try to make heads or tails of what I have in it, just needed an Array of some random data to illustrate it:

  • now if I leave 1 and true it finds the 1st item;

  • if I leave 2 and true it won't print anything, because Find returns -1 for an invalid item, and 2 and true is not inside that Array, instead is 2 and false;

  • now since it found an item, I have info about it, I know what data it has when it's used by the player, and I also have an Array Index ready to remove it;

  • alternatively if you have some complex data and you only want to search by a certain element inside that Struct, without knowing what else is there, you can do a loop and compare whatever it is you want to compare;

  • this finds the first element set to true regardless of what other data I have in there, and then it stops, since I used a loop with break, in your case you could search by that ID I mentioned earlier so you can find the first item marked as bread;

  • the loop is also giving you the Array Index so you can then remove it from the Array if you want;

mossy shard
#

hello fellow devs hope you are doing great , so did any one ecountered this weird issue where you use flying movement component on a character or even the character movement component that has movement mode to flying , and then "add input vector" you see all the actor moves but the mesh will stay in it's initial location ?

elfin hearth
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Did you get any luck with it @lyric basin ?

elfin hearth