#blueprint

1 messages · Page 207 of 1

hearty veldt
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no need to do Get to query a 2nd time, you already have the item itself inside the Random node

mild ibex
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anyone used this node before? Trying to convert srgb to linear colors

elfin hearth
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that's what I do when i get linear textures looking weird

mild ibex
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its not a texture. I'm creating a color with some floats

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I think I just have to do some gamma conversion which is fine, just not sure how to use this node.

hearty veldt
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no idea about that node, but you can try this https://lettier.github.io/3d-game-shaders-for-beginners/gamma-correction.html

By raising the color values to the power of 2.2, you're converting them from sRGB to RGB or linear color space. This conversion has the effect of darkening the colors.
The 2.2 value is known as gamma. Loosely speaking, gamma can either be 1.0 / 2.2, 2.2, or 1.0.

rotund barn
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wait so how did you create that thing that contains 3 data types per index? i tried using maps but those can take only 2 data types/variables.

hearty veldt
elfin hearth
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for some reason my mesh is rotating at the opposite of the sun. I added rotator so it's pointing to the sun but it is still inverted when sun goes toward the ground, the panel point to the sky

mild ibex
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I've just gone with this. The resulting rgb is a number or two off out of 255 which is a margin of error I can live with.

rotund barn
hearty veldt
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no, you don't need 1 for each item, you can just have a generic one

modest compass
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Does anyone know of a way to make a Level Snapshot through Blueprints? I would like to use that system as a way of saving states of my "game"

rotund barn
hearty veldt
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you mean the Make and Break nodes?

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you can also right click and choose break if you don't want another node, it's just like split on vectors for example, I'm just not a fan of it cause it makes a mess, especially if I have a lot of data in a Struct and makes it harder to see just my own data

crude dew
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Can someone tell me how you can adjust a Projectile Movement's speed during runtime please? Set Initial Speed and Max Speed are all calculated upon spawning if im right and Set Velocity seems to do nothing.

rotund barn
hearty veldt
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yeah, that's just an array

rotund barn
willow gate
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So I'm running this right in the player controller and setting variables OnBeginPlay which I pull from the other BP but it's just returning 0,0,0 no matter what I plug in to ConvertScreenLocationToWorldSpace

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Tried it in the EventOnPossess node as well

hearty veldt
hearty veldt
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try doing it while playing first, and then fiogure out what's the best place to move it to

willow gate
hearty veldt
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whenever I test something I use debug keys like this, so all systems are already running, and then I worry about moving the logic

fathom widget
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Does anyone know why "Add Data Table Row" Doesn't do anything? I've looked on the forums, but can't really find an answer.

https://forums.unrealengine.com/t/set-data-table-row/85844

This kind of addresses it, but it appears most people are having the same problem as me and it doesn't actually do anything. I am even saving the assest after I add the rows I need, but it's not doing anything. When I check back in the editor, it's unchanged. Any help would be appreciated.

Epic Developer Community Forums

Hi, I have a data table that is connected to a struct. Now I know that by calling the node “get data table row” will get the row from the data table. Now is there a way that I can write into the data table? I cannot seem to find a node that allows me to change a variable in the data table. Thanks.

willow gate
crude dew
willow gate
willow gate
marble tusk
rotund barn
# hearty veldt

ah, i feel so dumb now, i was trying to do it inside of the struct. but thank you very much for your time.

proud bridge
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Hi, is there any console command to change engine scalability settings?

gloomy holly
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hello all, so i am wondring if anyone here is able to help me?

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i have this issue:

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i want to be able to choose between these UV maps in unreal engine

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Here in unreal engine you can see it has the texture and the UV number is set to zero, which is the colour brown, when i change the UV to 1 it goes to blue, when i change it to 2 it goes to yellow, 3 is red, but when i change it to 4 it goes blank, can anyone help me?

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ok, so i have just retested and it allows me to go up to 7 and changes the colours correctly, can anyone help me to make a blueprint that allows me to choose the colour at random?

frosty heron
rose bobcat
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I am trying to make the flying movement go in any direction like in viewport mode. So I want the character to fly up if I am looking up by pressing W. Right now it only moves on a 2d plane.

hearty veldt
willow gate
hearty veldt
hearty veldt
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like for example Scalability 0 up to 3 if you have the default ones, not sure, mess around with them

hearty veldt
gloomy holly
ornate trail
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why would a camera shake be rotated? like I don't see it unless I move the mouse to see it from the side

gloomy holly
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i currently have this for spawning player colours:

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where would i add in the UV selector random generator for player colours?

hearty veldt
ornate trail
hearty veldt
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serves you right for hitting trees then mopRude

pearl flame
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Hi! So I've made in UE 5.2 a mouse over event, and somehow it just stopped working in 5.4, do you have any idea how could it happen? (mouse over events are enabled)

pulsar vigil
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im currently using a set timer by event for one of my system but i have to change the time the event tick dynamicaly what solution do i have ? Like the frequency has to be updated almost on a frame tick

lunar sleet
pulsar vigil
lunar sleet
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It’s not rocket surgery 😀

pulsar vigil
hearty veldt
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why you need it every frame tho?

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just do a delay till next tick

queen vault
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Is there a mid overlap event for a box collision? I want the event to run anytime the player is overlapping with the box collision. (Never mind, I figured it out)

hearty veldt
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while inside of it? there is one, but can't remember the name rn

queen vault
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There is no while inside of it.

mild ibex
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im trying to index 50 actors, some blueprint and some niagara actors, each with a unique position with a slightly different name relating to that position but I'm not too sure the best way to go about it.
I do not want to go through each actor and tag them incase I swap levels and the name doesnt persist. I know I'm going to have to manually go to each actor but I'm curious what the best method is.
my current plan is to go through and make an actor component with an enum but that doesnt seem like too much of a good idea, im not too sure.

pulsar vigil
# hearty veldt why you need it every frame tho?

lmao that was my next question cause indeed it reset the timer and the tick never happen -_- and i need a solution for that, i need to refresh it everytick cause the tick rate change depending of the current speed of an anim montage play rate wich is himself updated by a timeline its a bit weird

pulsar vigil
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@lunar sleet @hearty veldt the thing is i need to update the tick rate on a almost frame tick of an event ticking himself between 0.5 and 1 second each time, so it will probably constantly reset im assuming

hearty veldt
hearty veldt
pulsar vigil
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@lunar sleet @hearty veldt i know what to do i confused myself because there is multiple thing ticking for not the same purpose

queen vault
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I've been trying to get this loop on begin play but it doesn't work. How do I do it? The reset happens at the end of the event. I thought do once made it so you can loop it.

hearty veldt
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every 0.5s means a lot of ticks, a tick is a frame, not a second, which is why using ticks is frowned upon

pulsar vigil
hearty veldt
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are you trying to make an idle clicker?

pulsar vigil
hearty veldt
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you

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that's the only reason I can think of where you'd need a lot of timers and they'd constantly change

pulsar vigil
# hearty veldt you

nah im doing an input that control the speed of the current anim montage playing but also inmpacting the damage taken during the animation montage
its like a system of damage if the anim montage is playing that is updated in function of the playrate

hearty veldt
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and you need ticks for animations? just how fast are these animations? mopD

pulsar vigil
pulsar vigil
hearty veldt
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if you're using input why you need delays? input already has its own events raised when you press the key

pulsar vigil
pulsar vigil
hearty veldt
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ohhh

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okay I get it

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still, must be a better way than abusing the poor delay

pulsar vigil
hearty veldt
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surely there must be an easier way, I'll give it some thought, not something I ever had to deal with before

pulsar vigil
hearty veldt
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yeah you're just thinking about the entire thing wrong, in 12 years of programming I concluded that if something doesn't make sense it's probably cause you're approaching it the wrong way and there are many solution way way easier

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this is one of the reasons why I switch between projects, so I work on multiple projects at the same time

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otherwise I start not seeing clear solutions anymore and I burn out

pulsar vigil
frail onyx
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is it normal for the blueprint menu to be kinda laggy if ur zoomed out all the way?

daring merlin
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consider splitting up your graphs into multiple graphs (or collapsing certain parts into functions)

daring merlin
frail onyx
pulsar vigil
daring merlin
odd kiln
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Hi all

odd kiln
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Anyone knows if I can change the "Lighting Channels" checked by default ?

quaint fable
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Hey! I was wondering if anyone could help me understand arrays better? I was reading up on the basics, but I can't seem to get it to work right.

I'm trying to create an array that references 4 specific objects/blueprints in the level. Then I'm trying to plug said array into a for each loop, with the array element getting a variable from each object. Let me know if you need more details

odd kiln
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Or do I have to modify each Mesh one by one ?

daring merlin
daring merlin
quaint fable
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@daring merlin oh yeah my bad. How can I make it so the array is referencing these 4 objects while also getting the variable "Activated", which is a variable in the object blueprint? I'm working on making it so you have to activate all 4 of these objects in order to open a door

daring merlin
dawn gazelle
# quaint fable Hey! I was wondering if anyone could help me understand arrays better? I was rea...

This is how you loop through the entries of an array allowing you to access each "Generator" in the array one at a time in the "Loop Body". If you're having trouble connecting the "Generators" array into the For Each Loop it's because it doesn't match the expected type of your target array element. If you change the type of Generators array to match then you should be able to connect it.

What you would likely want to do is have this in a function that returns false if "Activated" is false but returns true if the loop gets completed. Then you can call this function to check if your generators are all set to true or not.

odd kiln
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Ok thanks a lot ^^

quaint fable
# dawn gazelle This is how you loop through the entries of an array allowing you to access each...

That's basically what this guy was saying from this link https://forums.unrealengine.com/t/how-do-i-open-a-door-with-multiple-switches/758696/2

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So basically what I'm having trouble with is figuring out what to set as "type" for the variable

daring merlin
quaint fable
daring merlin
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wherever you put your Activated variable

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You want to use the classes that are the most 'generic' that still have all the info (variables) you need. For future reference, interaction based stuff would most likely be done via interfaces, but this should work for now.

mossy lantern
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anyone know how to do a RGB loop on a widget?

hearty veldt
# quaint fable So basically what I'm having trouble with is figuring out what to set as "type" ...

You don't need inheritance here. I'd use an Interface something like BPI_Interactable, and when you try to interact with them, if they have that interface implemented the code will run, otherwise it won't, and then simply have somewhere in a persistent / global manager the state of your .. generators you said they were?

Since this is something that is found in a level and maybe never again, or next time it might work in a different manner, I would put the tracking logic on whatever it is you're trying to unlock. Could be as complex as keeping track of each individual generator or as simple as having an int and when it reaches the max value, it runs the unlock logic.

When you'd interact with a generator, you'd tell the whatever it is you try to unlock to do a ++ on that counter int, and check if the counter is high enough. Also flag the generator as used / not interactable anymore, so players won't spam the same one.

hearty veldt
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you can find it on the marketplace, is a free sample project from Epic

hearty veldt
rigid summit
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So I know that casting causes the game to load everything that the particular blueprint may reference. While it may not be best practice for every use case, would casting to player character, controller, state, game mode, state be "fine" since it is always loaded?

daring merlin
daring merlin
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Imagine responding after 25 mins in the same second 🤔

lunar sleet
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Casting in general is fine unless that class has some very heavy refs you don’t want loaded

vocal ferry
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I’ve been banging my head against this wall for some hours now and I just can’t figure this out. I am using this method to add weapon trails and it was fairly straightforward.

When I try to do the same thing with a muzzle flare by spawning at location, it says the type is incompatible.

I can connect the pin straight from the array into the emitter spawner just fine as shown, but using that method I would be unable to address the UserColor parameter to change the color before spawning it.

Can anyone help me get understand how to get these to work together, or simply how to use a “Cascade Particle System Component Object Reference” to spawn at a location?

Many thanks in advance!

lunar sleet
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Not sure if they’re compatible but yeah, worth a shot

vocal ferry
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Yeah, I've tried pretty much every variation of those that I can find. If I had to guess, it seems to be an issue with the systems being stored as a component within the character's blueprint

graceful sage
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im not too familiar with Cascade but looks like you're setting the template then trying to spawn another one?

maiden plinth
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End Goal: Use the color of the material under my character to change the color of a blowing dust particle effect that is part of my character blueprint
What I am trying: Line Trace by Channel to ground directly below character. From Hit Component, Get Material from Hit Face Index (this is returning the correct Material). Then I have tried one of two methods for getting that Material to a Render Target; Draw Material to Render Target, and Begin Draw Canvas to Render Target -> Draw Material -> End Draw Canvas to Render Target. I then test if it has written things properly by Setting the Render Target Texture of a Material visible during runtime to the new Render Target texture and by also using Find Collision UV -> Read Render Target Raw UV (yes, i have the appropriate setting turned on for this to work). I have set all Clear Colors on my Render Targets to non-black to eliminate that as a problem.
Result of my attempts: The Render Target is only being filled with an all black texture.
Questions: What am I doing wrong? What am I missing? Is there an alternate solution to achieve my goal?

lunar sleet
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Why not just use a Mat instance and change the color parameter to match the color you want

maiden plinth
lunar sleet
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You said that part is fine tho

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The mat color is captured yes?

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My point being do you need to use render target or can you just change the mat parameter on the particle directly

maiden plinth
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it gets the correct material during the scan, but i am then using Render Target and Read RenderTarget Raw UV to get the color of the pixel directly under the character

lunar sleet
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Ah I see

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I’ve only worked with RenderTarget briefly but yeah I had all sorts of issues

maiden plinth
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i simply am trying to get the color of the pixel at the hit location of the line trace

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i feel like this should be super simple... especially considering it is done over and over with raytracing in a way

lunar sleet
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Idk that the inner workings of ray tracing are simple heh

maiden plinth
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well, not super simple, but what i mean, is that because raytracing exists, such a function to find a color at the end of a line trace should already exist somewhere in code and thus should be somehow available to get through a standard line trace

sharp totem
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how would i go on creating a system where my master item class calls an id from a data table and gives the player the item? is it easily achievable with bp or do i need another system?

hearty veldt
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depends on what kind of items and system you have in mind, but if you already have access to a DataTable, just store soft references to the items themselves, and when needed spawn them using AsyncLoadAsset

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also nice

graceful sage
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Is it really possible to use enhanced input to show a widget when holding input then removing when releasing?

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I can't seem to get it to work correctly

vocal ferry
raven gyro
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how come i can connect my material array but not my skeletal mesh? D:

hearty veldt
lunar sleet
iron idol
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This is probably a stretch as it might be too specific of a problem. But does anyone know why calling this widget might be firing not valid?

maiden plinth
hearty veldt
# iron idol

when you create the widget you need to pass in the PlayerController so it knows to what player it belongs to

iron idol
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this is why i said it might be a bit specific. there is no player controller in this sense

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it a turn based party rpg where the "Player" is ai pawns

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so player controller wont work

hearty veldt
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there's always a PC, even if you're not casting to a specific one, just do GetPlayerController

iron idol
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Its unfortunately not my system, but i'm trying to figure it out and am at a total loss. Get player controller has not worked solving any problem in this project thus far, but I am more than willing to give it a try

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where do you think i should plug get player controller into?

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on setting widget in the second picture?

graceful sage
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Alittle confused on accuation time

hearty veldt
iron idol
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@hearty veldt In the "owning Player" pin?

hearty veldt
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yeah

iron idol
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yea, it doesnt work. I believe thats why there is the unit pin which comes from a variable in the widget

graceful sage
hearty veldt
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disregard the 1st node, that's just something temporary till I have a save system, regardless if I plug the generic or casted version it's the same thing, however it won't work at all without it

iron idol
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i get you but it doesnt work that way with this system

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lemme show you

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this is the same code but from a different project

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remove from parent works in this project with this set up

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I've replicated it exactly the same in my current project but do not get the same results

hearty veldt
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what PC do you have inside the GM?

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is it the default, blank one?

iron idol
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lemme check

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its a new game mode

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not the base one

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I do see that pawn is set to BP_FP so i do wonder if thats the reason

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but i am unable to call the combat player controller from this pin and it isnt set up that way on the previous project which i sent an example of

hearty veldt
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in my case it works regardless what PC it has connected to the node, just needs one

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however it doesn't work if the GM has no PC assigned to it, the empty one doesn't work

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this base pawn is not possesed currently?

iron idol
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so what i'm trying to send the command to isnt "player" and there isnt really any possessing.

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they are basically ai pawns that i give commands to

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if that makes sense

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so i think this system was not set up with a central "player" in mind

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which is why i am struggling so hard to figure it out

hearty veldt
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do you need that widget on every AI?

iron idol
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yes essentially

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like a jrpg for instance

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it allows you to give commands such as attack

hearty veldt
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but that doesn't mean they each need their own

iron idol
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they dont have thier own

hearty veldt
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you can just have 1 and move it around, change skills etc

iron idol
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its a central widgit, my bad i misunderstood

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in this example it works

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this is from a separate project that used the same tutorial and i have confirmed that it is functioning

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but yea, its one widget that just uses the variables of the pawn whos turn it currently is

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just for ease of comparison this is the code where its not working

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at a total loss because cross refrencing the projects, the code is essentially identical

hearty veldt
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wait, I just noticed you call triggered and started

iron idol
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not sure i follow

hearty veldt
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triggered is called 1st, you create it

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and then instantly started which removes it

iron idol
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are you talking about in these examples or the other code above

hearty veldt
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well doesn't seem to be here anymore

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I opened it in browser cause text was too small and forgot to close it

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but you removed it from here

iron idol
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i'm confused? Do you mean an example i shared? I haven't removed anything

graceful sage
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does anyone know how to have widget show will holding input then remove when release?

iron idol
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haha, idk, thats not from me

graceful sage
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because im trying different ways and was an old attempt

hearty veldt
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oh

graceful sage
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either it keeps adding and removing or it wont remove when i release the input

hearty veldt
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I showed you the basic code to create it and toggle it

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and it works just fine

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I used the jump as an example

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stays on as long as jump is pressed

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you don't even need that cast to a PC when creating the widget, that was just for testing if both ways work, and they do

graceful sage
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my issue is with the holding with enhanced input

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i know how to do that.

hearty veldt
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the jump IS on enhanced input in that video

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you can see the name of the node

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and the pins

graceful sage
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okay so use pressed and released triggers instead of hold

hearty veldt
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no idea what hold does, but if it's like Unity, then it's for long clicks or long touches

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not holding down a keyboard button

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could be wrong tho

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a quick google says it's for mobile for long taps

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I guess it can work if you want to do something like long jumps, usually in platformers you can jump higher if you keep the button pressed down for a bit

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but if you say you just want to display it while the key is pressed like a map or score, you don't need it

graceful sage
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its for a radial menu im just trying to display and remove that seems to work better.

hearty veldt
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if it's something used often, just hide it, don't have it created and removed all the time, cause it won't eat a lot of memory, but will eat more CPU to generate and destroy, it's the same idea as pooling

iron idol
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Not to interrupt you guys but I may have found a lead into my issue. I think I set some stuff up in game mode for the default controller instead do of my new contoller. not sure how fucked I am but you sort of lead me in the right direction of solving the problem so thanks for that

hearty veldt
iron idol
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hey, man no worries. Let me extend a thanks from the entire community for trying to juggle issues and help people. you're a champ

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I might be able to handle it from here, or at least I see some differences in the two projects and that might be where the issue is.

hearty veldt
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well I don't really see anything that could be problematic, besides not hooking any PC when creating the widget, which doesn't work in my case, but if you say it works in the other project mopShrug

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nvm, now it works for mine too mopLUL

iron idol
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yea, idk. I'm guessing theres a chance the issue lies with some code in the game mode and not what I have referenced

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I think i might have an idea to what the issue is, but i'm just going to pretend that I'm probably right and call it a victory for a few hours before I let UE curb stomp me and put me my place again

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sometimes you just gotta let yourself feel a little victory before jumping back in the trenches. 😂

hearty veldt
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my guess is that something becomes null or not set to the active thing somewhere

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maybe an unit, maybe the widget

iron idol
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there are some casts to bp_fpc in my game mode which is problematic due to what i mentioned earlier about it needing to not run on default controller

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i'm not positive, but when i cross refrenced it with my old project, the old one was casting to my combat controller

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sounds like it might be a lead

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eitherway if it is the reason, then even though you didn't directly have the answer, your questions lead me on a better path for solving the problem, so thanks.

elfin hearth
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my solar panels meshs are following the sun rotation but for some reason my mesh is rotating at the opposite of the sun. I added rotator so it's pointing to the sun but it is still inverted when sun goes toward the ground, the panel point to the sky. Anyone can help? I'm looking for inverting the source rotation data

tough creek
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Is there a blueprint node that can help with reseting a component attribute to it's default value?

I have some kinda bug that causes None values in both transform & static mesh.

Trying to create an actor action which resets the values back to their default.

raw sleet
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Hey there! Is it safe to add variables to the Level Blueprint? I want a blueprint to detect which type of level we are in, to select different things

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With safe, I mean, does eat up much performance or break the game?

gloomy holly
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can anyone help me with this please?:

fallen glade
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I'm looking for a better way to conform my meshes to a spline. What I'm doing right now is to get tangents from the spline and scaling them by the mesh length but the meshes aren't conforming perfectly to the spline, it can be better seen when different sized meshes are overlapped. Any other way to do this?

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This is the spline in this case

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Yeah ok I'm dumb I was normalizing the tangent vectore before multiplying it to the mesh length while I should have simply clamped the value

waxen blaze
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Hi, is there please a way to create a timer in BP without a function or event. I noticed that using Set timer by .. nodes need a function/event input otherwise the timer doesn't start.
I only need a timer I don't need it for an event or a function but I can't find a way, please?

versed sun
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what do you want to happen when your timer is complete?

waxen blaze
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@versed sun Nothing.

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I only need the fact that the timer is running.

gloomy holly
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Does anyone here know how UVs work in unreal in regards to models and multiple UVs?

waxen blaze
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I could setup a dummy function to run at the end which does nothing but it feels weird.

versed sun
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Why would you want a timer that does nothing when finished?

gentle urchin
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^

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Or when looping

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Otherwise just make your own timer

waxen blaze
gentle urchin
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Capture current time on start

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And add the cd for the end time

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(Still you usually want an event to update UI etc)

waxen blaze
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I see, that's a way to do it too thanks.

waxen blaze
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Thanks!

gloomy holly
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Is anyone here got experience with UV maps in unreal engine, I've imported a model, it only had 4 UV maps, inside unreal I added more and copied them and changed their location, to represent player colours, but the UV maps don't seem to apply to the model, am I doing something wrong?

versed sun
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sounds like a gate might be more simple @waxen blaze

hexed cosmos
undone sequoia
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Guys I have problem I have bombs on plane when I am throwing them i am detaching them from my actor and turning on gravity on them + adding them plane velocity sometimes happens that bomb is not falling even this process didnt fail but they will stay in the air , like stucked it happens maybe 2 times from 10 times idk what can be problem i printed all stats of bomb and gravity is activated and velocity added i dont know how to solve it

brazen pulsar
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I'm not sure where I would even ask this, I'm trying to put in a minigame into my game- sort of an arcade shooting gallery thing that comes up in dialogue like in danganronpa- I have NO idea where to even start

rotund barn
brazen pulsar
sour moat
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The camera component in one of my actor didn't show the mesh, I add a new camera in this actor and some other actors, only this one can not show the mesh. I did nothing in this actor, dont know why it happend.

vital coral
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Anyone got any advice, tutorials to watch or documentation to read about how to get an AI dog to walk on a leash with a player?

rotund barn
# brazen pulsar I'd rather not, I'd prefer to have little to no transition, just mid dialogue wi...

i hope someone can give you a better advice, im still relatively new. but can you somehow pre-load the level, and then be able to switch to it with basically no loading times, just some kind of transition. im not sure i understand what kind of minigame you mean, but im guessing it would not be in the same environment right? also you may be able to just have a fully hidden room/area below the floor or somewhere near, and just teleport the player there. but that may not work if you need completely different mechanics that would require a different character blueprint

#

and to add, i have no idea if you even can pre load levels, but i think you should be able to. it feels like a very basic feature that should exist

brazen pulsar
#

I think if the level is small enough you can transition with basically no loading screen, but I’m talking more like the lockpicking mini game in Skyrim. Like a popup in the UI

proud bridge
#

I have a signIn level which is loaded on game start. When sign in is success, it uses open level function to open the mainmenu level. I m using AWS GameLift. When i use my command to connect to the server map from mainmenu level, the input is disabled, but if I use my command to connect to server map from the signin level, everything works fine. I m unsure as to maybe the problem is using the open level node? Both signin level and mainmenu uses the same gamemode. Can anyone help?

crude pike
#

typically you would change the Coordinate Index on the TexCoord node to determine which UV channel a texture should project to.

gloomy holly
crude pike
#

looks like it might be disconnected

gloomy holly
gloomy holly
crude pike
storm solar
#

I finished leafbranch's RPG tutorial series and I must of missed something.
There are two meele attacks setup that characters can do, one disables movement and the other doesn't and Im not sure why that is.
I checked the animation montage and the attack BP but haven't found anything related to movement or input.
Any suggestions on where to look?

frosty ingot
unique rock
#

does any one know how to fix this

#

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 10] Cast of LinkerPlaceholderExportObject /Game/ThirdPerson/Blueprints/NewFolder/Player1.PLACEHOLDER-INST_of_Player1_C_2 to Actor failed

wheat citrus
#

There is a nice function to get a Random Unit Vector in Cone in Degrees which gives a uniform distribution of vectors (first picture). But there doesnt seem to be a function to do so with a normal distribution towards the center (second picture). Is there an easy way to make this happen? Im using this for bullet spread and I think it would feel better for the player if most their shots landed closer to where they were aiming.

frosty ingot
#

how to change the capsule component to make it more accurate to the character so the collision is not gonna act weird, but without scaling the character itself

plucky quest
young meteor
#

Unreal warn this node is expensive and I'm using it a lot at the moment.
Would it be way cheaper to get a variable that is an array of all the actors this node would find anyway? (So I would build the variable once in game instance and get it, but it would have the same amount of actors the "Get all actors of Class" would find)

silent drift
#

I have a weird thing, or maybe not weird, but I don't get it.

I have a character. The max walk speed is 800 cm/s, the max acceleration is 2048.0, according to my math to reach full speed it should take 0.391 seconds. However, when I do a loopable counter, I get to 800 in only 0.23 seconds.

What am I missunderstanding?

#

This is not crucial for my game or anything, I am just trying to understand how it works and such

pastel garnet
mild jacinth
#

hey

#

there used to be "fix up redirectors" option but now in ue5.4 i see "update redirector referencers". when i click the update one then should i press "keep"? is that equivalent to "fix up rediectos"?

rotund barn
#

what type of asset do i need to make out of a PNG to connect it to a variable in my struct? also what type of variable, there is one called image, but should it be object or class, and soft reference or not. i need will be passing that variable from my item to eventually into my inventory UI, where ill display it in a slot. its already functional so i only need to somehow get the image there

rotund barn
stone field
wheat citrus
#

Is there a way to restrict input on a macro? I want to make a macro that only compiles if both maps have the same key and value types. Is this possible or can I only throw an error at runtime?

pine creek
wheat citrus
pine creek
wheat citrus
pine creek
#

something like this maybe? i'm not sure I follow exactly but this is my thought

#

or this if you mean keys A need to be the same type as keys B, and values A with values B

spark steppe
#

get first element of both and try to assign it to the same variable

#

connect that whole logic on the false logic of a branch which is always true

#

that way it might do the compile check without additional runtime cost 🤷

wheat citrus
#

Thanks for the inputs, seems like what im trying to do isnt possible anyways

#

for some reasons macros dont let you do wildcard logic, you always have to imply a type

spark steppe
#

no!?

#

foreach loop is a good example for the existence of a wildcard macros

wheat citrus
#

give me a sec I'll post a screenshot of the error

spiral plinth
#

Hello! I was wondering if anyone knows if its possible to modify landscapes in a blueprint component.

wheat citrus
dark drum
# wheat citrus

Yea, there are no many unknowns. For example, if the two inputted maps have different key and value types it can't function.

wheat citrus
dry sleet
dark drum
dry sleet
#

At least with ALandscape.

#

Could be wrong, I don't use it that much.

wheat citrus
mild jacinth
#

Since the topic went slightly on redirectors. I have seen an issue happen now many times with structs, specifically that structs dont like being moved around to different folders while being referenced in other bps. Anyobe know of a way to fix this, rather than just creating a new struct actor with variables?

dark drum
dark drum
mild jacinth
#

5/10 times a bug happens where it causes unfixable redirector bug even after rebuilding from source

#

Packaging yields unknown struct error ("is the struct in redirectors list?") which is referencing broken struct

#

"Using fallback struct"

dark drum
plucky quest
#

I have a nav mesh in an area that goes through a door but when the door opens the nav mesh doesn't update so there's a line with no nav mesh where the door used to be, making it so the ai cant pass through the door. How can I update the nav mesh after the door is opened?

quaint fable
spark steppe
#

or at least one which supports modifiers

#

which you can dynamically place/remove when opening/closing the door

hearty veldt
#

in general you don't really want to put stuff inside the level BP, there are some exceptions, but that's once in a blue moon, most of the time you're better off not doing anything in it

plucky quest
stone field
quaint fable
#

The only thing I have running in level blueprint right now is a jump scare which only happens on that level. In the future, should I do what you mentioned instead? @stone field

hearty veldt
#

oh that's really bad, tick is bad, looping through literally everything is also bad, and looping through everything every tick is worse

quaint fable
#

@hearty veldt Is there a better event I could use?

fiery swallow
hearty veldt
#

like I said best case would be Interfaces, if you don't want that, at least do a direct reference to the gate, and keep track of opened generators, that way code only runs once when a generator is activated, and when all are activated gate opens

fiery swallow
#

Looping things on tick is fine, tick is fine, and looping through arrays is fine

hearty veldt
#

@fiery swallow oh, I didn't mean looping in general, as in that for each, I meant looping through all actors, just to get the ones you want, the for each only loops through a few so that's fine, it's everything before that that's bad, you can have hundreds if not thousands of actors in a level and looping through all of them is unnecessary, unless is done once on init, altho even that can be avoided

spark steppe
#

i wouldn't even make an interface for that

#

just link the generators to the gate

#

and notify the gate when an generator got activated

#

or add the generators to an array in the gate, and make an event dispatcher on the generator which triggers when they activate

hearty veldt
stone field
# quaint fable The only thing I have running in level blueprint right now is a jump scare which...

It's not like it's a total no no for messing around, but since you are grabbing direct references to the scene, it gets messy.

The idea of the EntryPoint system is not to control stuff like what happens in the game, say a jumpscare. The EntryPoint initializes the scene and ui as needed.

A jumpscare should optimally be it's own BP_JumpScare, something that you can re-use anywhere in future to trigger whatever your scare is for that particular point in the game

quaint fable
#

thank you!

primal crown
#

Anyone have an idea on how to like Vertex displace vertices in a triangle or well / using 3 points A B C
as you can see Non works fine
and A and B works but as soon i try to edit C anyone know how to "maybe kinad fix this"

frozen wren
#

how would some one get animation play rate based on character speed

sharp cloak
#

Hello guys, is there someone here ?

#

I got a problem and i need a help

spark steppe
#

nah, we close at 8pm

sharp cloak
#

I cannot succeed to detect a collision between an actor and a brush box

sharp cloak
spark steppe
#

do brush boxes even have collision settings?

sharp cloak
spark steppe
#

so no

#

then they also don't have a physics body, and therefor no collision response

#

you would need to use a box collision for that

#

you can most likely at some point (e.g. begin play) copy over the box extends etc. from the brush box to the collision box

sharp cloak
#

oh... but how to use boxes to make good sized texture on wall ? I used box brushed especially to make me able to positionate correctly my textures on walls ...

spark steppe
#

oO

sharp cloak
#

when i put a texture on a box and then i extend the box, the texture extends too

spark steppe
#

use proper uv unwrapping or make a material which does rely on world "UVs" rather than object UVs

#

because you stretch the UV of the mesh when stretching the mesh

#

a brush box isn't the solution to your problem

sharp cloak
#

oh ... so its very strange ... when to use box brush ? 😄

#

So, i need to make boxes in my walls to make a collision ? 😄

#

lol

#

😢

spark steppe
#

you should solve one problem after another

#

so either collision or texture first, decide

sharp cloak
#

collision

#

of course

spark steppe
#

for collision your mesh needs a collision body, which you can setup in the mesh viewer in unreal

#

guess there are some tutorials for that out there... on youtube or the unreal learning portal

sharp cloak
#

can you apply collision on brush ?

spark steppe
#

do not use brush ffs

#

if you want to create walls in UE use the modelling tools of unreal

sharp cloak
sharp cloak
spark steppe
high iris
#

Got a little pickle here I could use help with. There's a variable in a BP class that seems to always reset back to null whenever I restart the editor. Doesn't matter how many times I tried to save it, make sure source control had it set, every time I open the editor I have to set it back to a value again. I hear that's a bug that occasionally some assets get into?

If so, any clever maneuvers one could try to fix it?

sharp cloak
sharp cloak
sharp cloak
sharp cloak
maiden wadi
# young meteor Unreal warn this node is expensive and I'm using it a lot at the moment. Would i...

There is no cheaper way except if you already have them in an array somewhere. And this node is not inherently costly. It scales based on how many actors there are of the type that you return. Getting a few isn't really going to cost anything. Few dozen even isn't so bar. When you get into triple digits, it's time to start considering a registration system where the objects can register themselves to a manager and you can pull the array from there.

GetAllActorsOfClass pulls from a map basically of Class/InstancesOfClass. And iterates over them to dump them into an array of that type for you and return it. The most costly part of this operation is the array allocation. Smaller arrays tend to trigger memory reallocation less. Larger arrays need more contiguous memory to exist in, so as the array grows it can end up being move a couple times if the numbers are big enough.

So like pretty much anything, it depends on what you're using it for and the scale you need to use it on.

lavish ore
#

Hi, how do I set the "sound" value of the synesthesia, using blueprints? 🤔

So for example when the game starts it will select an audio wave variable and place it in the "sound" slot.

#

I have tried this. However, it won't let me change it.

maiden wadi
lavish ore
#

@maiden wadi

maiden wadi
#

Depends. Can you create one of these dynamically? Some things can be created dynamically as well as created in the content browser.

lavish ore
#

I will need some way to check the waveform of the audio, actually in game.

The synesthesia would be perfect if it didn't analyse the waveform before you play.

rigid summit
#

Quick question. How do I "Add distance" to a location? Gaol is a line trace from my gun to the center of the screen. I do a 1st line trace from the camera to the middle of the screen, then taking that impact point as the "end", start another line trace from the muzzle of my gun to that impact point. However, the impact point sometimes falls shy of triggering a hit, so I want to add some length along the location, how would I add math to that?

#

I tried getting a forward vector from my camera, multiplying it, and then adding it to the impact point, but it makes the trace off centered

maiden wadi
# rigid summit Quick question. How do I "Add distance" to a location? Gaol is a line trace from...

You don't really want to add to the distance so much. Not quite anyhow. You should use the camera trace hit/end point as a Target. Use the muzzle as a Start. With that you can use the... GetUnitVector or whatever it's called. This is a 1.0 length vector in the direction from your muzzle to the hit point. This you can multiply by some really large number like 100,000, and after multiplying that, add it back to the muzzle location

rigid summit
#

GetUnitVector is exactly what I needed! Thank-you

#

works great now

peak pier
#

Anyone familiar with Orthographic camera's in Unreal? Noticing weird behavior where I can't add translation to the camera when the "Auto Calculate Ortho Planes" checkbox is checked, I can't modify the translation of the camera. This is in UE 5.4.3.

primal hare
#

How to make box extent of a Collision box public?
If I turn a TriggerBox into BP the box extent is available to edit in the editor. I'd like the same for the Collision boxes I add in a BP.

spark steppe
#

you have to select the component in the details panel, then you should be able to edit them

#

how they are exposed to the actual actor for the trigger thing, is afaik only possible with C++

primal hare
#

hmm so I guess I'll stick to turning Trigger boxes to BP. Having box extent exposed is very useful

spark steppe
#

yea, or declare them in C++, it might be UPROPERTY(meta=(ExposeFunctionCategories="abc")) where abc is the category name that you want to expose to the actor details

primal hare
#

C++ is like swedish to me, can't even sauy hello

surreal carbon
#

hey is there any way to check if the user has alt tabbed or if the window is not in focus

raven gyro
#

any tips on how to make this into an array that reads all of the targets and materials?

raven gyro
#

the dynamic material instance can only connect one skeletal mesh target

#

is there a way to connect all of them into that ?

lunar sleet
#

Oh. Make array, for each loop, create dynamic mat inst

#

There’s probably a function to get all bones if that’s what you’re going for

raven gyro
#

well im doing a button to fade out all the bones except for the one that i pressed

lunar sleet
#

Yeah so if you can get the array of all bones, find the ones you want to remove from it, remove them, iterate over the rest

raven gyro
#

is this array correct?

#

then turn into this

sweet imp
#

Hey guys! I am trying to use navmesh walking movement mode for my enemies, but the collisions do not work with environmental objects. In the description of navmesh walking it says that if I have generate overlap events, it'll trace for collision, but even though I have this enabled it still doesn't. Unfortunately there doesn't really seem to be any documentation on this online that I could find, so if anyone here knows how to help I'd really appreciate it!

lethal coral
#

anyone know how to do a backwards solve for finger controls?

fickle lichen
#

How do you manually reset the velocity of a character movement component?

silk cosmos
lethal pollen
#

If I have applied a material instance to a material, can I change the value of its parameters or do I need to create the material instance dynamically?

#

Thanks!

iron idol
#

been stuck on this problem for about 3 days now and unable to move forward in my project. Would appreciate it if there is someone on here can figure out whats going on that would be great. To summerize I'm trying to remove a widget from a party member in my turn based game. Despite the game seemingly knowing who the widget is attached to, it is firing "not valid" when I try to remove it as it says its accessing none.

#

the widget is set here in the image below within a funciton in the same component

#

I've had multiple people look at it and no one has been able to figure out what the problem is

stone field
#

If it is indeed null, check that it is set correctly on creation. Then ponder sequence of events, or if the variable is cleared somewhere etc

iron idol
#

@stone field Not sure I've tried the apporach in your first comment? I take it I don't just hover over the variable?

stone field
iron idol
#

I've used various methods such as prints and debug keys, but nothing beyond that. If this is somethign else entirely then I would love to learn.

stone field
iron idol
#

Would it be possible to bother you with an image example? I unfortunately learn better from visually seeing than reading

#

of the method you were suggesting

stone field
iron idol
#

thanks

#

that summery might help

#

i appreciate your time

#

omg, I just realized this degualt value field had been blank this whole time

#

literally 3 days lol. The widget is still for some bizarre reasom is still not getting removed from parent despite not getting errors, but maybe this had something to do with it

stone field
frosty ingot
iron idol
#

I dont know, but I do want to say I love your lil dude

stone field
frosty ingot
iron idol
#

You could maybe remove the spring arm all together and have the camera follow your character using vector?

#

like have a seperate camera entity. not one connected to your character/

silent drift
#

Hello! Anyone know if there is a way to make the character deaccleration slower? I tried changing the "Braking Deceleration Walking" both up and down, but I still go from speed 1400 to 600 in an instant. (I slide down a slope, fast and want to get back into my walk speed but not in an instant).

grave relic
#

Guys, I just need confirmation that what I did is going to work.
I have in my game a check that is done on the version number.
I have a JSON file on my WEB server.

In the game, I retrieve the JSON code then I compare it to check if it is strictly equal to the number that is on the server.

Since this is an offline game and I want to keep the game in good condition, I want to force updates on the client side. Which means that between two or more versions, I have a single file on the WEB server with the current version number.

Will the code I made below do what I want and not block or cause problems for people?

versed sun
#

what if they dont have internet connection ?

#

Request Not Success>Create Main Menu

grave relic
versed sun
#

Looks like it would , just have to test it

grave relic
#

It was mainly the logic that I wanted to know 👌

#

Afterwards, I don't know if I block people without internet? Knowing that they are on Steam, I don't know...

thin panther
versed sun
#

I wouldnt force an update on an offline game

thin panther
#

The joy of single player offline is not needing Internet or required updates

#

I get you want to deliver the best experience, but let your customers choose what they prefer

#

It hurts literally no one

versed sun
#

Unless they are competing for leaderboards or something

grave relic
#

Should I remove it then?

versed sun
#

just dont force it

#

If no interned > Main Menu

#

and , in Update widget , also option for Main Menu

thin panther
#

Personally I'd remove it.

Your platform handles forced updates anyway

#

You can make an update required on steam, with the bonus that people in the know can downgrade if they like

grave relic
#

In this case I change my loop to “False” and make sure to tell them that an update is available

#

In lobby?

thin panther
#

Again, steam can handle all this for you, I'm not sure why this is necessary

thin panther
#

No, by just pushing an update

fiery swallow
#

I think he meant using the steam sdk, so yes

#

with (steam)sdk

thin panther
#

No, you dont need to handle updating in game at all. In fact steam advise against it

#

You just push an update and you can't launch through steam until you update anyway

fiery swallow
#

ye steam has an sdk you use to push updates

#

you both right

thin panther
#

No it doesn't.

#

You use steam pipe to push updates

grave relic
#

I'm going to change all that.
I'm just going to make sure to add the update widget to the lobby. The player will only update if they want to. As long as it is on the current version, nothing is displayed in the lobby, otherwise, I just display a small message.

thin panther
#

Or the steam cli

grave relic
#

Yeah

#

Except I will use the Steam SDK for the next game

fiery swallow
#

anyway, you're both right

thin panther
grave relic
#

Yes I looked a little, but since my game is not necessarily online, I have planned that for the next one. We'll start on a complete basis with the Steam SDK

thin panther
#

Yeah definitely a good idea.
Though you'll still want the sdk for stuff like achievements

#

Or the subsystems etc.

grave relic
#

Yes, I saw that, I'm saving my magical ideas for next time

vast vapor
#

Hi ! I'm trying to migrate my pawn from using a FloatingPawnMovement to using a CharacterMovementComponent.
In both my BP I have an "Add Movement Input" node, that takes the same parameters and in my floatingPawn, the speed is capped as it should be and my character travel at normal speed

But on the other side my character won't stop building up speed...

I wish you can help 🥹 Thanks !

It seems that if I put a speed limit it actually won't pass it, but then my custom made acceleration systeme has no use.
I might say that I use the default flying mode in my CMC

fiery swallow
#

CMC only works with an actual character class

gilded jewel
#

hey all, has anyone seen anything either plugin or examples of a UI widget that displays analog controller feedback ?

vast vapor
#

My old class was a standard pawn class with a floatingPawnMovement component slapped to it

grave relic
#

I saw a problem this morning while I was playing with the requests from the "Http Post Request" node, I just saw that when the request takes the output from the "Request Was Not Successfull" node, the game crashes and so does Unreal Engine .
I didn't say anything this morning, because there you go, but I have a colleague who has the same problem and even worse, when people play his game, on certain clients, the firewall blocks the request and crashes their game .
How can we solve this problem?

#

If you want to test add a fake URL and you will see your game crash, how can we fix this?

stone field
#

stack trace would be good also

#

install editor debug symbols if it crashes editor

#

to get proper trace

grave relic
stone field
grave relic
stone field
#
  1. go to epic launcher, pick your engine in Library, little down arrow, Options -> "Editor symbols for debugging"
    Then if Editor crashes, you should see proper error log in the crash window
grave relic
#

Yes i found

grave relic
stone field
grave relic
# stone field restart editor, trigger the crash, copy the error log in the crash window
EpicAccountId:1febfbc733a8410b92c4d08da6e179ea

Assertion failed: IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1113]

UnrealEditor_HttpBlueprint!UHttpRequestProxyObject::ProcessComplete() [D:\build\++UE5\Sync\Engine\Plugins\Web\HttpBlueprint\Source\HttpBlueprint\Private\HttpRequestProxyObject.cpp:40]
UnrealEditor_HttpBlueprint!V::TBaseUObjectMethodDelegateInstance::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:665]
UnrealEditor_HTTP!TDelegate<void __cdecl(TSharedPtr<IHttpRequest,1>,TSharedPtr<IHttpResponse,1>,bool),FDefaultTSDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_HTTP!FCurlHttpRequest::FinishRequest() [D:\build\++UE5\Sync\Engine\Source\Runtime\Online\HTTP\Private\Curl\CurlHttp.cpp:1322]
UnrealEditor_HTTP!FHttpManager::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Online\HTTP\Private\HttpManager.cpp:475]
UnrealEditor_Core!TBaseRawMethodDelegateInstance<0,FTSTickerObjectBase,bool __cdecl(float),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:518]
UnrealEditor_Core!FTSTicker::FElement::Fire() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:157]
UnrealEditor_Core!FTSTicker::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:110]
UnrealEditor_Core!`FTSBackgroundableTicker::FTSBackgroundableTicker'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\BackgroundableTicker.cpp:28]
UnrealEditor_Core!TBaseFunctorDelegateInstance<bool __cdecl(float),FDefaultDelegateUserPolicy,TFunction<bool __cdecl(float)> >::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:863]
UnrealEditor_Core!FTSTicker::FElement::Fire() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:157]
UnrealEditor_Core!FTSTicker::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Ticker.cpp:110]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6162]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
#

Wow too long sry

stone field
#

no that's fine

#

hmm

grave relic
#

It's only when the request is not made

stone field
#

I can see something in UDN related to 5.3 or less and WinGDK builds, not sure if related
Can you try it by setting default value of FWinGDKPlatformHttp::bUseWinHttp to true, or pass in runtime args as -UseWinHttpGDK ?

grave relic
#

Nothing could be simpler for it to crash, I put a URL as if I had made a typo by simply adding an extra m to url.com.
So it goes to the exit of the "Request was not successful" node and it crashes.

stone field
#

Also a post of something similar on Mac, but I guess this is on Windows

stone field
#

no solid clues yet, just looking around

grave relic
#

Yes I didn't find much too

#

Because if my clients stay stuck like that, it's a shame.
And Epic Games isn't going to update, I think they have other things to do

stone field
#

well, this does look like a pretty nasty bug, surprised nobody else has stumbled on it if so... i gotta head out but might try to repro it tonight for the helluvit

grave relic
#

Yes sure

#

@ me

mental thicket
#

Hello - environment artist grappling with blueprints here. I've created a packed level artist with HISMs that provides some variation/randomisation to roof tile pieces on each run of the construction script (when the asset is moved or altered). Figured that out fine and got some nice variation going! My problem is that now I am attempting to give the end user the option to lock in and prevent further randomising via a boolean tickbox (RNG Frozen? in the screenshot).

#

Currently, when the user ticks RNG frozen, the blueprint will re-randomise once more before freezing further alteration. I need it to freeze it immediately, without that additional round of randomisation. I hope that makes sense. If anyone can advise if this is possible, please let me know. Cheers!

old sonnet
#

for default Character controller. Is thee a way to have character automove? like autorunner

dark drum
dawn gazelle
# grave relic I saw a problem this morning while I was playing with the requests from the "Htt...

It's an experimental plugin as far as 5.4.2 goes which means it's not ready for use and you really shouldn't be using it for anything that is going to be released.
The issue is with line 40 of HttpRequestProxyObject.cpp which appears to attempt to reference "InResponse" and call the function "GetContentAsString()" but if that InResponse is invalid (which it likely isn't if it failed to find the website in the first place) then it can't access that function which would cause a crash since the reference is null.

mental thicket
grave relic
dawn gazelle
#

You can't fix it within blueprints alone.

#

The only fix in blueprints is to not use this node.

grave relic
grave relic
dawn gazelle
#

Find some other plugin that provides HTTP Post functionality (there's plenty of them out there) or write your own.

hollow tendon
#

Cast to actor -> get the result actor and set it as a vatible.
use the new actor vatible and access its data.

the question is. Each time you access that actor which you casted to and settted it. does that consider as a cast when you access its data from the vatible that you set?

dawn gazelle
mental thicket
dawn gazelle
# grave relic How did you get the code here?

A potential fix that may correct it could be as simple as changing it so that function looks more like this:

    FString ResponseString = InResponse ? InResponse->GetContentAsString() : "Invalid Response";
    OnRequestComplete.Broadcast(ResponseString, bInSuccessful, MoveTemp(CachedHeader));

This changes the function to check if InResponse is valid first before attempting to access the GetContentAsString function, and if it isn't valid then it'll populate the ResponseString variable with "Invalid Response" and changes the delegate to then use the ResponseString variable, which should then give you a correct response or "Invalid Response".

If you're not familiar with using C++ and finding errors or making changes to code and compiling, I'd highly recommend against using Unreal's experimental plugin as it's not ready for primetime if it crashes like this just because the URL couldn't be reached.

#

There's probably more landmines in the plugin if a glaring one like this is in there.

gaunt stirrup
#

hi guys

#

can anyone help me with a game menu mechanic please?

#

im trying to have my character select, song select, and map select depict which level loads lol lowkey having trouble

#

each mode select is in a different widget

#

im thinking , before you press play if i have a series of true/false nodes with the conditions of each mode it can sort which level you should be in

#

but im having trouble routing the conditions - how can i reference variables from other widgets?

#

should i make it all into one widget ?

stone field
#

Or you might have some logic BP and the widgets talk to that

grave relic
gaunt stirrup
dawn gazelle
grave relic
dawn gazelle
#

Try it out. See if it fits your usecases.

#

Probably more stable as it has been around for some time too.

grave relic
#

But I can't find an equivalent to Epic's node

maiden wadi
dawn gazelle
dawn gazelle
maiden wadi
#

👀 Someone say casting was expensive again?

dawn gazelle
#

Assuming so based on the question 😛

maiden wadi
#

There are some ways to do this, but I don't remember off hand. I know level instances are one. You stream them in when desired which async loads them. But there was also some new thing with 5.+ I think which allows you to do some type specific things to levels. EG hiding and showing decorations for different seasons kind of thing. Unsure if it's async or not though, but assume it is. 🤷‍♂️ Can't remember the name though.

dry sleet
#

Isn't that Data Layers?

#

I don't work with WorldPartition so I haven't explored them, but I recall that term at least.

eager thicket
#

is there a way to get a physics object to stay completely still until another physics object collides with it?

#

Set simulate physics on/off is ineffective for this task honestly

gaunt stirrup
maiden wadi
#

The stuff you want it set to?

hollow tendon
#

such as @glad cloak, you or all this people who says it is expensive

#

so whom i believe

hollow tendon
#

and others too, in a way that might effect performance

#

so whom i believe now, is cast expensive or not

dawn gazelle
# hollow tendon cast is free? all this years i hear it is not free and it is in fact expensive. ...

The act of casting itself is so cheap it only really factors in if you're casting tens of thousands of times a frame. The real "cost" of casting in blueprints comes from now having a hard reference to that other class that you're casting to in your blueprint, which means that in order for you to load the blueprint that has the cast in it, it also requires you to load the class you're casting to, even if you never reach the point of actually casting in your code, so it becomes something extra loaded in to memory because of a dependency. With enough casts being spread out through your code base, a single class could end up loading all sorts of blueprints into RAM even if they're not actively being used.

hollow tendon
#

you are contradicting your self Datura. what if you use casting in event tick

glad cloak
hollow tendon
#

yeah

glad cloak
#

But every tick for one object is minimal

hollow tendon
#

so if it happens only once a second, it is fine?

#

thanks guys

#

🙏

pallid sphinx
#

can i rotate the camera around the player with my mouse without setting use pawn control rotation to true on the spring arm?

#

im trying to replicate the World of Warcraft camera system and ive got everything working apart from holding left mouse to freely move the camera

trim matrix
#

How to add a function category? (Where you can store variable in a grouped place)

#

I do not see the option..

#

Secondly, is there a way to attach the CMC to a mesh inside an actor(on the z axis only)?

trim matrix
#

Without moving the entire actor

quick rampart
#

how to make score system for quiz ? i need a help

rugged wigeon
rugged wigeon
trim matrix
rugged wigeon
#

It is the second property in Graph under Description

trim matrix
rugged wigeon
#

it would not be possible

trim matrix
#

There must be a way... at the end of the day, its code

rugged wigeon
#

nope

#

what you're asking to do is completely nonsensical in the context of what these things are

trim matrix
#

Where is the setting to change the auto jump height? That maybe could fix it if i enter a big number

rugged wigeon
#

you would have to change the definition of these things in order for that to be feasible

#

what do you mean "auto jump height" do you mean "jump z velocity"?

trim matrix
#

The setting where when you only press W, the cmc can still go on it(without pressing the space bar)

spark steppe
#

step height

trim matrix
#

Im going to show to the problem clearly soon

trim matrix
#

this is what is happening... im not so sure how to fix that problem

#

@spark steppe @rugged wigeon

#

The cmc doesnt go up when the mesh does

rugged wigeon
#

the cmc is not there because the cmc does not have a position. it is not anywhere

#

you might mean the capsule collider

spark steppe
#

why am i not surprised by that kind of "screenshot" from you....

trim matrix
spark steppe
#

the actor root is there

rugged wigeon
#

the cmc is the character movement component and is a different thing

spark steppe
#

and you moved the mesh up, relative to the actor root

trim matrix
#

So i should just setup the mesh as the root component?

trim matrix
spark steppe
#

you cant

#

the capsule is root afaik

#

you would move the capsule up

trim matrix
trim matrix
#

Seems impossible to me lol

#

The control rig moves it... so i cant block it in the root capsule..

#

Ben, thx for your help

rugged wigeon
#

pretty sure the control rig just needs to move the root component of the skeleton and it'll move the capsule

spark steppe
#

i don't think so, but what do i know...

#

after all the mesh is child of the capsule, not the other way around

rugged wigeon
#

Yeah but that's just how root motion works, isn't it? The animation logic passes root motion, aka the literal motion of the root of the skeleton, back to the capsule? Idk, I haven't done much control rig stuff.

#

but that's the essence of what must be happening in a root motion montage

spark steppe
#

yea, but they didn't say that they use root motion

#

which may induce other side effects

trim matrix
#

I dont think im using root motion

#

Should i?

torn kettleBOT
#

:question: should he use root motion?
:8ball: Outlook good.

spark steppe
#

that depends on your project

raw spindle
#

are there any built-in utilities for formatting blueprint code?

trim matrix
#

Im not so sure if thats the problem tho

pale remnant
#

I have a strange bug. When I have a main menu level and I load the game level after a button pressed the player pawn gets possesed but the camera is wrong (You can see the character reacts to my input after eject from the pawn). I have a view from the origin 0,0,0. When I play in editor without changing levels everything works fine. Does anyobody has an idea what could cousing it? I placed the character BP directly in the world with auto possessing as player 0

stone field
raw spindle
#

also, I've seen some people with different (straighter) wire styles - is that an option somewhere, or are they using plugins?

stone field
#

one of those plugins has 3 or 4 different style options, don't remember which assistant

raw spindle
stone field
#

The main advantage of auto-formatting is just not having to waste time fiddling with placing the damn nodes

#

I love that, and try to enforce others to use it too so that bp readability is consistent

pallid nest
#

how does really the size map works? I dont understand why some of my blueprints in my size map has some actor components that I didn't add. It also happens with characters even when I dont have casting :/

raw spindle
stone field
raw spindle
#

ahhh ok

trim matrix
#

Is there a node to set the root component in BP like in cpp ?

#

can't find anything when typing "set root component"

stone field
trim matrix
stone field
#

If you can find the c++ function, and look at the header, one might assume that it has not been made blueprintable

trim matrix
#

That's indeed why I am asking if there is one

#

Anyway

raw spindle
stone field
autumn kestrel
#

Hey guys!
Has anyone worked with VARest plugin before?

lunar sleet
#

lol how to time yourself out by trying to ping the whole server

#

Enjoy

autumn kestrel
#

sorry my bad!

narrow pendant
#

is there functionality to copy the contents of one enumerator to another? I have it referenced in a ton of places and I don't want to replace those, just replace its contents

narrow pendant
cedar sparrow
#

Is there any actually difference between macros and functions except that functions cant use latent nodes? Why would you ever use functions over macros?

maiden wadi
trim matrix
narrow pendant
trim matrix
maiden wadi
trim matrix
#

Enums?

cedar sparrow
#

Ah i see

maiden wadi
narrow pendant
#

I want to copy all the entries inside enum A and paste them into enum B so I don't need to replace all the references to the class of B in my bp

maiden wadi
#

That I'm not sure you can do. Hand editing all the way. #DesignerLife

narrow pendant
#

alright thanks anyway

maiden wadi
#

Might be some C++ magic. But by the time you write it, you'll probably be done editing it.

stone field
lunar sleet
#

If you mean step through the code you can totally do it

#

You just have to know how

stone field
#

hmm, so is there a trick to it? do tell

lunar sleet
#

F9 on the macro itself, then step into

stone field
#

Thanks, will try it out next time I need to : )

lunar sleet
#

Least it worked last I checked

trim matrix
#

Harder than a normal fonction tho since the pin are weird in macros

stone field
#

I still don't really get why people would want to use them, except maybe to take advantage of the multiple out pins

lunar sleet
#

Yeah I only use them for that nowadays

rare gale
#

If I used Set Members in a struct, should those changes persist until the game is shut down? I'm having trouble with an Enum staying set using this method and not sure how to debug it

gloomy holly
#

does anyone know how to set a team number to random for a "setup player start"?

#

this is how i have my starting player setup, but it generates random team numbers for different models

stone field
rare gale
maiden wadi
#

Would need to see the function to speculate further.

rare gale
#

I'll put together some screen shots

rare gale
stone field
rare gale
rare gale
rare gale
#

Finally, back in the QuestInfoBox, when the button to Accept the quest is pressed, the state is changed and the UI is cleared. When I return to the quest giver and open all the UI again, the state is back to the original Active state rather than the changed state of In Progress

rare gale
rare gale
stone field
maiden wadi
#

I was about to say that same thing. 😄

#

I think you copied the wrong one last time.

stone field
#

I will open my project and check how we do SetMembers

maiden wadi
#

SetMembers works fine. But I'm 99% sure there's something else the matter.

rare gale
maiden wadi
#

Yep.

#

That is a copy.

stone field
#

Pass by value vs Pass by reference classic by the looks of it?

rare gale
marble tusk
#

And it's getting a new copy each time it's called since it's a pure function

maiden wadi
#

You're getting it by ref. But look at the out pin.

#

Ref is diamond. Copy is circle.

#

So you're copying your ref.

marble tusk
#

Functions can't return by ref. Only the inputs can be

rare gale
#

Ohhhh, I didn't know that. So I can't do that as a function? I have to do the same thing each time?

#

Good info on the triangel vs circle... never knew that

#

How did y'all know that? Seems important 🙂

#

Well, that fixed it. Thanks a ton, I've been banging my head against this stupid wall for 3 days.

stone field
#

just looking around now to see if there would be a nice infographic on this subject somewhere

#

There's a ton of hidden stuff hardly anybody knows about : P

maiden wadi
#

Yesterday I learned you can drag a pin and just press R to drop a reroute.

stone field
#

yeah, tons of nice shortcuts and stuff which are hard to find

maiden wadi
#

I've been draging, drop, type rer, enter, rearrange... FFS

stone field
#

That said, with BlueprintAssistant I hardly think about all that anymore, just make the stuff then autoformat it

gloomy holly
#

im trying to generate random player colours for each unit, but for some reason i am getting this result

#

here is the BP i have set up

stone field
#

right now that last image, you create a material but don't use it for anything.

i can't tell from the screenshot if the final setMaterial is different for the 3, but I assume they are

#

debug stepping and/or logging tends to be the best way to figure out what is really happening in this sort of situation

gloomy holly
half sage
#

hi guys, hoping someone can bonk me on the head and get me headed the right direction. Finally cracked ball cam with 6 degrees of freedom. Only problem is, when I introduce a lerp to transition between the views, it gets very wonky and jittery. First half is with it instantly cutting between camera modes, then I show my BP, then the second half is where it gets weird. Happy to answer any other questions about this, and explain any other logic going into this. Been stuck for a good minute.

gloomy holly
half sage
half sage
raw spindle
#

good stuff!

half sage
#

been wanting this on my couch for 10 years and no one is doing it

half sage
stone field
#

basically you just add a breakpoint, play until it triggers, then you can inspect values and step forwards node by node

#

super helpful to really understand what your noodles are doing

raw spindle
#

Is there a way to export a timeline to an asset somehow? I have an old in-place timeline in one of my blueprints, and I would like to make it re-usable

half sage
raw spindle
half sage
raw spindle
#

Yeah I want to actually make it into an asset though

#

seems like you can only do curves

stone field
half sage
stone field
#

basically if you are using yaw pitch roll ( Euler ), you are going to die on gimbals

#

quaternions work better

#

depends a bit on what you are up to, but if you already suspect gimbal lock then thats probably what it is

#

there's always ways around things though, like if you show your case, can think of something perhaps

#

or learn quaternions, but that's something I'm pretty rusty with, havent needed to think about them for years

#

Add Local Rotation might save you perhaps

#

I think that uses quats

gloomy holly
#

im trying to set a "TeamColourNumber" for a player to recieve when a new player hosts or joins the server but for some reason it remains at 0 and is not increasing

stone field
# gloomy holly

you set it to 0 at the beginning of every pass through this function, which seems like it might cause the problem

gloomy holly
#

so this seems to make the colours change now

#

but on the 3rd player only 1 of 3 characters changes colour

lusty hedge
#

i have a very big issue with my game. when too many enemies are hunting the player through a nav link, they get stuck and push each other into walls

#

any ideas?

stone field
marble tusk
# stone field

The only problem with the diamond pin is that there are some cases where a circle pin is still pass-by-ref. One example being struct break nodes

marble tusk
#

At least the blue colored custom struct break nodes. I'm not sure about the built-in green ones like break vector. Those might not

stone field
# lusty hedge any ideas?

you probably need to make them a bit smarter : )
like if there's too many neighbours, figure out if you are not first in line to go, idle or backtrack a bit

willow gate
#

Hey guys. General editor question here. I'm experiencing an annoying issue where my gamepad controls the editor menus while I'm previewing in a standalone build. So I'll press directional controls on my gamepad and the editor will also focus on individual windows and even the close button often so that when I press the jump or attack keys on my gamepad, it'll close those BP's in my editor. Is there anyway to completely disable gamepad interaction within the editor? I don't use it unless I'm playtesting so I have no need for it to be able to manipuate things in the editor at all. (I found a joystick setting in Editor Preferences > Level Editor > Viewports but it didn't fix the problem).

willow gate
marble tusk
wraith loom
#

How do I turn off the collision of a component? "Set Collision Enabled" only works for primitive components, and I'm using scene components.

maiden wadi
#

For starts, you're in the wrong channel. And second before you go to C++, make sure to get the build errors and don't use the error list.

#

I feel you. 😄

wraith loom
maiden wadi
frank sigil
#

Im currently stuck with this error log saying that it Accessed none trying to read the components to my player character. im sure that its something to do with my character BP but i dont know how to fix it. any ideas?

maiden wadi
frank sigil
#

It’s coming from my player bp

limber parcel
frank sigil
#

How would I fix it

limber parcel
#

spawning actor components before the actor would be kinda silly, no?

#

you can fix it by using a delay (not recommended) or by using delegates

frank sigil
#

By components I was referring to like my character bp variables functions etc so would it be different?

#

I’m probably reading this wrong so forgive me

limber parcel
#

i cant see that function in the blueprint you posted

frank sigil
#

That’s the vehicle one

#

I can post my character bp if you want

limber parcel
#

might be helpful when the error is crying about your character blueprint

frank sigil
#

its a little scuffed in terms of organization but it should help

limber parcel
#

probably your car is spawned before the player spawns

frank sigil
#

i use line trace to possess the car when I play it

limber parcel
#

it says your player doesnt exist though

frank sigil
#

and i read it wrong again

frank sigil
rotund barn
#

what does this mean? "cannot parse value. property ENUMitems String: "NewEnumerator0" but i have no enumerator0

limber parcel
#

drag from the pin where u get character and search for "is valid" and add that to your code before using the character

raven gyro
#

is there any way i can tell it to use all indexes? instead of just one number?

raven gyro
#

i put it for each loop but it only register the last number D:

stone field
#

but if you want specifically 0 to 16, that should really work. put a breakpoint there and step to check what is going on...

lusty hedge
radiant wren
#

How do I make these variable folders like in the Motion Matching BP?

stone field
radiant wren
#

r-click isn't doing anything

radiant wren
#

er, well it doesn't have catagories:

lusty hedge
#

thanks ill give it a shot

radiant wren
#

ah found it, it's this:

stone field
raven gyro
stone field
limber parcel
radiant wren
#

Oh yeah I got it, thx 🙂

tawny ginkgo
#

I want to create a drive-able shopping cart, could someone point me to the resources that can help me understand how to create one from scratch? Thanks!

sharp temple
#

for some reason i can't figure this out but i have a random integer in range that goes into a append so it's integer to string because i this is for a mission in my game it appends the random number into the rest of my mission string and then at the end i have a integer variable to store the randomly generated number ready for the mission reward but yet for some reason the random number generated and used in the append is different from the print string of the stored value from the set integer variable first image is what the integer to string shows which is the Cosmic Points value for the mission and second image is the printing of the integer variable

stone field
# sharp temple

get the random once to a local variable, and set that to the two places. Now each time it gets called it gives a new rand

radiant wren
thin panther
#

Each wire off a pure node calls the thing again

sharp temple
thin panther
#

One of the big reasons why you don't directly hook the result of a getactorlocation into a lerp

thin panther
#

Each wire is a new call to that pure node

#

After your do once, you have two wires from that random int, so that's 2 different random ints

sharp temple
#

only reason i am using a do once is because of the for each loop before it because it's adding the challenges in a list

#

worked like a charm thank you so much @thin panther and @stone field

#

blows my mind that it was is that small thing great thing to know now

stone field
radiant wren
#

So that piece is supposed to be a lever, I want the lever to rotate around its own center instead of around the whole blueprint's center

sharp temple
stone field
radiant wren
#

yes, the origin is where I want it to be in Blender, yet when I imported it, the origin was at the blueprint's origin

stone field
#

don't know why it's so hard, but then I never really dug deep into how models and stuff work

radiant wren
#

I made sure that "apply transform" was off when exporting

stone field
#

maybe just fiddle with the import settings until you get a clean item with correct pivot right off the bat

sharp temple
radiant wren
#

OH that looks like exactly what I need, thx

radiant wren
#

heh... that's stupid... it's a checkbox XD

#

that is on automatically

sharp temple
stone field
#

Unreal Motto "there's a checkbox for that"

sharp temple
#

usually if everything is setup perfectly it should just work but nothing usually just works

stone field
#
sharp temple
#

would be really nice as it has a lot of uses if you could just do it on the fly

thin panther
#

Fortunately you can bake pivots in ue5 modelling tools

sharp temple
#

you can do it briefly by holding i think alt+left click on the point of the model

stone field
#

aye the forum post has several angles of attack, but best is always to have them right from the start if at all possible, then resort to meddling

radiant wren
#

so..... now the mesh is gone XD

#

sigh....

sharp temple
#

can you show the model in blender?

radiant wren
#

I mean... it is small..... but I've looked, it isn't there and confirmed by the content browser:

spark steppe
#

approx size 0x0x0

#

you imported at wrong scale

sharp temple
#

yeah it does just seem to be to small for the human eye lol

#

as confirmed by Ben

radiant wren
#

no it's exported correctly, cause when I import it with that checkbox checked it works fine:

#

the checkbox that applies the origin

sharp temple
#

what about the scale in blender because unreal engine can scale it different from blender if not setup correctly

radiant wren
#

seems all good on Blender's side:

spark steppe
#

1 blender unit is 1m

#

1 unreal unit is 1cm

sharp temple
#

should be 0.001 or something

spark steppe
#

no, your scene settings should be different

#

and use 0.01m in blender instead of 1m

#

or you import with 100x scale

#

which can cause other issues tho

radiant wren
#

oh....... I see....

#

XD

#

I know I once knew how to change the units in Blender but I've forgotten how

#

ah got it

inner eagle
#

Is it possible to populate an array during runtime with the .wav files that are in a folder (already imported into ue5)?

radiant wren
#

still didn't work but I gotta go now, will continue fighting with this tomorrow I guess XD

sharp temple
radiant wren
#

alright, will do, thx 🙂

maiden wadi
inner eagle
maiden wadi
#

Something similar to this. Pulled it off of the forums.

#

There are a few different variations of those GetAssets functions.

lusty hedge
#

it was litterally a bool i had to check

#

they have the avoidance built into unreals movement component

#

INSANE

#

magic

#

the one enemy is still getting stuck on the window so i think its a different problem

inner eagle
# maiden wadi Something similar to this. Pulled it off of the forums.

Thank you, I've played around a bit with these nodes but haven't really gotten the result I want, but that's due to me being a complete beginner. My goal is to populate "WaveAssets" in my metasoundsource with the files added in the content browser in this specific folder.

Then I could during runtime change the integer (IndexYo) using UI buttons. The only step I have left to do this is to actually populate the WaveAssets array with the sound files. Please let me know if you have any direct solution in mind, I'll give GetAssets a few more tries!

surreal bridge
#

So, I am currently working on setting up an actor to dynamically create splines to other actors.

The splines will need to be having points along the circumference of a circle with a variable radius

The direction around the circle is dependent on where the target actor is in relation to where the current actor is facing.

For some reason, after all of that, I still have to change to the angle for the points on the circle. If it is rotated 0 degrees, I have to add 270, if it is facing -90 I have to add 90, but if it is facing 90 or 180 I don't need to add anything. Not really sure why

However, the issue I am having is that these will only work if the current actor is facing a cardinal direction because I have used a few float switches to get certain outputs related to the rotation.

I feel like I am overthinking some things and I would like to see if anyone can help me with this in the DMs

dim halo
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if i wanted my ai to stop focusing on a target momentarily will it is attacking. is there a way to momentarily pause set focus if it is being used in the behavior tree

paper smelt
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How would I go about setting a varuable from a child actor thing from another blueprint?

rugged wigeon
rugged wigeon
rugged wigeon
# surreal bridge So, I am currently working on setting up an actor to dynamically create splines ...

I'm not really sure what you're trying to do but it sounds like you're trying to figure out if you should route clockwise or counter clockwise around a point based on some sort of faced direction rule.

You probably want to check the sign of some dot product depending on whatever rule it is you want to be doing.

e.g. if DOT(A's forward vector, B's right vector) is positive, that means A is facing some vector that is at least partially to B's right. And if it's negative then it means they're facing at least partially to the left.

surreal bridge
rugged wigeon
#

well, try to use vectors to determine your rotation needs, not the current state rotation values, which have awkward issues flipping signs

#

I would advise against putting yourself in positions where you need to get the rotation of an actor to calculate logic. Almost always getting the forward/right/up vector will lend to simpler calculations

surreal bridge
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Alright, I will give that a try. Though it's a lot to change so I will be rewriting it and avoid using the actor's rotation

cold lion
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Hi does anyone know why my BP doesnt toggle correctly on each click? I have the same logic for the flashlight but this one takes 1-3 taps to actually toggle the speed?

frosty heron
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issue with flip flop is that it remember the state, so you can't force alter the state when you need to

cold lion
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oh okay