#blueprint

1 messages · Page 208 of 1

cold lion
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so what should I do here?

frosty heron
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Also triggered runs every frame

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well a lot of think are misunderstood it seems

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you want to use started instead of triggered

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As to flip a boolean value, you can get the bool, drag and type not and set it

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that will flip the value

cold lion
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So like this?

frosty heron
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I don't know what you want to do

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this is how you flip a boolean value

cold lion
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thanks

frosty heron
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@cold lion you can simplify it with a select node

cold lion
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One of these?

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I am trying to have the sprint/Running be toggleable

frosty heron
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well not how I would do it but I guess this is one of the way

cold lion
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Thank you

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haha I feel stupid lol

dim halo
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The ai seems to be repeatedly tracking the target as if I’m running it through event tick

rugged wigeon
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If you’re saying you tried clearing it and it didn’t help then you’re probably setting it on tick or in the BT repeatedly by mistake

dim halo
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I see

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So I would clear the focus momentarily to “pause” it?

lethal coral
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Ok my character keeps zipping around the place like sonic the hedgehog and I can't figure out why

graceful sage
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Are the legs stuck to ground?

lethal coral
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@graceful sage I've replaced the third person character with mine and made a blueprint so I could move around, but when I move my character she moves so fast she goes off screen then reappears when I stop moving.

graceful sage
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I'd guess to check collision on mesh and capsule

lethal coral
graceful sage
lethal coral
graceful sage
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I'd thr animations using root motion?

lethal coral
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I think so how do I check?

graceful sage
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Open the animations and look at root motion section

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Based on video I'm pretty sure that's it

lethal coral
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ok what do I need to do here?

graceful sage
lethal coral
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@graceful sage ok so what do I check if it's not the starter animations?

odd kiln
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Hi all ! Can anyone help me with my Fluid Simulation by Render Target in Blueprint please ? I already made it but it only works for 1 Actor. And I read that : If you want to simulate > 2 actors overlaping, you should make an array of components and location of there components that are overlaping, foreachloop and draw those to render target.

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But I don't know how exactly to do this. I tried some things but it did not work at all :/

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Also I don't know why some of my Actors (even if they are alone on the Surface) don't make the Fluid Simulation working

lusty hedge
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when on fire, the AI runs away. but in this case. its getting jammed and stuck on the player and as a result cant move

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they also occasionally get stuck in walls

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not sure what to do about it

rugged wigeon
faint forge
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I am trying to make an Editor Utility Widget that allows me to spawn or delete actors from in the level map, selecting them from Content Browser. "Get All Actors of Class" only accept Actor, my class is was made from Actor blueprint class, why I cant?

frosty heron
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Read the error

rugged wigeon
faint forge
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yes is like from the first node only gives an Object class

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what would be the workaround?

rugged wigeon
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The code here only "knows" that it's a subclass of object. You need to make sure it's explicitly defined as a subclass as actor

frosty heron
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You are trying to get a class of an object type but trying to plug it to an actor class type

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Object is not actor

rugged wigeon
faint forge
rugged wigeon
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show your attempt

faint forge
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first attemp

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no luck

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the display name is not printed (I am checkin in the OutputLog), only the 2nd print "printed?"

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I will use a normal Cast node now, already tried too

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cast fails

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printing display name here correctly print the name of the bp class

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is printing "BA_Grid"

frosty heron
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a BP class is a UBlueprint

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it's neither an object or actor if I am not mistaken

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casting them as actor make little sense here, what are you trying to do?

rugged wigeon
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it says parent class actor in the tooltip there

frosty heron
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yes but the Asset is not an actor or object it's UBlueprint

faint forge
frosty heron
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the instance would be the type that is derived from

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but the asset it self is not actor

rugged wigeon
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nifty

faint forge
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is there a way?

frosty heron
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don't know in bp

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but deffinitly there is a way in cpp, I haven't touch it yet tho, just saw some attempt by people in blueprint

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it's kinda futile soo far as far as I see

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you can access stuff like Material Instance, but a blueprint class like this, I am not sure

faint forge
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ok thx

maiden wadi
radiant wren
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Hey I was wondering if any of you guys knew how to basically say "hey, I don't care what your current rotation is, but go back to 0 after 2 seconds"

I figured it'd be a timeline with a lerp taking current local rotation in A and just 0 being B, and then feed that into a set local rotation, but both the set and get local rotations are a delta rotation which sets the speed of the rotation, no? Not actively says "hey, be this specific rotation" right?

frosty heron
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@faint forge ask Authaer

frosty heron
faint forge
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ok I did it! this is the solution

radiant wren
frosty heron
maiden wadi
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Oh you meant the blueprints, yeah

radiant wren
frosty heron
radiant wren
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like I want a node to tell me "where are you at" rather than "how fast are you going"

frosty heron
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lerp on tick instead

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RInterp current rotation to 0

radiant wren
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hold on maybe I should better explain, give me a min to put something together...

frosty heron
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Not sure why you would opt for interface here

radiant wren
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oh cause I plan for more "click and drag" controls

frosty heron
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anyway I would just Interp to 0 on Tick

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using RInterp to or FInterp

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That can be driven using a boolean

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When you are dragging, obviously disable it but when you are no longer dragging, set it back to true

radiant wren
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oh yeah so see the thing right before the timeline? that fires as soon as I let go of LMB

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but then my issue remains the same: how do I get current local rotation?

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and how do I set it?

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that's all I really need, those two nodes

frosty heron
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Turn Table Controller -> Get Rotation

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that's your local rotation

radiant wren
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but it's a delta rotation, no?

frosty heron
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Not sure what delta rotation

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It's relative to the parent yea

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hence local rotation

radiant wren
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oooohhh I figured out where I went wrong, I thought the light purple meant "delta rotation" but it just means anything involving rotation

eager thicket
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is there a blueprint that determines whether a value is almost equal to 0?

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so 0.1 and -0.1 will also register

frosty heron
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i failed math but I'm pretty sure it just mean the difference between 2 rotation

trim matrix
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Anyone? Its seems really easy with sequencer but not in anim bp/control rig

radiant wren
frosty heron
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@radiant wren

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the basic idea from what I think you are trying to do

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When not dragging, it just slowly rotate to 0

radiant wren
frosty heron
faint forge
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I am having this problem with a Spline, lets say I drag my mouse to the right... then the spline make an opposite "bouncing" before going to right if I am trying to create the spline very far away

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in the video I use command Show Splines, and I am spawning along the spline some meshes but that shouldnt be a problem with the spline

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I think has to be something with tangents?

faint forge
eager thicket
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thanks for the suggestion btw

frosty heron
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test it out

eager thicket
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ok

frosty heron
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float isn't really precise

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maybe try 0.11

spark steppe
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to check what actual value it would represent

wispy cedar
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Question : What is the purpose of Add Array if you can simply edit your index anytime ?

dawn gazelle
wispy cedar
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i was thinking it defeats the whole purpose of Add

dawn gazelle
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That's because index 3 is "GameMaker" by default. If you wanted to see "Cry Engine" you'd need to access Index 4.

wispy cedar
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OH Thank you good sir

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makes sense

empty hare
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Could anyone help me add a delay/cooldown to my blueprint? Im trying to make it so the collision capsule has a cooldown

lunar sleet
lethal coral
# pastel garnet

ok so what do I check/uncheck and what do I put in the drop down menu?

lethal coral
lusty hedge
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rather than sett

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how do i get a trace to ignore something of type

lunar sleet
lusty hedge
lunar sleet
radiant wren
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So I've got this section of code based off of the code from this video, and the link will jump to the point of the video in question but what he does to limit how far (in his case a door) can be dragged is as he shows in the video (idk how to explain it otherwise XD) but I don't like the way the door kinda "snaps" back into place when you try to drag it out of bounds, anyone know an alternate method of doing this that simply stops it from rotating but not stops you from ever rotating it at all ever? Just a simple "ah you can go the other direction but this is as far as you can go in this direction"

https://www.youtube.com/watch?v=bMEE7RKSddc&t=640s

Hey guys, in today's video, I'm going to be showing you how to open and close doors by using your mouse and holding left click and dragging the door.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:15 - Overview
00:40 - Tutorial
14:51 - Final Overview
15:18 - Outro
__...

▶ Play video
rare gale
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Reference Viewer says I have 5 assets referencing a BP, I've scrubbed through those assets and can't find any references to it. What am I missing? No variables, no interface calls, no function inputs/outputs. How else would something reference it?

lunar sleet
radiant wren
lunar sleet
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Update redirectors too

rare gale
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I've updated redirectors. I'm at the point where I'm ready to roll the dice and delete, just wondered if there was somewhere obvious I hadn't thought to look. Thanks all

loud tree
pliant marten
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not sure if this is the right place for this but im having alot of trouble with a UI widget. Im setting an image from a material instance dynamic for a simple compass. Everything works on the material properly but the widget is creating 2 images , 1 static of this original image and one that properly moves from the instance. I have tried everything i can to figure this out. i would really appreciate some help or if someone has run into this issue. I attached a clip so you can see what happening.

loud tree
pliant marten
loud tree
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To me it looks like the static image is the image you have set, then you're generating the material that moves over it

pliant marten
lusty hedge
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how do i make the trace ignore everthing except 1 thing

pliant marten
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delete the make array and inputs

lunar sleet
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either works

lusty hedge
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A little turret witha status light i made

slender grail
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Hello, not sure if that's the right channel to post this question in.

I was trying to follow this video (https://www.youtube.com/watch?v=oYmfq1GJaMQ) to make spline meshes with Blueprints, however I've been experiencing major FPS drops when I'm modifying an actor that has a spline component (the spline component is the only component!). The device I run UE on is pretty powerful so I was thinking something else might cause the issue.

By the way, my end goal is to dynamically update the spline shape during runtime, and with it, update the mesh

Any advice regarding my problem would be appreciated :)

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In this tutorial video I will explain how you can create splines/ spline meshes in Unreal Engine using blueprints.

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marble tusk
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I want to say it's related to having the spline directly selected in the component list, but I'm not 100% positive on that. I think in 5.4 they changed the default behavior to automatically select the component when you edit the visualizer which is really dumb imo. Luckily, there's a cvsr to change it back which I need to lookup because I don't remember it

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So try Editor.ComponentVisualizer.AutoSelectComponent false and see if that fixes it I guess

slender grail
raven gyro
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can any one help me with this print?

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i follow tutotiral but no work D:

lunar sleet
raven gyro
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this is my call here

dawn gazelle
raven gyro
idle sandal
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hi, i am having a problem with accessing a variable in a widget using interfaces. when i try to access the text block variable with a regular event the text block exists, but if i try and access the text block through the interface function, it gives me a null reference. does anybody have any ideas of what i might be doing wrong? or maybe something i can look into with using interfaces with widgets? the first 2 images is just printing the name and it working, the second 2 are me trying the same thing with a interface and getting a null reference. for some context, i have a slot widget that calls the interface function when a slot is clicked, which then is supposed to update some text. \

maiden wadi
idle sandal
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if i just use print the information from the slot that i want it gives me what i need, but as soon as i try editing the text block with that info i get the null reference on the text block

maiden wadi
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That's a bit odd. Should work fine.

idle sandal
# maiden wadi That's a bit odd. Should work fine.

thats what they said in the umg channel but i just dont get what could be wrong, and if i try and make a new project with just the slot and inventory, whenever i set the reference to the main inventory and hit compile it crashes the entire editor so i just have no clue whats going on, im using the engine built from source so idk maybe somethings just bugged or

maiden wadi
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TBF interfaces aren't used in UI very much. 🤷‍♂️ I mean what you are doing 'should' work. But it's more common for children to use delegates when something happens. Same idea as a button being clicked. And containerparents of them can bind their events and directly call functions on their children, but children rarely care about the parent. And if you are in the parent, you don't really need an interface most times vs just simply calling a direct function.

idle sandal
maiden wadi
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I'm unsure. Your bug doesn't really make sense to me. Because if the textblock prints correctly at OnInit, but not after a button click... Only thing I got from that is that it was deleted somehow? OnInit will run at the CreateWidget time. So it's super early in the creation process. Long before anything like Construct. Your button click clearly has a valid widget to call the function on, so it has to have been created and therefore ran Init.

wind sentinel
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hello 🙂 so I just followed this video https://youtu.be/2GKC8yEgv2s?si=qbTxuL1gyij-rLWA on "How to Play a Video In-Game in Unreal Engine 5". But somehow it does not work for me. If I hit play my video won´t play 😦 I already activated the electra player plugin and start the media player in the level blueprint with the "open source" node. Any ideas on how to fix this problem? 🙂

Hello guys, in this quick and simple tutorial we are going to learn how to play a video in real-time in Unreal Engine 5.
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cyan ivy
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Hello Guys

maiden wadi
# cyan ivy Hello Guys

Hi random 3D artist guy thing who randomly private messages people about their skillset like the person they randomly messaged is hiring. You took a wrong turn. You're looking for #instructions

thin panther
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You're on a roll of telling people about wrong turns tonight

maiden wadi
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I'm trying. Apparently doesn't work. 🤷‍♂️

strong osprey
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Hey all, got a question about collisions when simulating physics on skeletal meshes.

  • In the first image the actor calls "Set All Bodies Below Sim Physics". The box trace does not hit.
  • any traces that hit parts of the skeletal mesh inside the capsule component however do hit.
  • In the second image I do **not **call the sim physics node and the box trace hits, regardless of the mesh being inside the capsule or not

Could anyone explain why traces do not hit on skeletal meshes outside the character capsule component when simulating physics? And is there a workaround for this? Thank you in advance 🫡

odd kiln
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I have a code for faking fluid simulation but it only works for 1 Actor. If I have more than 1 Actor on the plane (Water) it does not work. Anyone can help ? ^^

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I know what to do but when I try it's not working properly I don't understand

empty hare
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is it possible to make a platform that cancels fall damage?

lunar sleet
empty hare
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The game has fall damage, im just tryna make a platform on my map that cancels that out

idle sandal
rose bobcat
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Im trying to make a lock on system, the camera locks on at what looks to be center mass. I want to choose where it locks on to target the face or chest. How do I customize where the camera locks on?

frail onyx
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Can anyone help me a bit with trying to implement this guide on arcade car physics? https://www.youtube.com/watch?v=LG1CtlFRmpU
how should i do the line traces, should they be on scene components that i made in my pawn or should i just have a function where i change the location of the line trace start and end and do that 4 different times? Also im not rlly too sure how to calculate the other stuff it says as it doesn't really go too much into specifics

A rundown of the general principles used for arcade-style vehicle physics using Unreal Engine 4 for the upcoming party combat racer Space Dust Racing. Dev blog: http://blog.spaceduststudios.com

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rare violet
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Is there a way to use a exec to set a boonlean to true/false?

maiden wadi
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What's a boonlean?

rare violet
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i meant boolean

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thought it had a n

dawn gazelle
civic granite
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does anyone know how to properly set up widget in network play? I would like to set it up in BeginPlay of Player Controller but the widget doesn't show up when I play the level in PIE with "Play as Client" net mode

maiden wadi
civic granite
crude tartan
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Hey All - If I want to use a soft object reference in the Construction Script can I just use a resolve node to convert my soft object to a hard object ref? Load Async isn't available in Construction Script (assume it doesn't work with the editor).

deft badge
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Okay so I have a character that walks into a room. I want the character to automatically walk to the other end of the room when he enters.
I hit a trigger box, disable controller input and use add movement input set to make the character do that. It works excellent, besides when I simulate or package as shipping build. The add move input seems to not do anything then. Anyone have any ideas.

dawn gazelle
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The only instance I can think of where it may not work correctly is if Begin Play itself doesn't fire which can happen if you have a mismatching GameMode and GameState (ie. using GameModeBase but using GameState as your GameState's class) but this would prevent Begin Play from firing on both Run as Client and Standalone.

civic granite
unique nacelle
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Hiya 👋 I am trying to make an anti-gravity field box. See here in the first-person template I added a BP_GravityField which extends the Field System actor. The red box is two things occupying the space space, 1. a cube with a semi-transparent red material and all its collision/physics turned off, to visualize the field, and 2. a box collision. When I run this level, all the blue crates go flying up and away forever. It's the effect I want but it's not being culled to the box collision. In my blueprint event graph, when I change the culling field culling operation to Inside, then none of the blue crates are affected.

true kiln
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Hello, I'm creating a spline in runtime, I would like to ask if there is any easy formula to calculate the tangents and keep the spline smooth at edges?
I don't want hard 90-degree edges but I need to edge to be smooth.

hardy merlin
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How do I configure Enhanced Input to handle me pressing chords, like Ctrl+K?

hardy merlin
true kiln
mild jacinth
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when it comes to LAN and ?listen server how can i get the client instance's player controller instead of getting index?

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assuming i wont be using steam networking

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this targets only server becuse server is host and has pc index 0

dawn gazelle
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Eg. If this is in the controlled pawn of that client, then you can get the controller of that pawn. If this blueprint is a child of Hud or PlayerState, they both have a means of getting the owning player controller.

mild jacinth
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it is a game instance bp

dawn gazelle
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So unfortunately, that has no relationship to any playercontroller, so there's no good way to reference the playercontroller directly.

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Alternatively you could have the player controller or one of the classes I mentioned above make a function call to the game instance and pass along a reference to itself so that you can get the player controller.

mild jacinth
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unless you mean this

frosty heron
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well mainly because you don't really want to use index

frosty heron
mild jacinth
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i mean i dont yeh. it opens wrong widget which is server at index 0

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client is at index 1

frosty heron
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the index is never guaranteed

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and how you will know who's who?

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the general advice is to not use get Player controller with index

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It's easy to know which controller owns the actor. Just use get Controller

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have a read through this

dawn gazelle
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So if you create and add it when running on the server, the server is the one that's going to create it and add it to their screen.

frosty heron
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@dawn gazelle I'm trying to figure out how to do random idle animation in multiplayer, do you have any pointer.

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thingking that maybe I could use the network clock as the seed

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but maybe there is a simpler way?

dawn gazelle
mild jacinth
frosty heron
mild jacinth
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i mean how can you add the widget to the client screen

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inside gameinstnce

frosty heron
frosty heron
rare dirge
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Actor stops moving in forward direction after 30 sec camera keeps rotating in all degrees. Help

frosty heron
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you can just do a client RPC in more reasonable place

mild jacinth
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question

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why is it that using print string yields such messages? (i set the text, but i mean that "Server" part. if I use client then it says Client 0:

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why are these debug print string messages replicated?

dawn gazelle
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They're not replicated. You're seeing on which instance of the game the print string is happening - makes it easier to understand where the print string is being triggered.

mild jacinth
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ah ok

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is game instance accessible on multiplayer unlike gamemode which cannot be accessed?

frosty heron
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Every machine have their own game instance

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and there's no way to reach someone else game instance other than your own

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doesn't matter server or client

lost hemlock
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@rose crest hi

rose crest
rose crest
mental trellis
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PS is also pretty slow by default.

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If you want a player-based quick rep, use the player controller or their pawn. Or increase the net frequency of the other things.

rose crest
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If it's low scope multi. Like few players then just increase net frequency

frosty heron
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For more accurate timer, you will need to adjust with RTT imo

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perhaps an RPC with RTT then let client decrement on it's own

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that way you just need to ask for time once

rose crest
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Or once every xx seconds to sync if you want to cheat proof it

frosty heron
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Well it shouldn't matter since only the server time matters

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client time is just there for visual

mental trellis
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If you don't want to increase teh net frequency of the game state, you can always add another, specific actor.

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For a timer, though, it really doesn't matter. You don't want to replicate the remaining time of a timer. You replicate the end time once and work out the time left on the client.

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If you replicate the end time of a timer, it'll be in "server time". The game state has a "get server time" (or something similar) method which you should use to compare, rather than your local client time.

limpid nebula
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Hi , anybody know how to pass parameters to a function that is called by a timer?

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If I try passing calling function which has parameters by a timer , the function is not working.

rose crest
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let function grab parameter during execution

forest fossil
#

Hi i am having problems with character movement

Basically my character moves fine, then i enter a car, unpossess the character, and possess the car (which also moves fine). I then exit the car, and repossess the character. Now the character no longer can run/walk or jump but for some reason my punch and dodge inputs still work.

Has anyone seen something like this before? I checked if it is still attached to that car (it was not), I checked whether inputs were being ignored (also no), so not sure what to do.

Thank you!

mental trellis
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Did you deactivate teh movement component and not reactivate it? Or something?

tight pollen
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hello, I have 1 mesh with 3 materials, and I assign 3 different Phys. Mat. and only 1 is detected
how can i fix it?

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is only detect Physics material from M_Concrete_A

kind willow
tight pollen
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@kind willow

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when i use grass material on cube everything is fine but when i use grass material on this mesh only concrete surface is detected

kind willow
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Try using trace complex

tight pollen
cunning juniper
#

Can someone help me with how to add sound variable in the widgets graph
Basically what i want is that when i click on a button the sound stops playing

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These are the blueprints

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That is used

kind willow
cunning juniper
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The sound is not stoping

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The sound is of half a minuite so it plays for half a minuite and then stops

kind willow
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Can you add a breakpoint to the stop node to make sure it triggers?

crude dew
#

Hi can someone please tell me why when i use Set World Location in the X channels it does nothing but using the same wires into the Y it works fine ?

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This is what the mapping for that control event looks like

kind willow
crude dew
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V you might be right i didnt think to use one set world location tbh ... XD but i tried to print string the X and it printsout 0.0

kind willow
cunning juniper
crude dew
#

Printing the X shows 0.0

kind willow
kind willow
crude dew
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Yes for some reason the Y does print -1 / +1

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but X 0.0 not sure why though

cunning juniper
crude dew
#

i thought the mappings looked fine

kind willow
versed sun
#

I dont think you want to swizzle all for

crude dew
#

Ahh im not too used to the enhanced input so not sure what i would need to use, Any help is appreciated thanks 🙂

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I used Vectior2D which i think is correct for X and Y movement

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i thought the swizzle would send either -1 or +1 as values.

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I kind of think of it like a virtual joystick for values

kind willow
crude dew
#

im not using a Character as my player is a cube which just moves around with inputs so i have no Character movement component for Add Movement Input

kind willow
crude dew
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I would have thought so but not sure.

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Not sure why Y is sending values but X is sending nothing makes no sense.

kind willow
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Huh, tbh I have no idea why is mine working either...

crude dew
#

ye very odd.

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You can see I press all the buttons W,S,A,D and X never changes from 0.0 but Y does.

#

Your D has no swizzle axis I assume D is back

#

so maybe dont need it for Forwards and Back

kind willow
crude dew
#

Ohh ok seems like for me I didnt need the Swizzle Axis in W,S

#

as X is now sending values, Thank you for your help!

#

bit weird but works xD will have to remember it lkol

kind willow
crude dew
#

XD

radiant wren
#

What's the best way to split and connect splines? Like have a path and split and merge them together freely?

rugged wigeon
#

You don’t have the path split, you have the spline end at the point where it splits and then you have two more splines

fallen glade
#

Does anyone know how to reorganize call in editor events? I tried everything

steel crag
#

Hello everyone, i'm very new to UE. I've been Following Reid's InventoryGridSystem wich ends up with a "event actorbeginoverlap" as a pickupsystem, i'd like to change that to work with a bind and a linetrace but here is my issue : when i setup a lanetrace like i usually do, i can't get it to recognize the item. (On my other project the same system works, but here it doesn't). During the tutorial, Reid make us add a Gamestate, would the issue come from this ? Might anyone please help me debug this situation 🙏

devout egret
grave relic
#

Without SDK or login. I know someone who just uses "Player State" and "Get Player Name" to retrieve the Steam account name.
It has a game and a leaderboard, it doesn't use anything other than what I said above. It's possible or not because I have another guy who tells me no so I don't understand...

zinc spoke
#

Hi. I am controlling a ball's movement using the "add impulse" node but it moves different distances each time. I have a constant target location and dynamically calculate the starting location. However, the ball doesn't move the expected distance, even with a static starting location for tests.
Is the "add impulse" node FPS dependent? How can I accurately control the ball's movement?

dawn gazelle
steel crag
devout egret
#

collision would be in here

#

youre using visibility trace

steel crag
# devout egret

Hey, first of all, thanks for helping out ! indid i use visibility for now, is that a problem ?

devout egret
#

open the collision preset, is visibility blocked?

steel crag
devout egret
#

might be because its overlap, im not exactly sure, I dont know the most about collision but try making the collision preset custom and then making visibility blocked

#

let me know if that works

steel crag
raven gyro
#

can any one give me tips on why this works,

raven gyro
#

but this doesnt

steel crag
raven gyro
#

the 2nd image only print out index 2

versed sun
#

you might be overwriting the same Material 3 times , and returning the last one(2)

raven gyro
maiden wadi
# grave relic Without SDK or login. I know someone who just uses "Player State" and "Get Playe...

You might want to double check what this person said. Because you 100% need to be using the Steam subsystems and stuff and have it all enabled in the inis. The login happens automatically if you set up your inis correct, and the engine ships with the sdk. If they are using GetPlayerName and getting the user's Steam name, they're using Steam. As Datura said, you cannot access Steam's API to even retrieve the user name, let alone pass leaderboard info and such without the SDK.

devout egret
raven gyro
#

all of them print out like that

#

i have like 20 objects i want to fade away, but making like 20 dynaminc instances is just too much QQ

rare inlet
#

Hiii. anyone help please 🥺

I´m trying to make an interaction with an object, I´ve already made that if the linetrace hits the interatable object the UI appears saying "Mouse Left button to interact" , but now I don´t know which nodes can I use to say that if the UI appears, and they clic the MLB, go to interact.

I think this should be fairly easy but I can´t seem to find what is missing there I can´t add an event there can I?

steel crag
rare inlet
steel crag
rare inlet
# steel crag May you show me your interact function ? I'm not gonna help you, but you will he...

Hello everyone In this video I show how to create a Widget Blueprint, and a Note blueprint Actor and use those to create interact objects so you can add Lore or story into your game for the player to read.

If you found this Tutorial helpful click the like button and subscribing to help me with more content.

Blue-Print Interface and Line-Trac...

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steel crag
#

ty

silk cosmos
dawn gazelle
tight pollen
#

hello,
what will be more expensive for performance, splitting the mesh into pieces in blender and respawning them when the item is destroyed, or using chaos?
I don't know whether to use a blender and cut the meshes, or whether it makes no sense and it's better to use chaos
someone?

noble ledge
#

I am comparing an older version to a newer version. Does anyone know how to diff blueprints to see what has changed?

frail onyx
#

Anyone know how i would go about trying to add a homing missile like this into my game? https://www.youtube.com/watch?v=Z6qBeuN-H1M My end goal would be have a point that spawns a new rocket every like 20 seconds or so, and then the rocket that is spawned homes toward the player that is moving, but its possible to dodge it in time if you dodge out of the way fast in front of a wall so the missile will hit the wall and blowup since it wont have enough time to turn. Kinda like this type of rocket from dani's vid at 6:10 https://www.youtube.com/watch?v=WU_V6vp9sAc&t=210s

Homing missiles are fun as hell, so let's make one. This rocket will predict future motion using velocity. We'll also use cosine to make the rocket trajectory more interesting.

Make sure you leave a like on the video if you enjoyed it :)

Source: https://github.com/Matthew-J-Spencer/Homing-Missile

Effects not included. They can be found here: ...

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maiden wadi
frail onyx
frail onyx
stark patio
#

I have tried changing the control rotation which works until i move left and try to look around, in that case it locks the camera to being horizontal for some reason.

(here is an image of the code, the float going in to it all is the players sideways input)

rugged wigeon
#

Put the camera on another actor whose sole job is to swivel like that

dawn gazelle
stark patio
stark patio
uneven girder
#

hey there ladys and gents, i have not looked into blueprints that much. i spent quite some time online trying to figure it out to no avail, so I ask you, how can i fix my cast? I am trying to create a simple level with a keycode door

#

both casts to the FirstPersonCharacter fail

dawn gazelle
#

Not Component.

stark patio
uneven girder
#

oh, ok. thanks a lot

uneven girder
#

works out for me, that was the fastest i have got an answer regarding an issue here, much love 😄

stark patio
#

it does change if i turn of "use pawn controll rotation" but then a bunch of other stuff stops working

silk cosmos
stark patio
#

thank both of you guys :D

stark patio
trim matrix
#

how to get the camera rotation applied in an animation BP so that we are able to pass that number to a control rig.?

#

Its easily done in a character bp...

#

I tried the node "link anim bp" but it didnt work

trim matrix
#

Getaniminstance gives you the anim bp from character

#

Get owner gives you the character from anim bp

grave relic
#

Does anyone know why this code works perfectly in editor so in PIE and Standalone and in build .exe it doesn't work? Sending the request only works in the editor.

cold sorrel
#

hello

trim matrix
cold sorrel
#

Can I ask something?

#

Can I extract audio from .uasset file with javascript?

stone field
cold sorrel
#

I want to create .uasset store web site

#

I can show thumbnail image of file

#

If file consist audio

#

I want to play it on web browser

#

how can i do it?

stone field
cold sorrel
#

there isn't another solution?

stone field
cold sorrel
#

Someone suggest me to use uasset-reader.js

#

I don't know how to extract audio from hex data

opal snow
stone field
stone field
opal snow
#

but right now my actor just heads towards the first point and keeps going past it infinitely

#

doesn't follow the other points I set up

thin panther
stone field
frosty heron
#

Screen shoot

#

You can certainly manipulate bone transform in control rig. Look up IK foot implementation in default third person template.

trim matrix
#

Dw, the screenshots are just to understand but they aren't really important

frosty heron
#

I know buts it's annoying to see it

trim matrix
frosty heron
#

Nothing to do with quat or w.e . Quat is just a data type to be used when rotating something and you don't want to be limited to gimbals lock.

trim matrix
#

What i want to do is kind of "add controller yaw input"/pitch but in the control rig so a bone rotates...

#

And not the entire mesh

frosty heron
#

What bone exactly? The head?

trim matrix
#

Yes

frosty heron
#

Look up some tutorial on head tracking

#

And you don't add anything you just set the bone to look at a specific point.

trim matrix
#

Maybe the node aim math

#

Ok thx

trim matrix
#

And there's no video about that

frosty heron
#

#blueprint message

This is how I do my head tracking. Got the code from the internet too. If that doesn't help getting what you want, then I'm throwing my towel.

trim matrix
#

The head of the character doesnt track anything, it should just rotate depending on the mouse (2d vector)

#

Maybe its not possible bp only 🤷‍♂️

frosty heron
#

Totally possible in bp

#

Convert mouse location to screen space if it's a top down game

#

And that will be the point where your head look

#

Actually using world space will work too

trim matrix
#

Im using a 3rd person camera which is attached to the head socket and rotate with it...
I need to find a way to rotate the bone

frosty heron
#

Again, set bone transform in anim bp

#

Can't tell if you are just trolling or lazy at this point.

trim matrix
#

You cant change bones in an anim bp

frosty heron
#

You can rotate bone in anim bp or set its transform

#

I did it many times

trim matrix
#

Are you talking about the transform bone node?

#

I swear i never heard of it.. thx, i'll try to make it work!

frosty heron
#

Getsockettransform or something like that. To get your bone transform.

#

Socket name is your bone name

trim matrix
#

The camera seems to be locked, i can see it move a bit and jitter but it doesnt actually move..

rugged wigeon
stark patio
trim matrix
#

this is what i did but the camera seems to be blocked

#

@frosty heron

final python
#

is there any performance issues if you do very simple animations in code rather than making an animation?

#

like I am making a first person game and the character doesn't have a body, and I am keeping the style of the game stylized and simple, and so when they use a weapon I just wanna add rotation to it when you click

versed sun
final python
#

haha, so I take it as not too big of an issue for my project then

#

I am a long ways away from using that many to begin with, let alone having them all be running at the same time

versed sun
#

as long as you code responsibly

final python
#

yea for my plants growing I created a plant manager that just runs 1 timer and updates a few random plants, instead of having a timer for each plant. So I am already a bit cautious. I just wasn't sure if code based animation could be a catastrophe or not

#

thank you for the help!

versed sun
#

Im messing around with rotating and mirroring pieces in a grid editor, these are each an actor moving with their own timeline

final python
#

that looks dope, can you like type what you want into like a string or something and have it spell anything?

#

or is hello world just setup

versed sun
#

yah , manually placed

final python
#

ahhh, still looks cool though

frosty heron
trim matrix
#

It jitters to his original position

#

Kinda like the cmc when you "hack" your position and it brings you back where you should be

bronze badge
#

Hello guys, who can help me make an enter - exit vehicle system using animation sample with motion matching and vehicle city sample? Please i have already spend more the 40 hrs on this and i can't figure it out..

spark steppe
raw spindle
#

is there no way to define a comparator to sort arbitrary objects in blueprint? 😦

rugged wigeon
#

If you really need it to be a static concept then yes you need cpp

rugged wigeon
# bronze badge Hello guys, who can help me make an enter - exit vehicle system using animation ...

eh. It's kind of a pain.

The gist is that you're going to want to play a montage to trigger the animation to get in or out of the car. You're probably going to want to use "motion warping" to make sure the animation snaps into the right position while it's playing smoothly. You're going to have to think about how you're going to animate the car door opening too. Hope you have car mesh that isn't just one solid polygon.

But realistically that's going to be a lot of nitty gritty work for a level of polish that is probably beyond your understanding right now. You'd probably be better off just not animating getting into the car.

#

just make the guy disappear and magically start controlling the car like most games do

bronze badge
# rugged wigeon eh. It's kind of a pain. The gist is that you're going to want to play a monta...

I used Motion Warping but the animation does not work.. i tried to enter the vehicle without animations and it works.. i was looking at this guy https://www.youtube.com/watch?v=uUi2Yz7JTM8&t=1765s&pp=ygUhZ2FtZSBhbmltYXRpb24gc2FtcGxlIGVudGVyIGV4aXQg but something is off and i don't really understand what bcs the BP_Interaction is not doing anything.. i will try to call the door and move it with the timeline and use motion warping for the anims.. if you are on a high level in unreal maybe if i can't do it this one more time, you can take a look and help me a little if you would be kind obv..

In this tutorial, I will show you how to create a enter and exit vehicle system in Unreal Engine 5. You will learn how to import animations, set up character physics, add entry and exit locations, create car interaction components, enter and exit the car from different doors, flip the car, and lerp the camera. This tutorial is suitable for begin...

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bronze badge
cedar sparrow
#

What is the point of the Save Game in structs? can you not save a struct in a SaveGame object without that?

lunar sleet
cedar sparrow
primal zenith
#

noob question, can i use a blank scene component as a folder within a blueprint actor's components? Will previous logic respect the associated objects i re-root under it? The top root object won't be changed, just child components

lunar sleet
cedar sparrow
frosty heron
ruby tendon
#

So I am trying to make it that if I move the mouse Y position like lets say 500 pixels, the arrow rotation goes from 0 to 90 degrees. I have no clue on how to make this work i also tried using the screen resolution which kinda worked, but it doesnt work when its windowed. Anyone know how to do this? (the video is a demonstration of what I want, but this doesnt work. If anyone can help me that would be amazing!

dark drum
queen heron
#

anyone got an idea about why the random float in range from stream gives the same vector output no matter the value which the Spline Side Location has?

#

this setup is set to offset the spawned actor along the right vector of the spline at the current distance

#

I'm using from stream to test a feature I've made for the player character

#

Random Point Along Spline is also randomized from stream, and it works just fine when I change the stream variable values, and its not the same stream variable

#

yet somehow, using the Seed Random Stream makes it work just fine

#

ah ok, I figured it out
I print stringed the random stream, and saw that I was getting a different stream seed

#

I actually thought that setting the random stream variable manually would work

#

but it looks like it works alot different than I expected

#

using the Set Random Stream Seed does the trick

noble quiver
#

Hi folks. I'm having an odd collision issue. So I have a boid system and I'd like the static meshes I added during runtime to be detected by an overlap sphere.

Here's how I set up the static meshes (during begin play):

#

And here's how the collision sphere is set:

#

I'm a little bit stumped on what to do next.

limber parcel
# noble quiver

you dont "add collision", you set the collision settings in your mesh

noble quiver
dark drum
#

Does anyone know if there's much point soft object referencing a data asset?

maiden wadi
dim crane
#

I want to trigger anim by bool after X amount of seconds.

When the character is idle for x amount of seconds, I'd like to trigger the random animation sequence. Any idea what nodes I should use for this to be activated?

Note I'm using paperzd and I'm in the animgraph.

grave relic
#

Here, I truncate player names that are too long, for names that are too long, I cut them well, but I would like to add 3 small points only for names that are too long, how to do it?

versed sun
#

If String Length is less than 20 , Append nothing to the end ,
Else Append "..." to the end

grave relic
trail root
pastel rivet
#

is there a way to keep spawned objects on a blueprint?
For eksample im making a box spawner that randomly spawns boxes in certain locations. These are stored in arrays in the blueprint, but if i move the actors the referenes are going from "node" to trash and they dissapear

trail wyvern
#

How do I debug "Show External Login UI"? My Android devices gives a Play Games confirmation upon triggering the login button but the "On Success" pin is never executed. I looked at the C++ code and there are few if guards in there but I cannot add breakpoints because it is running on an actual android device.

#

Maybe any file/directory on my device where UE may be persisting the logs etc.?

brittle wind
#

Hey anyone familiar with PrimaryAssets? I just made a bunch, registered them in asset manager, but my game still says there are 0 available

versed sun
# brittle wind Hey anyone familiar with PrimaryAssets? I just made a bunch, registered them in ...
Epic Developer Community Forums

Since there is no mention of actual solution to this issue and I had to spend half day of debugging AssetManager and AssetRegistry code, here is how I managed to make it work: Step 1: Create a new Blueprint Class, derived from PrimaryDataAsset. Lets give it a name PDA_Item. Step 2: Create some Data Asset(s) instances so we can test it. Make...

limber parcel
# brittle wind Hey anyone familiar with PrimaryAssets? I just made a bunch, registered them in ...

Learn about Data Assets. What they are and how they can be used in a project.

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

PRIVATE 1-2-1 SESSIONS
Email me at support@ryanlaley.com for more information and rates, or visit http://www.ryanlaley.com/sessions

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versed sun
#

the "_C" part

brittle wind
#

I just tried those, didn't work. Has the _C worked for you?

versed sun
#

Im just learning it myself

trim matrix
#

Anyone has tried using the camera attached to a socket? Im having some problem

trim matrix
#

the problem is that node, which blocks and doesnt actually rotate anything

brittle wind
#

Okay I figured it out

#

What a pain in the ass, lemme double check some things and ill explain

devout tide
#

Well if your camera is attached to the head bone and the headbone is controlled by your animation blueprint, its absolutely normal this would happen. You need to ajdust your animation blueprint and logic to support what you are trying to do here

devout tide
#

But in any case, for the camera to be controllable by input you need to check Use Pawn Control Rotation on it

trim matrix
#

It actually work and rotate a bit, but then something blocks and it goes back to the original position and its jittering

brittle wind
# versed sun Im just learning it myself

If anyone else every wants to use primary data assets
First you Need to make a C++ base class, as none of this wil work in blueprints.

UCLASS()
//Use your games name_API, and name the class however. Mine is ItemPrimaryDataAsset
class STRANDED_API UItemPrimaryDataAsset : public UPrimaryDataAsset
{
    GENERATED_BODY()
    
public:
    
    FPrimaryAssetId GetPrimaryAssetId() const override{
//Write the name of your assets here, mine is Items
        return FPrimaryAssetId("Items", GetFName());
    }
};```
#

Now create your blueprint based off that class.
Next create a field in the asset manager with the name you used "Items" and whatever blueprint class you built off of it. Make sure to NOT check 'has blueprint classes'

And that's it. Done

trim matrix
#

Something somewhere blocks the camera

willow gate
#

Good morning smart people. I'm working on a level loading system that uses a persistent level which loads stream level and then unloads the loading level. My question is, if the load level and the actual playable level have different game modes, which game mode takes precedence? The loaded stream level? And at what point does that occur?

twin scarab
#

guys i have so weird issue

#

anybody get this error

#

and this error show this node as problem

trim matrix
frosty heron
#

you are trying to access null pointer

#

in this case your Thidperson_Character is null (You are pointing to any ThidPerson_Character in the world

versed sun
#

Third Person might not exist yet , try adding a Delay Until Next Tick node on this actor after Begin Play (If thats where this code is)

trim matrix
#

does this look good? could it be the "mesh space ref pose"?

twin scarab
frosty heron
#

read what I wrote

trim matrix
frosty heron
#

don't just copy paste

#

I don't even know what you are trying to do

#

gave no visualization what so ever

#

Anyway, time to sleep. Gl with it

trim matrix
#

I know what im doing:

Adding that value to the bone's rotation on tick

frosty heron
#

Nah

#

you don't add, you set

#

you should knoww where your head is looking

#

set with interp

trim matrix
#

You dont, its the mouse that tells you

frosty heron
#

k man, you do you

trim matrix
#

I feel like its impossible

frosty heron
#

head rotation is easy actually

#

just try to understand the math to begin with

#

it can be as simple as using Find look at rotation

trim matrix
#

Like the top of a tank should rotate but not the body..

willow gate
#

Is it still not possible to manually change the game mode at runtime? With my level load system, my loading level has a different game mode than my regular levels (because they require different pawns and functionality). This is causing irritating issues.

trim matrix
rugged wigeon
#

if you load a level, you're going to load it with it's desired game mode

#

check world settings

willow gate
# rugged wigeon Levels have their own game modes.

Right. I have the normal game mode set in my persistent level, which is the same game mode for most of the game play. But my playable loading level has a different game mode. So I can't actually load a level in the background while letting the player interact with the level unless they have the same game modes or I guess I have to override the default spawning behavior.

willow gate
rugged wigeon
#

Idk off the top of my head but it sounds pretty niche to have a "playable loading level" that is so substantial that it requires it's own game mode. Why is your game loading so much?

#

like, if it is that substantial, do you really need persistence from the main game? Can you just load the meshes and stuff and make those persistent?

willow gate
willow gate
ancient dome
#

Hey when I add this bit of code to my replay player controller it crashes when I try to record a replay, this is so so so odd to me.
Some logs: [2024.08.05-15.15.30:959][179]LogWindows: Error: === Critical error: === [2024.08.05-15.15.30:959][179]LogWindows: Error: [2024.08.05-15.15.30:959][179]LogWindows: Error: Fatal error: [File:E:\Epic Games\UnrealEngine-release\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 10] [2024.08.05-15.15.30:959][179]LogWindows: Error: Cast of DemoNetConnection /Engine/Transient.DemoNetConnection_0 to LocalPlayer failed [2024.08.05-15.15.30:959][179]LogWindows: Error: [2024.08.05-15.15.30:959][179]LogWindows: Error: [2024.08.05-15.15.30:959][179]LogWindows: Error: [Callstack] 0x00007ffc2321aafe UnrealEditor-CoreUObject.dll!CastLogError() [E:\Epic Games\UnrealEngine-release\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp:10] [2024.08.05-15.15.30:959][179]LogWindows: Error: [Callstack] 0x00007ffc1a308254 UnrealEditor-UMG.dll!UUserWidget::CreateWidgetInstance() [E:\Epic Games\UnrealEngine-release\Engine\Source\Runtime\UMG\Private\UserWidget.cpp:2401]

#

This can't be intended right? Why does it need this replay controller if it is used simply for the playback part, not the recording part????

#

am I missing something?

#

I see, I've read a bit on it and this controller is for recording?

#

nvm, it is only for playing the replay, this has me utterly confused as to how this could be a problem and why the replay player controller starts existing whenever I start to record a replay

#

I don't have SetViewerOverride set anywhere for the record

grave relic
#

Do you know how I can replace this dreamlo link with a Firebase link? The problem is that dreamlo does not use SSL so to also retrieve the table on my site I cannot since I am in SSL on my side

tight pollen
#

hello 2,000,000 triangles is ok for level?

#

with Nanite 😄

ancient dome
#

but yes, Nanite runs at millions of tris

bold plover
# trail root bump

i think you should check your spring arm settings, you might have camera lag turned on (assuming the lag behind the player is what you are talking about)

trail root
# bold plover i think you should check your spring arm settings, you might have camera lag tur...

Sorry if i described it wrong, what i mean is my camera position is affecting my character move speed, when i had Get Control Rotation instead of Camera in my blueprint screenshot the speed of character was okay but movement (controls) was never adapting to changed camera position (check video). Now the problem is camera angle is affecting my character speed. Please let me know if you want me to better describe something, thanks.

#

I'm sure camera lag has nothing to do with it and the lag itself intentional

bold plover
steel crag
#

Hello company, I'm back! Can one of you help me find a solution please? Here is my problem: Here I have a Graph which when I walk on an object (BPC_Item: parent of all SM type objects collectable in the game) this one transforms into another class (BPC_ItemObject) which this one takes the form of an icon in my inventory. Everything is made possible by, if I understand correctly, graph number two (in BPC_Item too). Except that I want this event to be triggered not by walking on it but by means of an input triggering a Linetrace which from its HitActor will identify if the object is of the Collectable class (BPC_Item). My blocking point, at least I hope so, is that my BPC_Item obviously does not set my BPC_ItemObject when I release my input (3rd image: Graph of BP_ThirdPerson). Some more info in terms of graph Inventory_component is part of BP_ThirdPerson and in image 4 here is the TryAddItem function. So if you have the solution, I am certainly interested, but already if at first one of you could confirm to me that the problem is indeed the one that I identified or in any case give me a direction because I am rather lost and going in circles 😅 ! I'll be back

dawn gazelle
#

It should be something like:
Input (On Character or Pawn) > Trace > Call Interface passing in interacting Character/Pawn > Interface on object handles adding object to interacting character/pawn inventory or whatever the interaction should handle.

Alternative using an Actor Component:
Input > Trace > Attempt to get Interactable Component > If Component Valid > Call Start Interaction Function In Interactable Component > Component determines what should happen based on the settings of the actor it is attached to

#

@steel crag This part is confusing as normally inputs are present on your pawn/character or controller, but you have Item Object as a variable there where this should probably be something that is associated to the item actor you're trying to interact with.

steel crag
#

Hey Datura, Thanks for your answer, are you speaking about the function TryAddItem being confusing ?

#

Maybe i wasn't clear or maybe i don't understand you completly and i'm sorry about that i'm quite a beginner. i try to have itemobject as a reference of the icon that appears in my inventory once the "item" is deleted

#

before*

steel crag
empty marten
#

Hey peeps,
I've got a small arcade game I'm working on and each level has a timer on it starting at either 1 min, 2 min, 3 min or 4 min. At the end of the level the timer is stopped. The variable types I'm using are Timespan's. What's the best way to calculate the difference between the starting time of the level (example 1 minute) and the time remaining at the end of the level (example 25 seconds)?

dawn gazelle
# steel crag So to me it's what i'm doing already on the graph you linked, but maybe i should...

In this image you have an input (the red arrow) and it's attempting to call the "Try Add Item" function with an "Item Object" reference (blue arrow) . This doesn't make a lot of sense as inputs normally would be on the pawn/character, and there shouldn't be a predefined variable of "item Object" that exists on the pawn/character, or within any other component. You'd want your input to communicate to the object you want to interact with, and that object would then do what it needs to do.

Again, normally it'd be as described...
Input > Trace for Object > Object can be interacted with (True) > Interface with Object or Access an interaction Component > Have the target or the component do what is necessary.

steel crag
#

Allright once again, thanks Datura, i'll now try to find a solution about that !

blissful hound
#

Is there an easy way to set the default values of all child blueprints to the default value of the parent blueprint? I have a lot of child bp`s and whenever I change the defaults I have to go through each one of them and reset them to parent default.

wild sage
#

Is there a delay that works independently of time dilation?

steel crag
crude dew
#

Hi, Im not sure how to solve this so maybe someone can provide me with an answer please, I have recreated Pong but I am finding sometimes depending on how you hit the ball it can get stuck in the middle of the playing field as seen here

#

Any suggestions How i can ensure that this doesnt happen please?

crude dew
#

This picture kind of shows the trajectory of the ball which seems to me like the ball is having some kind of "spin" which is affecting how it bounces off the walls, Not sure how I would fix this I tried lock rotation on the ball but it done nothing.

versed sun
#

If (Ball == Stuck)
{ don't (); }

crude dew
#

lol sorry @versed sun Not sure I understand 🙂

versed sun
#

was joke, reminded me of

#

But, i would cheat and tilt the black floor slightly tward the bumper

crude dew
#

I did notice that when it first hits the wall with velocity its -711, 3191, 0.000 but thne reduces the X (loses speed with each bounce)

#

and eventually settles at X : 0.00

#

So was wondering could i negate X and Y upon contact with a wall to reverse the direction of it ?

versed sun
#

does the ball have projectile component?

gaunt lion
#

hey I just changed my movement animations and now dont have a jump animation here is my jump blueprints. Can someone please help me fix this?

final python
#

I think this node may need some work done. Whenever I print string of my array of all overlapping instances it spits out an appropriate amount of indices as expected, but when I hook the node up it only removes 1 instance. I have finally come to realize though that it is in fact removing more, it's just when the array resizes after removing 1 the other instances are across the map in varius locations.

#

I mean now that I now what's going on it's an ez fix, but I just feel like since blueprints are more catered towards beginners and sorta ease of use, it would be nice if this node automatically handles the array resize for you.

#

I'm using 5.2 though, so it may be changed in later versions

maiden wadi
#

What do you mean handled the array resize for you?

final python
#

like

#

{0, 1, 2, 3, 4, 5, 6}
all of these are static mesh instances in various locations. Say 3 and 4 are right next to each other and you want to remove both of them. when you remove 3 the array will then resize and when you loop again the next time around it will in fact remove 5, because everything got shifted down

#

so then 5 is like off in narnia and it gets removed but 4 is still sitting there because it was essentially skipped over. It's an ez work around you just have to save the min and max values first, but I just figured unreal would handle that for you

maiden wadi
#

That has nothing to do with InstancedStaticMeshcomponent, that is the Loop. And that is normal behavior.

#

There is also a version of that that takes multiple instances which you should use.

versed sun
#

Dont remove , set the ISM instance scale to 0, 0 , .01 @final python

final python
#

I know what a loop does, yes the loop causes it to happen. It doesn't seem too hard to have a bool on the node for if you are looping you can check

#

and it handles the shift for you

maiden wadi
#

I mean.. loops are expensive enough in BP as is. IMO I don't want one more BP check there. As I also said there's a function called RemoveInstances, for plural. So you don't need to loop to remove them one by one.

#

Also loops 101, if you're doing destructive things to the array you're looping, reverse loop.

final python
#

oh yea remove instances is kinda the whole thing I was complaining about lmao

#

literally just takes an array and does it for you lmao, I was looping myself

dark drum
versed sun
#

If you just set the scale of the ISM small to not see it , you aren't changing the array at all

maiden wadi
#

Also on a side note. Try not to spread out ISMs too much. They still have bounds, and they still lose rendering performance if their bounds is too big. If you can occlude them easier or have like a top down camera where you only see so many at a time. If you ISM them all, they don't occlude well, and you still pay heavily in visibility checks.

final python
final python
maiden wadi
#

Ah. I think that grids it automatically then.

#

Maybe. Can't remember

dark drum
maiden wadi
#

Maybe. 🤷‍♂️ But yeah you'll pay dearly in dynamic shadow costs for occlusion checks and such without some gridding in ISMs sometimes. One great thing about the new PCG tools is that they allow very easy gridding for their areas.

gaunt plover
#

Hello, im making a menu 2D with widget component & gamepad friendly like AC Mirage with the mouse cursor can be moved with gamepad thumbstick, but how can i make my A button simulate a Leftmouse click button ?
i found that i can make onclicked event in playercontroller but not works in 2D widget
Thx

quaint fable
#

hey! I have a countdown timer. I have it set up so that when the countdown reaches 0 it's game over, but I don't want the countdown to start until you reach a trigger box. How can I set that up?

#

I realize that event tick doesn't work when I check to see if the trigger box is being overlapped

bold plover
# crude dew

if u wanna use physics like that you can but you should create a physics material to make it so it won't lose speed. However physics for something like this might have other issues or be inconsistent at times.
You could also do an on hit event or use line trace for faking the collision, and use mirror vector by hit normal to have fully consistent velocity changes.

brazen pulsar
#

How would I change my mouse cursor icon while in game?

#

Like, during dialogue it’d just be an arrow, but at other times it’d be a crosshair?

waxen blaze
#

Hi, I have this BP graph. For some reason I get different results printing the result from the random node and after that from the Parse Into Array node. But both should be the same.
The combination printed from the parse node isn't even in my default values which you can see on the right side in Details.
Please, I'm dumb and at this point I can't see what I'm doing wrong, please?

#

Here are the results:
Prague,New Delhi,Sydney line comes from the Random item in array node print (and this line is correct as you can see in the details).
Prague, Beijing, Sydney comes from the Parse Into Array node and it's an incorrect and also non existing combination as you can see in the details panel on the right side.
Then at the end I print Selecting city: Prague, Seoul,Sydney which is just printing with a for loop what is inside a new array after parsing. As you can see it's a new combination which also doesn't exist and the most confusing part is that all these three should be the same.

versed sun
#

You need to do the random only once , and save the result

waxen blaze
#

Oh, every time it goes into the main nodes it does it anew?

#

Oh I'm stupid I understood the BPs completely wrong..

stone field
versed sun
#

yup, any Pure node gets recaculated after each white Exec

stone field
waxen blaze
#

Thank you so very much, I thought it was making local variables for these side branches. @versed sun Thanks!

faint creek
#

Hey guys I'm tryng to call this task in my BP player... what I have to put here?
Help

tight pollen
#

Hello, I use Move To Location or Actor and when I start another Move To Location or Actor, it is still remembered and when it reaches one place, it continues the movement to the first one

radiant wren
faint creek
radiant wren
#

oh :/

faint creek
#

The cast is of a task in my behavior tree

#

so in the AI

trim matrix
#

Beuh

faint creek
#

AI behavior tree

trim matrix
#

Taks isnt the player

faint creek
trim matrix
#

Where is your ai behavior tree?

trim matrix
# faint creek ??

In thr picture, it seems like you think that ai behavior tree is in your player..

faint creek
trim matrix
faint creek
#

Ok I have to specified that my behaviuor tree is not "in some actor" , I just call it in my BP_Ai enemy

faint creek
trim matrix
#

Where is your code at?

#

Like in what bp

faint creek
#

In my Ai controller

#

But it doesnt work

#

ok I solved and it compile

#

However it doesn't disable input 🫠

faint forge
#

what would be the better approach for one mouse that is controlled by 2 Player Controller by Turn? for a Turn base game. I starting setting up everything for 1 player and now I just added this code to the game mode. 2 Player Controllers are added, but when moving or clicking mouse only the PC_0 (Player1) is printing its Display Name

#

so kind of setup with custom events or rep notify that take the input always in PC 0 but pass it to PC 1 when is Player 2?

radiant wren
faint creek
karmic rampart
#

I'm trying to have a sprite emulate a Billboard but keep the axis rotating only along the Z axis. This seems to work until I walk beside the sprite, then it's not rotating. When I get behin the sprite, it turns and faces me. How can I always keep this on the camera?

spark steppe
#

you'll most likely hate it

#

just use the camera rotation (yaw) for the sprite

#

that's it

#

unless you really want to take the actor location and whatnot into account

karmic rampart
#

I'm really new to Blueprints and was following a YouTube tutorial. Can you show me an example of what you mean?

#

Like just get GetActorLocation(self) and connect it to Find Look At Rotation?

spark steppe
#

you just get the camera rotation, break the rotator, take the yaw (eventually add 180 deg, if it's flipped) and set that yaw for the sprite

karmic rampart
#

I'm not seeing how that looks in the graph. Is the first part the Get Player Camera Manager?

spark steppe
#

yes, and you can afaik get the camera from that

trim matrix
#

How does it work when the camera rotate but not the mesh?

karmic rampart
#

Okay.

spark steppe
#

i think my "solution" might not look ideal in all cases either

#

keep yours, and get the camera and use that location instead of the location of the camera manager

karmic rampart
#

I got this far before getting stuck.

spark steppe
#

yea wait, try the last suggestion first

#

replace the get actor location which is connected to the camera manager with get camera location (if that exists)

karmic rampart
#

This is what I see.

spark steppe
#

starting UE, gimme a minute

karmic rampart
#

Oh, I got it.

#

It does exist.

#

I tried running it, same issue. The sprite stays in one spot until I walk around it and then its back side turns and faces me.

#

I can stand at its side and barely see a straight line of the sprite. I have to walk in front of it for it to turn.

trim matrix
#

How to make it so the camera doesnt rotate the mesh?

spark steppe
#

try this

#

the upper location is the camera location

#

and ensure that your sprites forward vector is X (so that the x-axis points forward in the viewport)

radiant wren
karmic rampart
#

What does the return value on the last node go to?

spark steppe
karmic rampart
#

Oh okay

trim matrix
spark steppe
karmic rampart
#

@spark steppe I don't have a set actor rotation node.

trim matrix
karmic rampart
#

Or do you mean Set World Rotation

#

Ok

spark steppe
#

you can also just rotate the sprite component if you want to, but then it should have no rotation offset (since that will be overriden)

#

which is why i chosed to rotate the whole actor

karmic rampart
#

Whoa, he's blinking around in 4 places like a circle.

untold niche
#

Question: I'm trying to get a list view widget to update a current entry, rather than adding a new one, I've tried using the node "Regenerate All Entries" but it just seemingly does nothing, I know I'm missing something but I don't know what, any would help would be amazing

spark steppe
karmic rampart
spark steppe
#

yea the top location is wrong

#

it should be the camera location, not the sprite location

#

so get camera manager => get camera location

karmic rampart
#

Do you mean up here?

trim matrix
#

🔥

karmic rampart
#

He's moving around when I walk toward him.

spark steppe
#

you probably have a location offset in your sprite component

#

look in the details of it, is it not exactly in the center?

karmic rampart
#

I had to move the feet up to (0,0,0) but that was it.

spark steppe
#

hm, offset on z-axis is fine

#

can you show the whole blueprint hierarchy please?

#

the top part where it lists the components

karmic rampart
spark steppe
#

and the actor in the level?

#

should looke somewhat like this

karmic rampart
#

He's jus standing at 0,0,0

spark steppe
#

with x facing forward

karmic rampart
#

But facing the right (forward x)

spark steppe
#

i can only imagine that it get's the wrong camera

#

try get player pawn => get actor location as top input

#

that would face it towards the player instead of the camera

#

just to figure if the camera location is the problem

karmic rampart
#

He moved from his location to the corner of the room (a table size away), and didn't seem to rotate when I got closer.

spark steppe
#

i would test that on an pretty much empty test level

#

at least get rid of that wall to ensure that it's not a physics/collision issue

karmic rampart
#

I put him outside. While running the game, the actor moved about three houses down. It rotates until I get to its sides (facing shoulders)

spark steppe
#

so it has physics and gravity enabled!?

#

and if you swapped the camera location for the actor location, it will ofc, try to align with the character instead of the camera

karmic rampart
#

Gravity is on, not physics.

spark steppe
#

i think your issue now is the collision, not the rotation logic

karmic rampart
#

He doesn't have any collision. You can walk right through him.

gaunt lion
#

hey can someone please explain to me how I would pick up multiple different items off the ground. Can I make one item blueprint and just change what it is. Or does each different item need a new blueprint. Please let me know thanks.

#

(im trying to be able to pickup rocks and wood off the ground)

karmic rampart
#

So one connector was loose. Still seeing same thing, and now skiing along the snow parallel to him going in one direction, seems circular.

#

Updated

#

When I walk toward him, he goes backwards currently.

rugged wigeon
karmic rampart
#

@spark steppe This helped.
The actor stays in one spot now. But not rotating to face the player camera.

spark steppe
#

that's illegal

#

the math that i showed works fine for me

#

so your issue is something else

#

make an empty actor just with a plane facing x-forward and put the logic in there

#

and then start to compare what is different to your current actor

willow gate
#

Yup. It was muted for me for some reason. Thanks

karmic rampart
#

@spark steppe I feel stupid. I moved my old BP nodes downward (the nodes prior to talking with you), disconnected it from Event Tick thinking it won't execute. I spotted those old nodes just now, removed the code, and the actor stays in one spot now. The rotating... I'll have to relook at your original nodes and try it again.

#

It worked 🙂

#

Using solely these nodes this time.

#

Well, he's rotating, but not always staying at the same spot.

#

And not fully rotating. Wth

cedar remnant
#

Hi all!
Trying to create a grenade that only detonates once it's slowed down past a certain velocity threshold. Trying to take advantage of the following nodes pictured in this message.

I have an initial projectile velocity that is set and then I have the mesh simulate physics so that it slows down and comes to a stop under the forces of friction. The problem I am facing is that the "velocity" never drops. In my print out, the velocity never changes from what I set it to initially. What parameters of the projectile movement component should I be changing to force this to drop?

karmic rampart
#

@spark steppe It works now. I did an old tutorial with the removal of my old nodes. Thanks for helping.

frank heath
#

Hello

#

I'm worink on archviz explorer, it was using bp_explorerpawn, now without changing the gamemode how can I switch this to third person in runtime with the help of ui button and I need to be able to switch back to bp_explorerpawn

#

Can anyone help me out with this

quaint fable
#

How could I have it so a countdown timer set "on tick" only starts counting down after overlapping a "BP_TriggerBox"? I created this function, called "Start Time Limit", which checks if the character is overlapping the actor. However, the countdown starts as soon as begin play starts

dawn gazelle
#

A time limit doesn't sound like its something that should really be associated specifically to your character and instead be a part of the trigger box itself.
You could utilize the OnOverlapBegin event in the BP_TriggerBox blueprint, cast the "Other Actor" to BP_ThirdPersonCharacter to ensure that only the character will start the logic, and then have that do a looping "Set Timer By Event" node. You can then have that event check how many seconds are remaining and if there are any seconds remaining, subtract 1 from the count of the seconds. You shouldn't need to keep track of minutes and seconds separately as 60 seconds make up a minute, so you can use some basic math to determine the minutes and seconds of a particular total number of seconds.

gaunt lion
#

can someone please explain to me why this doesnt work?

languid spear
gaunt lion
languid spear
#

an int should be fine

gaunt lion
#

ok

#

im trying to get the existing value then increment it up by one everytime it is picked up. Is there an easier way of doing it?

languid spear
#

hook “total stone” to the left side of the increment node. then hook the left side of the increment node to the set node.

quaint fable
dawn gazelle
#

Seconds >= 0

#

If true > Reduce the seconds by 1.
If false > stop the timer, signal that the countdown is finished.

languid spear
quaint fable
#

@dawn gazelle so basically what I did here in the character BP, but do it in the triggerbox BP?

gaunt lion
#

did I do something wrong?

dawn gazelle
# gaunt lion did I do something wrong?

The "Total Stone" variable exists on the actor that you're ultimately destroying. So if you're destroying the actor, then the "Total Stone" value goes with it.

gaunt lion
dawn gazelle
#

On whatever you want to use to actually keep count.

gaunt lion
gaunt lion
dawn gazelle
#

You need to store the value on something that isn't going to be destroyed.

gaunt lion
dawn gazelle
#

Sure

gaunt lion
#

and I just have to cast to it to get the variable?

dawn gazelle
#

Well, you are already using an interface to communicate to the object. You don't necessarily want to use a cast get a reference to your character.

gaunt lion
#

ok

ancient siren
#

i feel like im really overthinking this, but im trying to make a platform the player can walk on forever- im trying to set the actor location of the cube mesh as the player's x and y, but obviously, this leads to the velocity just getting multiplied every frame. are there any workarounds?

gaunt lion
gaunt lion
#

I am trying to make a simple pickup system to pickup rocks and save them as an integer. I am running into an issue that when I actually pick up the rock the value doesnt increment up. Can someone please help me figure this out thanks

ancient siren
gaunt lion
#

what does it need to connect to ?

#

@ancient siren

ancient siren
#

put this in between destroy actor and print string

#

the "++" node has execution pins (the arrows) and if those arent connected to a function of some sorts, it never gets called

gaunt lion
#

@ancient siren
so I did that
but the value isnt going above 1

#

everytime I pick up a rock it just stays at 1

ancient siren
#

oh its because the instance of the rock is getting destroyed, and the value is different for each rock. i would make this a variable in your player

gaunt lion
#

How do I call it from my player to my rock bp

#

@ancient siren

ancient siren
#

is your game single player?

gaunt lion
#

yes

ancient siren
#

lmk if it doesnt work

gaunt lion
#

@ancient siren I dont have the blue target on the last set stone. do you know why?

ancient siren
gaunt lion
#

i tried and nothing

ancient siren
#

drag out from the "as (player name)" and type in "set total stone" !

gaunt lion
#

ah ok gotchu

#

@ancient siren now its not picking up

ancient siren
#

idk what that means

gaunt lion
#

Im trying to pick up stone and add 1 to the int

#

now its not letting me pick up the stone in the game

ancient siren
#

you arent destroying the actor or printing the value to see if it works, but if you are interacting, i can assure you the value is going up

gaunt lion
#

oh im dumb lol

#

haha thanks

gaunt stirrup
#

does anyone know how i can change music on a widget button?

gaunt lion
#

@ancient siren it worked thank you so much

frosty heron
#

As to change the music, get the reference to your audio component, where ever it lives and just change the sound asset.

frosty heron
# ancient siren bump

Wdym by a platform the player can walk on forever? Are there any examples from video games?

gaunt stirrup
#

i tried to get a reference to the audio component in the widget blueprint it wont work 💔

frosty heron
ancient siren
frosty heron
#

What's stopping the player from moving to any direction?

#

Having them stand on top of a box doesn't stop them from moving

ancient siren
#

well i could make a box, but boxes cant be infinitely large

frosty heron
#

Still no clue visually

gaunt stirrup
ancient siren
#

like, do you get what im going for here?

frosty heron
frosty heron
ancient siren
#

ill send a video if needed

frosty heron
#

Well that's what Ur code is doing

#

You Set the location every frame

ancient siren
#

so what do you think?

#

i was thinking about connecting it to whatever is called when a movement key is pressed

gaunt stirrup
#

shoutout sequence nodes

crude dew
crude dew
# stone field back when i made a pong from scratch, we just wrote a very simple physics engine...

Thanks for the reply, Not really sure where i would start with writing a physics engine for the ball but definitely something i should at least consider jumping in feels like a tonne of work for a basic ball, (Why did think pong would be basic no games seem basic to me atm lol) 😄 Kind of feels like pong games just use a set actor to "simulate" a bouncing ball rather than actual physics.

crude dew
frosty heron
gaunt stirrup
#

just expressing my love for them

frosty heron
#

You first want to create audio component.

#

Then you want to pass that to your widget

#

Then on your widget button click, you simply use the audio component that is passed and change its sound asset

#

For the sake of simplicity, you can add an audio component to your player character

#

Use that to play your music

gaunt stirrup
#

this is just in a menu before entering the game

frosty heron
#

You can create an actor bp then

#

Call it music manager

#

Place it in the main menu level or where ever you want to have music on

#

That actor will hold the audio comp

#

When you create your widget, you can get actor of class, music manager, get the audio comp and pass it to the widget

gaunt stirrup
#

trying to use booleans from game instance as conditions for a couple branch nodes but it still wont work, no errors, am i doing this wrong?

#

off a button widget

frosty heron
#

Debug

stone field
crude dew
#

@Karma I,ve found some of them thank you, I didnt realise it would be so hard to create a bouncing ball. xD I,ve managed to get it to endlessly bounce back and forth but the second you put any angle on the ball it either loses speed (With 1 Restitution, 0.0 friction and no gravity) or it with (Max Restitution, 0 friction, no gravity) it speeds up within 2 bounce and go completely bonkers in kind of weird directions, I think others are using Projectile Movement Components which will be my next try as using the Physics engine inside UE seems to produce odd results (Which could be accurate but I dont have a science masters) xD 😄

grave relic
#

Hey!
How can I retrieve a user's Steam ID?
I'm talking about the number that identifies the user's account to target it correctly, not the name of the account?

primal hare
#

I have a danger bar for player. How can I add some random noise to keep the bar animated to convey presence of danger?

#

Couldn't find any node in BP

#
#

found this, now trying it

marble tusk
#

There should be a built-in noise function. I've used one recently. Forgot the name of it, but it likely has "noise" in the name

primal hare
#

yes found Perlin noise but it is not doing anything. However Random float seems to be doing the trick have to clamp it though

#

perlin

marble tusk
#

Well, the input value needs to change in order for there to be noise. It's deterministic, feeding it the same input value outputs the same noise value. Random float on the other hand will just get a random float each time

primal hare
#

That is contrary to how noise works in DCC in general. I'm using noise to change the value in first place

#

Random noise is flipping to fast. How to control the frequency of the noise/change?

#

trying to use Finterp ease in out node

marble tusk
#

This is why the perlin noise function has an input value. For example, here I used perlin noise to modify the vertices of a dynamic mesh to make the double yellow lines wiggle back and forth. I used the world location's X value as the perlin noise input so the output would be a smooth noise value across the mesh. If it were just random floats it wouldn't be smooth at all

primal hare
#

is there a way to control frequency and amplitude?

marble tusk
#

Multiplying the float going into it for frequency and multiply the float going out for amplitude

primal hare
#

ah cool

marble tusk
#

It outputs 0-1, so you could instead do a remap if you want it in a specific range which doesn't start at 0

#

At least I think it's 0 to 1. It might actually be -1 to 1. I'm not able to check at the moment

primal hare
#

I need a smooth heaving values to feed my danger meter

#

everything is fluttering too fast at the moment and is distacting

#

Timeline is unavaible in WBP it seems

marble tusk
#

Well, feeding it a random float will basically just be like using a random float to start with

primal hare
#

there isn't any time function to change value here.

#

or atleast I don't know or find

marble tusk
#

So this is something that's happening over time, so time is the input value for the noise. There are definitely functions for time related things you could probably use. I don't know them off the top of my head to tell you though, and I'm not at my PC to search for them

#

There might be something like 'game time' maybe. I don't know

#

There's "Now" which gets the real world time, and you could convert that to a float somehow which there might also be a function for

#

However, if you intend to use time dilation to do slow mo then "Now" probably wouldn't respect that. Also, pausing and playing would probably cause a jump

trail root
primal hare
#

no worries thanks for your help!

cerulean mango
#

I'm having trouble to add a structure to an array, my E debuff list is still empty, my debuff and turn count variable are both valid, i don't know why this is not working

cerulean mango
faint pasture
#

Does that breakpoint get hit?

#

Show more of the code

#

Also try with a regular add node, just feed it a make struct

grave relic
#

Hey im working with some projectiles and having an issue with them flying through static meshes, I have tried two solutions but neither works. The projectile does not despawn but ignores the static mesh. I dont know if im doing this the right way, but I dont know how I would do it otherwise.

thick elk
#

Hi
I get this error during play test on the built game.
[2024.08.06-09.17.18:701][534]LogWindows: Error: Unidentified failure for object TextBlock /Engine/Transient.GameEngine_2147482600:BP_GameInstance_C_2147482557.None.None.DamageText, hash itself may be corrupted or buggy.

Does anyone know whats that and how to fix it?

cerulean mango
# faint pasture Does that breakpoint get hit?

Yup the breakpoint get hit, the blueprint is actually super messy but i hope you'll understand, I just switch on my debuff type, and thenapply a flat reduction to my stat, and i manage the remove and timer in function, i also got this in the console

undone bluff
mild jacinth
#

if i spawn a player manually and even after setting input mode to game only, the input only works if i press mouse button. why is that so?

grave relic
undone bluff
novel goblet
#

How do I fix this? Its read only so I have no way to right click refresh it or pin it correctly.

#

Think I got it I went into view bindings and cleared and redid it

grave relic
#

Hey,
I need to do this "curl -X POST -d "key=ID-KEY" URL.com/update-game-data.php"

But not in curl.
I just have to send the "key" and "value" argument how do I do that here?

candid whale
#

how do I get the gameInstance class in the construction script?

dark drum
candid whale
frosty heron
#

get the class for what?

#

well your Game instance will be null if you don't have a game running

#

can't get the class of a null object

dark drum
candid whale
# frosty heron can't get the class of a null object

hence why I'm having to find an option other than "GetGameInstance". Currently I'm using a BlueprintFunctionLibrary that has a duplicate variable entry for the classOf gameInstance. But that's code duplication and I'd really like to avoid..

as for what it's doing, there's Image references for buttonBackground for example that should be displayed in-editor

#

the setting is inside the Project Settings, so it has to exist somewhere..

frosty heron
#

setting for what?

dark drum
candid whale
candid whale
frosty heron
#

deffinitly not the right place

#

Try Data Assets

grave relic