#blueprint

1 messages · Page 211 of 1

barren tangle
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i now it will spawn the overlapping event

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the overlapping event is there to link the door to the action button of my character

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on my main character when i perform an action, i will trigger that event through event dispatcher

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the when i enter into the collision box. The door should link the event

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and bind the On Action Performed

lunar sleet
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Ok

barren tangle
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but sometime it works and sometime it doesn't

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so im wondering if the bind like that should be avoid?

lunar sleet
barren tangle
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because i don't want the door to be triggered if i'm not inside of the area of the action... that's why i was thinking to bind them when i enter into the area of action

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yes

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the bind seems to work

lunar sleet
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It prly means the cast failed, did you check ?

barren tangle
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but the action not

lunar sleet
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Does the action fire every time?

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Like did you put a breakpoint/print string on the IA node?

barren tangle
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the cast didn't fail because i print on the screen the message

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let me try the add a print on the action

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yes the action it's triggered all the time

lofty rapids
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you got a bunch of branches log the opposites see if something is failing the branches

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put a print string on the event itself right off the start, see if it's firing

barren tangle
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the event is not called.

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could it be because my actor is not 100% inside the box?

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the upper part is not into the box

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but the lower part is, so i assume that the event is called and the bind should be done

lunar sleet
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If the dispatcher call is not made it means it’s not reaching that far into your logic, nothing to do with your overlap

lunar sleet
drowsy anvil
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hello, how do I fix this error?

lofty rapids
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probably use other actor not component

barren tangle
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ok i understand

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in fact when i end overlap i remove the bind... but because of the character animation movement, some part of the body enter and leave the box, so unbind the event...

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that's annoying...

drowsy anvil
lofty rapids
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see how theres out pins on the right of it

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your using overlapped component

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probably want to use other actor, and plug that into your cast

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you should notice a difference in what your following

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the line probably goes from other actor to object in the cast

drowsy anvil
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ah yes, the node in the tutorial has them in different order, thanks for the help, sorry I didnt pay enough attention

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nice everything works now, very happy

whole dove
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I'm controlling my camera spring arm with the mouse input, basic thirdperson camera control. how can I clamp the min/max value for this?

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not the value output from the input action though, but the min/max value of wherever Controller Pitch Input goes

proud salmon
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What is the "proper" way of rotating a mesh within an actor? "Rotating Movement" only works on the root.

Just set relative rotation on tick? 🤔 It's just visual flair, nothing important (i.e. a motor spinning).

cosmic dirge
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I have made 2 Data Assets for 2 different enemies, how do i do in a blueprint when i press enter that it should spawn 3 of that type, and 2 of the other for example? im a beginner

valid juniper
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I'm using the GetDataTableRowFromName BP Node
(https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/Kismet/UDataTableFunctionLibrary/GetDataTableRowFromName?application_version=5.4)

but when I try to build for prod I have this error :
LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/GA_BaseGameplayAbility.GA_BaseGameplayAbility_C:GetParameter:CallFunc_GetDataTableRowFromName_OutRow'. Unknown structure.

OutRow is a framework strucutre, how is this unknowned, any idea 🙂 ?

Epic Games Developer

Get a Row from a DataTable given a RowName

dawn gazelle
valid juniper
turbid cypress
# valid juniper I have many, usually used like that

Sounds silly. But i sometimes get that when packaging. What tends to help is making it a local variabe (if it's in a function). Then trying to repackage.
There's probably a cleaner solution to have it pick it up correctly.

static sequoia
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anyone know how to make the playable character play an animation when both holding down R and inside collision box of a separate Blueprint?

turbid cypress
grand surge
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in motion matching i added crouch so

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anyone known i how do i add when prees jump input it whill stand

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reply anybody

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please i am going to sleep thats why

static sequoia
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I am very new

grand surge
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i am 4 but not learned too much to make whachting tutorials

turbid cypress
ruby cobalt
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copy pasted some code and i get this.. I want to detect collision with the skeletal mesh in this BP

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ahh i get it.. i have to create the component hit event from the skeletal mesh

turbid cypress
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Then in the function you check if both the button is pressed and the character is is inside the collisionbox

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Depending on your setup or scenario you might have to change a few things. Like if you have multiple characters you need to verify who's doing what. this way is a bit simple.

static sequoia
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hmmm... I'll try this out then.

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thank you

ruby cobalt
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can skeletal mesh detect component hits??

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i somehow can't

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testing 3 different meshes atm

turbid cypress
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weird phrasing. Do you mean detect if it's been hit with something?

ruby cobalt
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yeah

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i had a system like this work fine with a static mesh.. trying to use many skeletak meshes together and ditch the static mesh

turbid cypress
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If it's not triggering, then most likely your collision settings

ruby cobalt
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hmm they are all set like this

turbid cypress
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Is your character doing any physics simulation? Because you'll need to set "simulation generates hit events"to true then.

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I also always derp with this kind of stuff so i'm not 100% sure. But you might need to set the correct collision response to overlap too.

ruby cobalt
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ah that must be it*

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yeah everything is affected by physics

static sequoia
turbid cypress
static sequoia
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oh ok I see

turbid cypress
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It holds a "true" or "false" value

static sequoia
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yeah

ruby cobalt
turbid cypress
ruby cobalt
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oh that's cool

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atm neither hit and begin overlap cook

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i'm testing a similar static mesh.. it works fine

turbid cypress
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Need to check the collision settings between the character that's doing the hitting and the one being hit.

ruby cobalt
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i believe overlap can't work considering the meshes have collision that stop that from happening ha

turbid cypress
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And what's the case if i may ask? Maybe there's an alternative solution

ruby cobalt
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i trigger sounds when various objects hit.. trying to use physics to build some kind of instrument

turbid cypress
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Like a finger hitting a string?

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In any case, i think both need to be set to overlap to work. But i'm not an expert :P

ruby cobalt
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well if they have collision to use with physics i believe i can't use overlap

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what I got working so far was a skeletal mesh hitting a static mesh.. the static mesh bp detects the hit

maiden wadi
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You have a pin with a bad value for some reason. Refreshing it should fix it.

ruby cobalt
static sequoia
turbid cypress
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in your end overlap you set that function bool to true :P. Should be false there :D

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i just noticed i did that in my screenshot too lol. My bad

static sequoia
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oh ok

turbid cypress
cyan spire
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Hello, short question, can someone tell me how to link a Static Mesh inside my Blueprint Parent Actor so it can be modified from the child BPs?

static sequoia
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it seemed odd that it was checked to me. but it still instantly plays the animation 🙃

static sequoia
turbid cypress
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Well i do notice i forgot lol. So if you press the button it will always run like that.
If you're inside the collisionbox it shouldnt run without pressing though

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I'll DM, since it's silly to flood chat with it

static sequoia
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yeah

rose crest
ruby cobalt
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wouldn't it be nice to have gpt4 in here to chat with us and helping to troubleshoot?

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(and learn in the process?)

turbid cypress
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It loves to pull stuff out of it's ass though. Think for especially beginners that might be confusing :P

cyan spire
trim matrix
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How do I make this black space not be black? Im using the Default Unreal sky atmosphere and fog

turbid cypress
cyan spire
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I put the struct into the Parent BP of Equipable_master and made a blueprint interface to send a Object Ref (Equipable_Master) to access it in my Character BP. When im accessing it in my character BP, i get the struct and break it. I assigned the values in Equipable_Child. When im accessing it, the server returns correct, the clients return null.

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Im just looking for a more efficient way to pass values from a child bp to my character BP, because its a hassle to make a BP interface for everything ....

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BP interface function*

wind sentinel
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Hello, does anybody know how I can spawn an NPC at a specific location after a custom event has been triggered?

bright hamlet
dawn gazelle
cyan spire
fiery swallow
raw spindle
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is there a way to disable widgets in the widget designer? I basically want to "comment them out"

raven gyro
still breach
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Hello, does anyone have a solution to this problem I'm facing?
I have an Inventory System Component that holds a Content variable which is an Array of SlotItem. SlotItem is a struct.
I realise that I have a particular type of items, keys, that need to hold more information than a simple SlotItem, they need to contains the ID of the door the specific key opens.
So I created a derived struct "SlotKeys" from SlotItem to store my additional information. The problem is when I want to add said key to my Inventory Content through Blueprint, I get the following issue;

Any easy way to fix this?

stone field
wind sentinel
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@dawn gazelle @cyan spire thanks for your help 🙂 my BP does work now!

fiery swallow
fiery swallow
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you'd have to break your slot key , and manually insert them into the item struct

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or change your content struct array to be whatever the derived class is

stone field
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"Yes, c++ struct is very similar to c++ class, except the fact that everything is publicly inherited, ( single / multilevel / hierarchical inheritance"

hmm I am very rusty on cpp : )

still breach
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Hmmm... That's problematic, Not all Items are necessarily keys, but all keys are items though..

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And if I break the struct as suggested, I'm losing the keys information

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And making the content array the derived class isnt a scalable viable option, if later on I have other item exceptions, I won't be able to use it

lethal coral
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How do you find the purple nodes in the control rig editor? I've tried to search "for each item" but can only get just "for each" and"replace items" just doesn't exist. I'm trying to replicate the image here but can't find the nodes

silk cosmos
still breach
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Myeah.. I'm just a lil worried about losing performance about going this route, but seems to be the only viable option at this point

silk cosmos
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Using uobjects is much more scalable anyways

marble tusk
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There needs to be more info on blueprint Instanced Structs out there. It seems super useful, but the only info I can find is the tweet chain from the person who submitted the PR for it and a YouTube video from like a week ago

obtuse oriole
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how do I calculate the angular velocity to rotate from one rotator to the other?

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basically to calculate the angular velocity for the cube to face forward the target (white is target, blue is the cube actual forward direction)

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and yes, if u have been remembering my last few questions here. I did decide to make my own physics handle actor components, physics constraints is a bit too complicated for me

surreal swallow
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Hey Guys, Im having a problem that I cant set an struct array element. It stays the default.
in short:
I want to set a value inside my "Character Upgrade struct array", that is inside my "character struct array"

What am I missing here?

gentle urchin
gentle urchin
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Easily gets out of hand

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Can be done tho

still breach
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Thats what I was trying to avoid with struct inheritance ^^'

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Was trying to go with TVariants Arrays but seems like UE5 doesn't like that at all for blueprints and only is supported through full cpp, so kinda dissapointed here that it seems like there's no perfect solution

crude knot
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Physics objects falling through the ground (landscape only) anyone have any tips?

gentle urchin
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Guess you could make some functions in the base struct that you'd just override , and identify them that way

marble tusk
still breach
marble tusk
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Blueprint Instanced Structs are a thing now

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So you don't even need to use UObjects for it

marble tusk
storm shale
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I'd recommend relegating structs to data tables or similar stuff; rather than gameplay purposes

gentle urchin
still breach
still breach
still breach
storm shale
gentle urchin
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😅 its an inventory, hard to avoid

storm shale
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most likely don't need to send structs either

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for example, my items are all Integers

marble tusk
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BTW, this is the only other source of info on using Instanced Structs I could find. https://youtu.be/FHDrebwibfw

storm shale
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each item is 1 integer and that's it. You can store pretty much all info you need in a single integer; worst case scenario int 64; even worst case scenario string. an ID.

gentle urchin
still breach
gentle urchin
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I only replicate what is truly required

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And locally update the rest (for ease of access)

storm shale
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when u get them u uncode them once; and that's it

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u could store that info in a struct

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or an uobject

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or an actor; whatevs works

still breach
# marble tusk What do you mean?

I mean its great when you got a single struct, but not an array you want to iterate through it seems. Or there's something I still sont get

still breach
marble tusk
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and make an array of that one struct

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Maybe watching the video I linked would help

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I haven't even used this stuff yet since I also just learned about this today

still breach
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oh, I missed the video link, my bad, I'll have a look, thanks! It sounds like it might be exactly what I need

marble tusk
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Yeah, I was kind of surprised how this thing I was just learning existed is also the thing it sounds like you need 😆

gentle urchin
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I vaguely recall something it didnt support which prohibited my use of them .. cant recall what that was

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It may even have gotten fixed by this point

marble tusk
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In that video he uses a DataTable, but you could just replace that with your array basically

gentle urchin
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Maybe it was mostly the limited bp support of the structs im thinking about..

marble tusk
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It's funny, I was just thinking the other day how I wish I could do something like this with structs. To make it even better, I had seen the twitter thread about it back when it was first posted, but I didn't understand what it was talking about and dismissed it since it wasn't in the engine at the time anyway

gentle urchin
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😅 same. I now got a dislikeable superstruct with me

marble tusk
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I had figured if it was something worth knowing that people would talk about it when it's in the engine, but it seems that nobody has been. As if nobody even knows it exists

paper smelt
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What's a good way of checking when a function is called? I want to use it to see something on a widget but dont want to use tick as it would not be the best for performance

proud bridge
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What is the difference between a function and a custom event? The only difference I know:
U cant use delay in function
U can use RPC only in custom event.

What other differences are there?

paper smelt
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Purpose:
Custom Events:

Used primarily for event-driven logic.
Designed to be triggered or "fired" by other events or functions in response to certain actions or conditions.
Often used in scenarios where you need to respond to an external event, like a player input or an overlap event.
Functions:

Used to encapsulate and reuse logic or calculations.
Called directly within the Blueprint by other functions, events, or nodes.
Ideal for operations that need to return a value or perform a specific task without necessarily responding to an external event.
2. Return Values:
Custom Events:

Cannot return a value.
Used mainly for performing actions rather than calculations.
Functions:

Can return a value (e.g., an integer, float, boolean, etc.).
Suitable for calculations, data processing, and logic that needs to produce a result.
3. Execution Flow:
Custom Events:

Executes the connected nodes when triggered.
Can be called multiple times or triggered by various events or conditions.
Supports latent actions (like delays and timeline nodes), which allow for time-based actions within the event.
Functions:

Executes the connected nodes and optionally returns a result.
When called, the function completes all its logic in one execution step unless explicitly broken up by other logic (like a delay outside the function).
Functions do not support latent actions directly within them (you can't use a Delay node inside a function).
4. Visibility and Access:
Custom Events:

Typically used within the same Blueprint or by other Blueprints that reference this Blueprint.
Can be called by name using "Call Function" nodes or by triggering them through event dispatchers or other events.
Functions:

Can be private or public, controlling access to the logic within the function.
Functions are more suited to be reusable blocks of code that can be called from multiple places.
5. Parameters:
Custom Events:

Can accept input parameters (like a function), but they do not return any values.
Great for triggering actions with specific inputs but without the need for a return value.
Functions:

Can accept input parameters and also return values.
Useful for scenarios where you need to pass in data, process it, and get a result.
6. Use Cases:
Custom Events:

Triggering a response when a specific event occurs, such as handling player input, responding to overlaps, or starting a sequence of actions.
Useful for organizing event-driven logic, such as triggering animations or starting a sequence of actions.
Functions:

Encapsulating logic that can be reused, such as calculating a value, processing data, or performing a repetitive task.
Ideal for calculations, data processing, and any logic that should be reusable and potentially return a value.
Summary:
Use Custom Events when you need to trigger actions in response to an event or when you need to execute event-driven logic.
Use Functions when you need to encapsulate reusable logic, perform calculations, or process data, especially when you need to return a result.

paper smelt
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Lol

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Its the best way of getting info

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Learn all you can about it

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Dont just follow tutorials step by step take the time to learn it and you will be a pro with it 😉

proud bridge
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If we use a function inside a RPC custom event, will it replicate?

paper smelt
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Should

proud bridge
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Thank u tommyboi, this helped a ton!

paper smelt
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Some things you have to make custom events and call them in the function

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Some things wont

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Like changeing materials

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make that a seperate one

proud bridge
paper smelt
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Yeah

barren tangle
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hey, i have someyhing weird. i have 2 different characters. child of BP_MainCharacter
When i retrieve actor from class : BP_MainCharacterChild1 like this

paper smelt
barren tangle
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and after i print the character name like that

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it prints 2 Name. BP_MainCharacterChild1 and Child2

proud bridge
paper smelt
paper smelt
proud bridge
paper smelt
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Sometimes

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Yeah

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Some things only have to run on server

proud bridge
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Can u give me an example? It will help me a lot

barren tangle
paper smelt
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Give me a moment

proud bridge
paper smelt
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It only needs to run on server so I only need one custom event that runs on server to make it work instead of haveing 2

proud bridge
paper smelt
barren tangle
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but my question is more: is it normal to display 2 names when the functions is supposed to return me 1 object?

paper smelt
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😉

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Yes

proud bridge
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So to use dynamic material instance replication, i can use this method?

paper smelt
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Maybe idk never tested materials through here you cant replicate everything through this meathod so id have to check

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But its a good meathod to use when you can

proud bridge
paper smelt
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as there is only 1 game mode in a a game and it auto replicates basically

paper smelt
proud bridge
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Thanks man, i ll let u know of my findings

paper smelt
proud bridge
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I ll drop u a hi right away

surreal bridge
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Sorry it took so long to respond. I managed to figure it out.

If either the year month or day is 0, it will break it.

But if they are all 1 then the changes to the time work:

frosty heron
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As long they are not 0 you are good, if you see my follow up comment I got the time working too.

surreal bridge
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I had figured that if the year was 1, it would add that year to the outcome

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XD

frosty heron
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Since you are using now at some point you should plug the year from your date

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Unless you don't care about year then just put 1

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The moment year and month is 0, anything you set there is broken (become 0)

surreal bridge
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I plan to use Now at the start of a new game and just advance the game from there. So the date will start at the same time but will be passing by much faster.

I also ended up changing my time tick method to a loop with a delay instead of the on tick method.

In the past I have been used to there being like 20 ticks per second and that was how fast the tick rate was. Where as UEs tick event is based on the FPS so it varies

cosmic dirge
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So i have this array that works and spawn my actors, but i want a delay after each time, and if i add a delay after Foreach loop and between spawn actor, it stop working, any easy fix?

fiery swallow
cosmic dirge
fiery swallow
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Don't copy the content of the foreach loop, on the top right after you've opened up the macro, search for it in the search bar

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Copy it from there, and then in your spawn class, next to macros, right click the corresponding macro button and select paste

gentle urchin
fiery swallow
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Can't really show you how to do it because I'm not at my desk

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But this video seemed to do it properly

cosmic dirge
fiery swallow
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Lol very nice

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Glad to hear it

cosmic dirge
marble tusk
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You can avoid having to resetup all the inputs and outputs by instead copying the macro in the "Macros" list and pasting it into your macro library's macro list

fiery swallow
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Video I sent also shows how to do that. Personally I never do it because "ain't nobody got time for that"

gentle urchin
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I seldom have enough use of it for a macro library 😅

cosmic dirge
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first i copied all of the macro and i wanted to put it in a new macro, and i got lost with all the input and outputs and tought , did i get stuck already? .....

gentle urchin
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And since i cant share macro/bpfl easily across all projects...

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Engine wide library would be nice

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Just like engine wide asset library would be nice...

fiery swallow
gentle urchin
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Instead of bloating every project with all the content, only reading from a common lib and adding what is used would be neat

marble tusk
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Copying the macro like this instead of selecting all the nodes inside of it

fiery swallow
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Oh yeah that's what I was saying to do haha

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I thought you were referring to the macro library

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Maybe my description was terrible

marble tusk
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Ah yeah, I only watched the video and he does it by selecting all the nodes instead

crude dew
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Hi, I attempted to remake Pong but Im finding that sometimes the ball will end up stuck in the middle of the playfield as the image shows I do have a function which check the direction of the ball (Which has locked rotation to prevent ball spin like in Billiards/Snooker), If the ball is bouncing vertically then destroy the ball and spawn a new one, But wondered if someone had some idea on how I can prevent this from happening without it looking really weird and modifying the trajectory of the ball wildly please? (Sorry for the long post)

pallid nest
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hi guys, im trying to gather all widget componenets from this specific widget that contains "canvas_" so I can turn on the visibility is this supposed to be the right way to do so? atm, the print prints sucesfully the widget but I think the conditional is not correct

frosty heron
frosty heron
crude dew
gentle urchin
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Math wrong?

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For the angle

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Seems off

crude dew
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The ball is handled by physics

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This is the material handling it

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The ball Rotations are "locked" so ball spin cant cause the weird bouncing angles.It seems to start off accurately then goes a little weird for some reason

gentle urchin
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Friction?

crude dew
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I,ll try reducing it to 0.0

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with 0.0 it just goes left and right when it hits the paddle even when paddle is moving but that does mean that the friction is having an effect on how the ball is reacting to the paddle, So maybe I can modify the paddle to have angles predesigned into the paddle and that will add some "control" to how you can "direct" the ball?

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@gentle urchin Thanks!! Now seems to be working better it was the friction I was thinking the friction would only affect the speed loss of when it hits something but it does seem to have some effect on the actual trajectory of the ball, So I will add angles to the paddles instead 🙂

pallid nest
frosty heron
pallid nest
frosty heron
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you most likely don't want to use 1 canvas per element

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they could just be a child of one canvas

pallid nest
frosty heron
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If they all share the same canvas, then you will just need to toggle one canvas

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also if you want feedback, the text is kinda hard to read

pallid nest
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each canvas has a button and an image that when an integer is > 0 then is displayed,

frosty heron
pallid nest
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thanks, but they are not the same canvas right?

frosty heron
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instead Canvas with generic buttons

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What you can do is create a widget for the button

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with all it's properties (integer, image, etc)

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then they all can be a child of one single canvas in your "Master" widget

pallid nest
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so you mean creating another widget with a single image of this and then calling that one directly instead of repeating so many times , right?

frosty heron
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are the buttons not a widget blueprint of it's own?

pallid nest
frosty heron
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Yeah that's gonna be a nightmare

pallid nest
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each canvas contains all these 5 elements

frosty heron
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So you are handling them one by one

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and you have 40 buttons

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so 40X the work

pallid nest
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exactly

frosty heron
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that's unthinkable

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😛

pallid nest
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do you by any chance know any tutorial ? I know there is a way to do with a single one but I dont really know how

frosty heron
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You need WBP_MyButton
Which contain Skill Icon, BG, Button, integer, etc

frosty heron
pallid nest
frosty heron
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I would show a bit of what I done, but I just messed up my project and can't open it.

pallid nest
frosty heron
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I can comment the problematic line but trying to figure out why 😛

pallid nest
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i try to do backups almost every two days very scared of that haha

frosty heron
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ahh f it I can do that later

frosty heron
pallid nest
frosty heron
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no, it's a tool that every software developer used.

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can't get a job as one if a person doesn't know how to use it.

pallid nest
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great thanks again mister

frosty heron
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You can commit changes, and reverse to earlier version. Really important as you can time travel if your project gets corrupted

pallid nest
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it seems I have it activated so something else to my to do list

frosty heron
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It can work outside Unreal but anyway

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@pallid nest This is my WBP_Button,

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it contains all the logic that my custom button does

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returning Item, Index, etc

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They get populated to a single canvas panel

pallid nest
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aha and then you will call this in the main widget right? I have it from the template as well but what I struggle to understand is how you display X times

frosty heron
#

where the button gets added

#

and they will live under one canvas panel, so when I want to hide all my buttons, just need to switch one Canvas Panel

pallid nest
#

great many thanks again for your time and help mate

gentle urchin
frosty heron
#

imo, you should try to keep all your custom buttons in one single parent

pallid nest
#

thanks again that is very helpful, i will try to think how to do adapt to what I do (is almost the same but the difference is that there should be a condition passing an integer as well - using a data structure )

frosty heron
#

You bind the delegate to the parent Widget Blueprint

pallid nest
#

bless you ! I will try that

grand surge
#

anyone known how to fix like in motion matching i created first person camera and turned of use pawn control rotation so it becomes realistic ultra realistic so but on this https://www.youtube.com/watch?v=-zkdBxBybFg here the files it was repliceated https://github.com/cenairaclub/motionmatchingreplicated

GitHub

Unreal Engine 5 Motion Matching Sample REPLICATED. Contribute to cenairaclub/motionmatchingreplicated development by creating an account on GitHub.

#

so in this replicated project i am adding same camera and same code and tuning off use pawn control rotation but its bugging camera not movig

oak juniper
#

A question. You probably saw an effect in games where grass is affected by an explosion, cant find anything really meaningful on youtube about how to design systems like this.
BUT my question is not about grass, imagine a game where something explodes in a room and every single object starts wobbling accordingly. for the animation i imagine you can make a skeletal mesh to sheer the objects, but how would you approach the system that would shear them?

#

maybe you saw something somewhat related to it.

frosty heron
#

I do imagine it can be as simple as applying force?

#

where the explosive location is the source

oak juniper
#

the thing is i dont want the objects to be physical

#

i want them to be glued in place for gameplay reasons until they are destroyed and no longer exist.

#

so i just want to do a wobble effect on top of what is practically an immovable prop.

gentle urchin
frosty heron
gentle urchin
#

That too lol

barren tangle
#

can you help me to do a movement that make a straight line into the direction the actor is facing?

#

i try that but it doesn't work

agile moss
#

The enemy does not play the punching animation montage. Anybody know why?

barren tangle
agile moss
#

Yes

#

oooooohhh

barren tangle
#

that things is required

agile moss
#

It works for the player

barren tangle
#

doest your AI move?

agile moss
#

yes

#

the running animation also plays

barren tangle
#

ok

#

but in your case it will attack if it reach the location 0 0 0

#

does it reach the location 0 0 0 ?

agile moss
#

no

#

but it shouldnt at 0 0 0

maiden wadi
#

It does not use the Location if there is a valid object specified.

barren tangle
#

because your issue is to know if you reach the specific location or the target?

#

if you reach the target does a print works?

agile moss
#

no, it should play when the enemy reaches the location

barren tangle
#

instead of the attack?

agile moss
barren tangle
#

is your mesh composed of multiple mesh?

agile moss
#

no

frosty heron
#

The A.I have anim montage slot?

vague night
#

I am doing some course and I have a task to make in UE5 using blueprints a simple game where objects randomly spawn and move toward the player, if they don't get shot down, player takes damage - think Missile Command - what would be a good way how to set this up?

agile moss
#

well he uses the same BP_anim as the player

crimson pollen
#

my mouse remains hidden. Anyone know why? I put this in the level blueprint itself

frosty heron
#

Ise the montage use the same slot ( upper body or w.e it's called )? Try to just play montage outside your system

#

The montage also need to use the same skeleton as the anim blueprint

#

Is the A.I and the player share the same mesh?

agile moss
#

it does

frosty heron
agile moss
#

im gonna try simplifying the bp_anim see if it works

#

yeah no that was stupid

barren tangle
#

how can i move an object to a line base on the forward vector of the character?

crimson pollen
#

@frosty heronyes I know im doing this for debug reasons. It doesnt seem to work even know I had this working a few months ago

barren tangle
agile moss
barren tangle
#

no, it's a collision box. that i want to move

#

i want to move the box following the forward vector

agile moss
#

Box
Set location to get location plus 1
And like a tick use instead set timer by event

#

Use a custom event first and plug the red in the red

#

Or if u want to move it instantly just set the location to what you need

barren tangle
#

i move it with a timeline but the destination is confused

#

i know the start but how can i know the end

agile moss
#

The destination is random?

#

A bit

#

?

barren tangle
#

no i want a straigtt line base on the forward vector of the character

agile moss
#

try this, but use timeline instead for the float

barren tangle
#

so regarding to where im facing, how can i would like to move to that direction the box

#

i can't a collisions box is not a pawn

agile moss
#

Ah right

frosty heron
#

So it follows the rotation of the actor

barren tangle
#

it's the case but for the movement, how can i get the destination?

frosty heron
#

Not sure what the goal is

barren tangle
#

i tryied something like that

agile moss
#

can u try ai move to? (wait does it work on normal actors, lol idk)

frosty heron
#

Why are you using timeline? What's the objective?

#

If you need to go from A to B in x ammount of time then use timeline but if not you can't use timeline for something without fixed length

barren tangle
#

the objective is to make a box move from position A to position B in a straigth line, but base on the forward vector of the player

frosty heron
#

Is this like projectile?

barren tangle
#

like projectile

frosty heron
#

Use projectile component

#

All you have to do is specify speed and rotate the projectile

#

It will shoot straight

woven sky
pale obsidian
#

Should I make a general parent class for, well, everything?

barren tangle
#

when you use projectil you spawn the projecti each time?

pale obsidian
#

If I have a simple parentage setup:
-Bp_human
-Bp_player
-Bp_enemy
Does it matter if I put enhanced input into the player bp or human bp?

barren tangle
#

put it into the gameMode...

frosty heron
#

Wut?

#

game mode?

barren tangle
#

it's related to the player controller not to the pawn

frosty heron
#

wait, what are we talking about here

barren tangle
#

you can put it on the player controller or the gameMode

#

the activation of the enhanced input system

#

it's not related to the character

frosty heron
#

depends on your game I guess

#

if you can swap between characters then maybe controller is not a better place

#

pretty sure the default template add input mapping context in the character

barren tangle
#

yes, but it don't think it's the good place to do that

#

it's not related to the character, so it should not be there. it can but it should not

frosty heron
#

depend on the game

barren tangle
#

player controller should be the best place, yes depend of the game

#

and what functionallity you will need

frosty heron
#

if you can switch between characters, then perhaps doing it in the character is better

#

when you posses a car, you get to have input to drive the car

#

when you are on foot, you can shoot, etc as a human character

barren tangle
#

if character have different Input yes, if they have the same don't do it into the character

frosty heron
#

dumping all of those in controller doesn't seem like the ideal to me

barren tangle
#

all character will share the same Input, but only if you need them to share the same input

#

if you do it into the character, only the character and its children will have it

frosty heron
#

so at the end, it depends on context or what your project need.

barren tangle
#

yes, im agree with that

frosty heron
#

as far as I know Lyra even usses component to do the Inputs

barren tangle
#

but to cover most case, have it outside will be better

#

what is Lyra?

frosty heron
#

Epic's sample project that meant to show standards

#

some say too over enginereed

#

but lots of nice things you can grab from there. The camera system saves my project.

barren tangle
barren tangle
#

BUT it depend of the game

#

so that's why put it into the controller and let the controller controll the input is better

frosty heron
#

well I don't have much idea, don't really touch Input much

barren tangle
#

the last game i made was with menu controlled by a controller. and the controller was the good place to control everything, character, menu ...

oak juniper
#

are there tutorials on making a Squad like pip scopes where as you aim the main camera render resolution drops and blurs so that the framerate stays somewhat consistent?

maiden wadi
woven sky
oak juniper
#

its not like a common pip approach that instantly drops fps

barren tangle
#

i face the top direction but the projectil goes up right

#

i don't understand 😄

#

lol

humble wigeon
# barren tangle

Would you mind sharing the screenshots of the blueprint driving this behaviour? It's easier to debug if we can visualize the implementation

barren tangle
#

i don't know why, but i have like 45° offset

#

this goes into the straight direction

#

so my question is performance wise, i spawn projectile so i create actor each time i launch a projectil... is it the good way to do?

humble wigeon
#

what happens then?

barren tangle
#

nothing, it's the same

#

now that i have enable it, the box is on the good rotation related to the character

#

but it doesn't affect the movement

humble wigeon
# barren tangle so my question is performance wise, i spawn projectile so i create actor each ti...

From my understanding it's no ideal, if it's something that gets created and destroyed as frequently as a projectile, you might wanna look into object pooling (You create as many projectiles as the character can shoot in a give second before you need them, and only activate them/render them when the character shoots). I've done this in Unity, not sure how to go about doing this in UE5 though 😅

barren tangle
#

but the probleme is the character can use projectil when he wants

humble wigeon
barren tangle
#

but i was not expect that 😄

pale obsidian
humble wigeon
humble wigeon
barren tangle
#

ok so instead of destroy i hide them and put back into the pull

humble wigeon
# barren tangle ok so instead of destroy i hide them and put back into the pull

This is done in Unity but the idea is the same Introduction to Object Pooling in Unity | Object Pooling Tutorial

In this video I will cover what Object Pooling is, why you need it, how to implement it, and cover some of the common pitfalls of using an object pool.

Object Pooling is the concept of pre-creating objects as disabled, then enabling and disabling them instead of instantiating and destroying them. Object instantiation is an expensive operation a...

▶ Play video
barren tangle
humble wigeon
primal hare
#

This one BP sometimes triggers sometimes doesn't. Not sure what is happening. Below is the related error

PIE: Error: Blueprint Runtime Error: "Attempted to access BP_AI_ThirdPersonCharacter_C_1 via property K2Node_DynamicCast_AsBP_AI_Third_Person_Character, but BP_AI_ThirdPersonCharacter_C_1 is not valid (pending kill or garbage)". Node: Assign Caught Event Graph: EventGraph Function: Execute Ubergraph BP Bridge Trigger RESPAWN Blueprint: BP_Bridge_Trigger_RESPAWN
LogScript: Warning: Attempted to access BP_AI_ThirdPersonCharacter_C_1 via property K2Node_DynamicCast_AsBP_AI_Third_Person_Character, but BP_AI_ThirdPersonCharacter_C_1 is not valid (pending kill or garbage)
BP_Bridge_Trigger_RESPAWN_C /Game/_2_D3_GAME/LEVELS/Anand/UEDPIE_0_Start_B_02.Start_B_02:PersistentLevel.BP_Bridge_Trigger_RESPAWN_C_1
Function /Game/_2_D3_GAME/LEVELS/Anand/SEQ/BP_Bridge_Trigger_RESPAWN.BP_Bridge_Trigger_RESPAWN_C:ExecuteUbergraph_BP_Bridge_Trigger_RESPAWN:0812

frosty heron
#

You are trying to access a null pointer

#

your variable points at nothing in the world

#

Eg, you are trying to access ThirdPersonCharacter but it was not set

#

you need to specifically set the pointer to point at some instance in the world.

primal hare
#

But it mostly works

frosty heron
#

"mostly"

primal hare
#

just when I play the whole level

#

it stops

frosty heron
#

whatever the case, the error triggers when you didn't set ThirdPersonCharacter

#

and trying to access it

primal hare
#

ok let me see all connections are there and pointing correctly

frosty heron
#

You shouldn't try to access something before setting the pointer.
Use the IsValid check before trying to access but this could be a curse if you don't know what you are doing.

thin panther
#

More specifically you're accessing the result of a cast even if it failed

primal hare
#

yes valiadated check, I've heard now let me go learn it

humble wigeon
#

I'm spawning the projectile 100 units along the forward vector, you could try doing that too, just to see what happens. It might be a collision issue when spawning exactly on the character's location maybe? 🤔

raven gyro
#

does anyone have tips on how to make it more clean? QQ

#

https://forums.unrealengine.com/t/multiple-buttons-one-door/353559

I found this here but i dont understand D:

white thicket
#

I want some tips! So should i make all the game money system in character bp or there is other good way i can use so that i can call that event everywhere

stone field
dark drum
#

Is there a var type that is just the date? Day, Month and Year. If not I'll just have to use the Date Time one. :/

gentle urchin
#

Dont think so

#

There is

#

Check the return type for GetDate

#

@dark drum

dark drum
dark drum
#

It's just typing the data into this isn't the easiest haha.

steel crag
gentle urchin
dawn gazelle
# raven gyro

The branches seem a bit superfluous. If you want to turn one thing on and the other two off, just do so.

dark drum
#

I wish 'object' would appear in the parent class drop down. 😦

raven gyro
agile moss
#

Why is the enemy not punching?

#

The montage doesn't work

dawn gazelle
maiden wadi
# agile moss

Have you actually debugged to make sure that Attack is running?

agile moss
maiden wadi
#

PrintString or PrintText node. Or click on a node and press F9 to put a red breakpoint marker on it.

#

Play. If you used Prints, you'll see the text show up in the top left. If you used breakpoints, the game will freeze and go to that BP's breakpoint.

agile moss
#

Yeah it printed string

#

Only to the empty one

#

The on completed doens't show

maiden wadi
#

Then expand your AcceptanceRadius to 200 and try again.

agile moss
#

And f9 worked

#

No difference

#

I folowed the same things a guy in a tutorial did

maiden wadi
#

You're not seeing a print On Success?

agile moss
#

No

maiden wadi
#

Then it's never finishing. Put a print on OnFail and print out the Enum output.

agile moss
#

Ok

sturdy verge
#

Hi, how can I use custom ini setttings in a packaged build?

agile moss
#

It doens't have to do with ai move to
But with montages

#

Maybe

maiden wadi
#

If the move is never finishing. It won't call the Montage. So...

agile moss
#

Well the custom event is to attack

final berry
#

Hello! What is a good way to disable all input in the entire game with the exception of 1 (like a left mouse click on a "click for next" button?). Use case is a tutorial

agile moss
#

Maybe it works for a split second

maiden wadi
#

But if the move is never finishing, the custom event won't run.

agile moss
#

But its overwriden

#

But it does

#

Because

maiden wadi
#

You said a print on Finished wasn't printing?

agile moss
#

Yes

agile moss
#

and it does

#

but no montages work

#

for the play montage, the empty white thing works but the completed doesnt

maiden wadi
#

Dunno then. Is that the same montage the player is using in your video?

#

And the AI is using the same skeleton?

agile moss
#

Yep

#

Alr maybe I can get some help in the animation chanel

#

Thanks anyway

maiden wadi
maiden wadi
raven gyro
dawn gazelle
#

You don't need to check if something is on or off in order to turn it off or on.

tame loom
#

Hey i'm having a fatal error on start up of project. I managed to get into it after first opening a different 5.2 project but. I'm really worried about this. I have version control and can revert some work but id rather figure it out and not lose work. Especially being that I don't see any reference to what I was working on. Sorry to blow up this chat with this but here is the error.

final berry
tame loom
#

Seems to mention anim bp at the beginning but yeah Please let me know if anyone has any idea. Thanks

final berry
maiden wadi
maiden wadi
# final berry Yea, that's an easier description 😛

To stop other input, SetInputMode_UIOnly, or if using CommonUI and your tutorial thing is an activatable widget, set it's mode to Menu. Put a canvas or border(draw None) behind stuff with it's visibility set to Visible.

The first stops gameplay controls, the second stops mouse clicks from bleeding through to other things.

The allowing other inputs for the tutorial, that gets a lot more complicated.

final berry
#

Aight, those are some great pointers, I'll see what works for me 🙂 Cheers

tame loom
#

TY!

#

I saw this in the anim bp lol hmmm maybe i'll get rid of that. Have a feeling this might have been it

#

although the error report mentions the anim graph in the anim bp and this is the event graph so maybe not. Idk but i'll try for now.

undone bluff
#

not valid > delay > is valid
classic

tame loom
#

oh no really lol 😂

undone bluff
#

but while I haven't been following it's quite certainly not the source of the problem

tame loom
#

oh damn ok

#

bummer. I'm scared to keep workin on project cuz i feel like if i keep pushing eventually I won't be able to open project no matter what

undone bluff
#

make sure that you weren't out of memory or disk cache

#

might also be a driver issue or corrupted engine files

tame loom
#

really? ok cuz opening up a different 5.2 project first then opening up this one let me open it

#

hmmm ok interesting

#

Its still an early project. I'll check that and maybe even open it up and convert to 5.3 or 5.4

#

THanks so much man seriously

undone bluff
#

np, different engine version is a good idea if it's an option

#

otherwise worth trying a reinstall (or rebuild)

tame loom
#

gotcha ok for sure. That makes sense. least I have an idea and some options!

#

👍 💪 🥳

tight pollen
#

how can I add components in runtime?

ruby cobalt
crude dew
#

Hi, Is possible to change the material of a specific index in a HISM Component ? Here you can see I,m passing the scoring player then trying to assign the material to a specific instance index ?

tight pollen
#

?

crude dew
#

Am i right in thinking that you cant actually store references to each "Instance" and the integer is just a ID Number of it,s instance held within the HISM Get Instance Count?

crude dew
#

Ahh, So i cant actually get that instance directly say I had 50 instances and I wanted to get Instance number 15 how can you access this array as I notice the HISM doesnt return an array at all

#

Would i have to loop through the Instance count of the HISM to do this (If Current Element == 15 then do X)

maiden wadi
#

The thing is that the HISM component is the instance. It's just displaying and holding collision data that emulates multiple different meshes of the same look. There are no actual separate mesh instances in this case.

#

For the material..

crude dew
#

Ahh ok.

maiden wadi
#

You can affect per instance parameters on your material.

gentle urchin
#

You can make your own uobjects tho

crude dew
#

This demonstrates what Im trying to achieve

gentle urchin
#

And with some crafting have them as the 'reference' to the instance

crude dew
#

So if player 1 scores then I need to change the colour of one of them (Indicated by scribble)

gentle urchin
#

This is usefull if each instance needs to have a bunch if extra data related to it

maiden wadi
#

IMO I would just set your per instance data.

crude dew
#

this needs to be changed during runtime.

#

So might be easier to use 10 static mesh's

gentle urchin
#

Per instance data is runtime

#

You can easily flip color of an instance by having the color be a product of the instance data

crude dew
#

Not done that before, So is that in the material shaders? or in the Blieprint?

#

I saw Per Instance Random node.

#

No idea how to use Per Instance Data nodes XD

#

this is how i have it setup atm

#

Might change to using 10x static meshes and store them in an array and just update individual materials for ease xD

gentle urchin
#

😆 prob worth it

crude dew
#

JUst thought this might be easier to use xD

tight pollen
#

how can I add Custom Scene Component to Actor in runtime

maiden wadi
#

@crude dew Do you understand HSV?

crude dew
#

Not particularly, I have found my issue I had to mark as dirty when i changing it... now its working as i expected.

#

Im guessing that refreshes the instances to update with the new colours.

maiden wadi
#

You can also mark that afterwards too on the HISM component in a single call.

#

Won't change much unless you're updating hundreds of instances in a frame probably.

crude dew
#

Oh ok i,ll do it off the "Completed" (Nah its only 10 instances im updating)

maiden wadi
sturdy verge
#

Is it possible to get the Screen Percentage in GAme?

maiden wadi
gentle urchin
#

Of the percent, duh!

sturdy verge
#

Of the Screen, you can set it to 40% to reduce render time

sturdy verge
#

So I can check, if it's working

stone field
fiery ridge
#

Why does this only work if I put a Delay node between Patrol function and AiMoveTo? (This is BP task for BT, Patrol is a custom function library)

sudden wadi
#

Hi,
Anyone able to help me out with this?

https://www.youtube.com/watch?v=-t3PbGRazKg&list=PLNwKK6OwH7eW1n49TW6-FmiZhqRn97cRy&index=1&t=1s

I’m at 21:20 on the above video. I’ve followed the tutorial step by step up to this point. When I go to the details panel of my enemy blueprint, and attempt to change the AI Controller Class from its default value “AIController” to my created AI_Enemy_Controller, I’m unable to switch from the default option. I see the option for my controller come up through the drop down, but when I select it nothing changes.

Chapters:
00:00 Info on the Full Series
01:29 Info on Part 1
01:52 Enemy and Player Setup
04:43 Basic Enemy Behavior
08:30 Fix Leg IK issue with Ue5 Mannequin
11:33 Creating the Behavior Tree and Blackboard
12:43 Quick Explanation on Behavior Trees
15:02 Building the Behavior Tree
17:20 AI controller Setup
21:27 Testing the Behavior Tree
23:05 C...

▶ Play video
dawn gazelle
#

If you happened to create another AI Controller class off of this, open it up and check the top right hand corner and see what the parent class is. It should be either AI Controller or AI_Controller_Base

zinc ermine
#

Noob here, is it possible to make this without casting to player character? this is a master blueprint which controls my health and ammo pickups. I've heard casting is unoptimised and I plan on having lots of these in my world.

dawn gazelle
# zinc ermine Noob here, is it possible to make this without casting to player character? this...

Casting doesn't really cost all that much. Unless you're casting 10s of thousands of times every frame, the cost is minimal.
The real hinderance here is that by having your character class referenced in this other blueprint means that in order for this object to be spawned, it would have to load the Character's class which could be potentially a heavy class to have loaded, but if it's always loaded it doesn't really matter.

zinc ermine
#

to test that Ive just Duplicated a thousand Pickups without any fps drops, Am I in the clear?

ps. Thanks for the fast reply

lunar sleet
fiery ridge
#

And use same component on other actors as well (enemies)

hollow tendon
#

Hi. I have 2 actors. An arrow actor and a tree actor. I want to set the arrow actor to the tree's actor location expect i want to add 100 points to the x axis of the arrow actor ( means i move the arrow to the tree location on z and y but move it 100 points to the direction of the tree aka to where it is looking at )

#

The tree:

#

arrow actor

#

Current setupp

#

What did i do wrong?

#

And how to get the desired results? Thanks in advance

undone bluff
hollow tendon
#

in the arrow's actor

undone bluff
#

ah, alright and I assume the get actor of class is just temporary and there is currently only one tree?

hollow tendon
#

yeah

undone bluff
#

okay let's move on to the meat then, the forward vector is normalized, if your tree's forward direction is x then it will return 1 0 0

hollow tendon
#

you see?

#

whereever the tree faced at

undone bluff
#

right, right

hollow tendon
#

i want the arrow to be placed 100 point from the direction the tree is facing at

undone bluff
#

so you get the forward vector, and multiply it by the distance (100)

hollow tendon
#

done?

undone bluff
#

nope

hollow tendon
#

ok

undone bluff
#

first of all multiply the forward vector by 100, you are multiplying by 1 (not doing anything) then dividing by 100

hollow tendon
#

done

undone bluff
#

you are multiplying a single axis

hollow tendon
#

yeah?

#

i want the x axis, no?

#

not work as desired

undone bluff
hollow tendon
#

yeah

#

i just want it to go 100 points from direction of the tree

#

so no specifc axis i guess

undone bluff
#

yes please have some patience I am trying to explain the process step by step

hollow tendon
#

yeah i am paitent, i just love to ask fast 😆

#

sorry

undone bluff
#

unimportant but you can right click the bottom pin and make it a single float so it's easier to manage

hollow tendon
#

wow what is wrong with ur ue5

#

it looks slick and modren

undone bluff
#

if you put 100 there it'll basically do the same thing as a 100 100 100 vector

hollow tendon
#

where i click which one

undone bluff
#

right click the bottom vector input, with the 3 fields

hollow tendon
#

done sir

undone bluff
hollow tendon
#

hmmm

undone bluff
#

you want To Float

hollow tendon
#

done

#

correct or false?

undone bluff
#

wrong node, the divide node on the right isn't needed

#

we just multiply

hollow tendon
#

hmmm

#

done

#

i removed division node

undone bluff
hollow tendon
#

now it is only 100x on all axis and output is float

#

ah

#

done

undone bluff
#

perfect

#

one more step

hollow tendon
#

thanks!!

undone bluff
#

what we have is a local offset

hollow tendon
#

hmmm yeah

#

we just add 100 points

undone bluff
#

that's what we did already

#

but we need to make it world space now

hollow tendon
#

yeah

undone bluff
#

all we have to do is take the actor location

#

(recombine the pin)

hollow tendon
#

ok sir

#

which one

undone bluff
#

you have right click and split this pin

#

you can recombine it into a vector again

hollow tendon
#

done sir

undone bluff
#

nice, now we just add the two together like this

hollow tendon
#

done

undone bluff
#

that's it

hollow tendon
#

Does not work

undone bluff
#

odd. time to troubleshoot then

hollow tendon
#

wait

#

@undone bluff THANKS SIR

#

it works

#

wow amzaing

#

you are a mathmatical genuius

undone bluff
#

glad I could help, you should make sure to remember this specific pattern because it's needed a lot

hollow tendon
#

so lets re-cap what i learnt

#

we got the forward vector of the desired target

#

that we want to offset our set actor location to + offset on the forward direction

#

the get forward vector has 3 inputs tho

#

why?

#

isnt the forward always the x axis?

#

why the get forward vector has 3 vecs

#

make no sense

undone bluff
#

the local x axis is forward (in unreal engine) but if you turn the tree 90 degrees now the local x axis is along the world's y axis

hollow tendon
#

hmmm

#

impressive knowledge sir

undone bluff
#

it's fundamentals 😅

#

but it is understandably tricky to learn

undone bluff
#

^^^

hollow tendon
#

it is indeed tricky sir

undone bluff
#

also electronic nodes, but that's paid

hollow tendon
#

sir..

#

i am a game dev

#

that's by default mean i am broke

#

i cant afford that

#

🤣

undone bluff
#

that's so real

hollow tendon
#

as real as unreal engine

sudden nimbus
#

cries that my i9/64GB/3080 is woefully insufficient

hollow tendon
#

for what? seems more than enough sir

sudden nimbus
#

it's not

hollow tendon
#

sadge

sudden nimbus
#

HLODs 🥲

hollow tendon
#

remove all features and use the mobile preview at 50% screen res 3D, issue solved

#

🧠

#

no more lag

hollow tendon
sudden nimbus
#

nanite doesn't replace HLODs 🙂

hollow tendon
#

hmmm

#

i dont know

compact fable
#

Hey guys, got a question. I am making a game that has a PC version and VR version. What would be the best way to separate the maps? Have different levels for each or use sublevels?

sudden nimbus
hollow tendon
#

say i want to move the arrow class to the leaf of the tree + 100 points to the direction the leaf is facing

#

this adds more complexity :/

#

i will copy paste our code

#

but replace the tree vector with the component vector

hollow tendon
sudden nimbus
#

sure it does, I know because I'm using it. you still can't skip HLODs

#

well, if you want more than a small square of that world to be visible. This is why Epic uses HLODs on the projects it also uses nanite, such as city sample

hollow tendon
#

impressive

sudden nimbus
#

to be fair it's mostly just landscapes that make HLODs so expensive, and it's questionable that it should require such resources. #level-design message

hollow tendon
#

thats sad, i can not get

#

forward vector of a componet

#

only an actor

#

massive limiation from epic dev?

undone bluff
#

well an actor actually technically doesn't have a transform, its root (scene) component defines its location, rotation and scale.
every scene component attached to the root component has a transform relative to this root component, but there's still functions to get and set world transform as well as getting the forward vector, they will just do translation between world and local behind the scenes

#

I am not sure why you can't get the forward vector, are you sure you're targeting a component that actually can have a transform (if it's a mesh or anything else visual it does)

sudden nimbus
#

I've probably got about 15% of my worlds final HLODs set up and it takes about 3 hours on my system to build them. So I'll probably be looking at a 20hr build time for the final world, assuming I don't hit any additional VRAM or RAM bottlenecks

hollow tendon
#

🙏

#

and QD OLED 480HZ 4k 0.01ms response time screen and 16Khz mouse polling rate

sudden nimbus
#

next upgrade will have to be at least 512gb of RAM and a proper professional grade GPU

hollow tendon
#

yeah

#

make it 1024 gb ram

#

or 2048 Ram even better

#

🤣

sudden nimbus
#

you laugh but that would be lovely

hollow tendon
#

LOL it is insane numbers bro

#

2048 Dram is insane

sudden nimbus
#

the motherboard that supports it would be nuts on price

#

I'll just say: Don't try to build an open world if you aren't ready to pay for it.

#

Both with your time and your money

hollow tendon
#

yeah

#

i make basic puzzle game

#

with maximum 50 mesh on screen

#

in which most of them are cubes

#

with 1024x1024 textures

#

😎

#

runs on 64mb dram, gtx169 ti, 5hz 32pixels mointor, 64hz mouse and intel core i 0.1 256mhz cpu 0.5 cores computer

#

fully optimized better than 99.9% of ue5 releases thts for sure

#

their optimiztions sucks, they release them with gpu usage does not go high even if u have the world fastest cpu

#

game caps at 90fps, lowering settings to get higher fps? nah, lower settings to keep fps at 90 but lower ur gpu usage the lower u reduce ur settings

#

so annoying

#

wait

#

my textures have more pixels than my target monitor resoutlion/pixels

#

gotta drop that to 16pixel

undone bluff
hollow tendon
#

this is a totall mess

sudden nimbus
#

PCG though ehhh? 😄

#

PCG and actor filters on level instances: this stuff is rad

inland walrus
#

Any ideas on how to make it so that 's' makes him turn around and run the other way instead of running backwards?

hollow tendon
#

looks a fun game

sudden nimbus
inland walrus
#

yeah

sudden nimbus
#

there is an option to match orientation to motion which might be of interest

#

but if you are using root motion animations, it would be higher quality to handle this either in a blend space or if you are using motion matching, to do it there

#

...assuming you have animations for it

inland walrus
#

Ah okay, yeah i'm pretty new to this motion matching

undone bluff
#

mildly unrelated, but it's honestly crazy that orienting the character to the direction of velocity is not built in (there's only a setting for the direction of acceleration)

inland walrus
#

agreed

sudden nimbus
#

I believe technically it does neither -- its based on the player's input

undone bluff
#

I think both are options

#

as well as control rotation

inland walrus
#

its the motion matching that I cant figure it out with

sudden nimbus
#

ah right, bUseControllerRotationYaw will do it based on the input, bOrientRotationToMovement is based on acceleration

sudden nimbus
undone bluff
inland walrus
#

Any idea where? & my dev set it up but he's inactive atm

undone bluff
#

this should be it

#

would look into what that does

inland walrus
#

damn, thanks. When I click the middle mouse button it turns how I want it. Now I just need to figure out how to make that the standard

frosty trellis
#

yo

#

im new to bp and i was wondering how to turn off the sound when the player turns the tv off

dawn gazelle
frosty trellis
#

thank you ill look into that!

inland walrus
#

Anyone know why this isn't working?

daring merlin
fallen glade
#

I provide this set of vertices to a procederual mesh I add like this: is there a reason why it's not generating? Fist time I touch this. SHould I use the dynamic mesh component intead? What's the diffference?

#

oh it does work but I should be working in local space instead ha

ancient moth
#

How could i calculate, how far i have to move a object to the left/right, until its in the center of the screen?

manic vessel
#

Im trying to spawn this collision box as the center of the cable component , but im not getting the result I need

silent drift
#

This might not be the right Channel, bit figured i start here. I need to make tech (want as well, I know there are solutions on marketplace but I want to learn), that will fade out walls and such when the players enters an interior. I am making a 2.5D game and would like to make it that when a player goes behind a wall or such that would hide them I fade the asset out, or even just hide.

Is that a BP thing or more a material thing I would call from a trigger BP?

I have no real idea how to start on this and that is why I am asking.

fallen glade
silent drift
#

Thanks!

#

I think feel like i might trigger it from a BP since opacity is usually quite expensive.

#

Just hide the mesh or such then.

maiden wadi
silent drift
maiden wadi
#

GPU vs CPU. GPU often has a lot more to give in most games, and having to manage all of the roofs on CPU can quickly lead to framespikes or unmaintainable code. Plus you get fading and blending if desired which can look nicer.

grave relic
#

I need to put my "Format Text" as a body to my URL, anyone how to do this?
THANKS.

rotund barn
#

so if something is already loaded (for an example the player bp or the game instance bp), does casting to it eat any additional resources, as i know that casting should be avoided because of that, but should i avoid casting to things i know are always loaded anyways?

manic vessel
#

Hey anyone clever enough to figure out how I could scale a collision box Height to match a length of a Cable . I am trying this but it does not scale correclt with different lengths

stone field
maiden wadi
#

What if the things you need all of them for changes often?

stone field
maiden wadi
#

What does an interface have to do with maintaining a list of things?

stone field
#

sorry, maybe I am mixing up conversations

rotund barn
gentle urchin
maiden wadi
#

Realistically, casting is fine and should not ever be "Avoided". Just depends on your project structure. You cast to code only classes which links them all together and anything with an asset you softref and async load or preload for levels/areas when you can.

gentle urchin
#

Manager component, with auto registered subject components

stone field
# rotund barn okay, so is it okay to get a reference to camera boom and follow camera on event...

Depends on how you get the reference, are you having to find it through a GetAll on every tick? If so, those will slowly start piling up I think, and I would recommend caching that reference so you arent getting it on every tick.
Regarding where stuff should be, that can be tricky. I try to keep things independent, so a Player shouldn't really have to know about the Camera, but that might vary depending on the case

gentle urchin
#

Ofcourse casting is fine , like most things have their place, it's just important to be aware of the implications, and as you say, softref assets etc

gentle urchin
#

You'd usually want to expose a function, so the class actually does the thing it needs to do, through a public function

rotund barn
maiden wadi
#

Why does it have to be a second BP affecting the player's camera?

maiden wadi
#

Like what is the other BP in this context?

gentle urchin
#

(also there's a player camera manager, specifically for camera management)

rotund barn
maiden wadi
#

Definitely do not link that do the player.

rotund barn
gentle urchin
#

It directly works on the camera itself I believe

rotund barn
grand surge
#

hey to replicate iti have to add custom events or run on server before branch or after bracn\

maiden wadi
#

The primary reason is: Your door should be able to exist without the player character. The player's character should not have to exist for the door to be able to function. Anything should be able to trigger this door, like AI or otherwise. And you're forcing an entirely unrelated class to be linked and loaded. If you port this door to a new project, you also have to port the player character, and maybe your other project has a very different idea of a player character with very different coding.

stone field
grand surge
# grand surge

i have to add custom event to replicate so before branch or after branc

rotund barn
rotund barn
stone field
grand surge
maiden wadi
# rotund barn huh? it doesnt need the player, other than for the camera adjustment, which i st...

Needing it for one reason is still needing it though. I'm not sure I would make the door be the thing adjusting here either. Another avenue to being bug prone. Player enters door, camera zooms in. Player exits building some other way via ability(spell, item), walks through a broken wall that is not a door but still entered through a door, game code teleports them for some other reason. Any one of these cases requires anything else moving the player out of the building to care about it's camera, and you have a long list of things that can cause this to happen that only grows with the game.

You can get the same kind of functionality by making something like a volume for the building, or tracing from the player to a "ceiling", or using some form up texture as a heatmap for Indoor/outside, which all can dynamically adjust based on your game and work regardless of what happens to your character.

maiden wadi
# grand surge bro reply me i need help
2. Be patient when asking for help
This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details. ```

Also, you're in the wrong channel. You're asking about something related to [#multiplayer](/guild/187217643009212416/channel/221799385611239424/) with a very incoherent sentence.
rotund barn
stone field
maiden wadi
#

Wait til you see some of the crazy audio stuff people do tracing around to do spatialization. 👀 You fear traces much less after this.

rancid moat
#

I need to slowly pull two object together, how would I do that?
It's a truck and it's cargo, I need the attach system to be loose enough that it's not to hard to activate the lock system, but I need the locking to be very precise. So I want to slowly pull the cargo to the correct position once close enough.

rotund barn
snow inlet
#

hello, so i added grab items system in my first person horror game and if im standing on item while grabbing it, it makes my fly. someone told me i should get reference of object while grabbing it and disable collision but idk how i couldnt find tutorial for it

maiden wadi
rotund barn
#

but i realized 0.5 or 1 second interval for the trace is probably fine, so yeah, no need to worry

paper latch
#

Does it matter, performance-wise, if I have loads of this same object reference variable duplicated a bunch of places? Or is it better if I branch them all off from a single one?

sudden nimbus
#

in fact please for the love of spaghetti do that

#

this doesn't extend to pure function calls though, that is definitely performance sensitive. but variable gets? go wild

#

(also for pure function calls, reusing the same node is not more performant either)

paper latch
#

awesome thank you!

tropic token
#

guys, I faced an issue with a character controlled by AIController. The problem is that the value of Get Actor Forward Vector is rather strange. The model of the character is being rotated just fine, I made it follow my player controlled character and visually it's all good. But when I call get actor forward vector I get very strange values. Is it something common for AI controlled character?

sudden nimbus
tropic token
sudden nimbus
#

there's two nodes iirc, or maybe it's one node with a parameter-- you can get 1,0,0 in actor space (I imagine it's constant) or the forward vector in world space for an actor

#

easy to use the wrong one

tropic token
#

wow, it's really confusing. When I use print string to print it our, the values looks good. it seems like it's in normal range when I rotate my character. But when I try to call draw debug arrow function puting line start as getactorlocation and line end as getactorforwardvector(multiplying it by 100) it always ends in 0,0,0 or close to it 🙂

#

I guess I need to learn something somewhere about something xD