#blueprint

1 messages · Page 212 of 1

sudden nimbus
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there is local (actor) space and there is world space

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instead, add your actor location to your forward vector and use that as the endpoint of the line

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getting the forward vector from 0,0,0 to 1,1,1 makes sense as a representation of rotation, but it is not a point within your world

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take that addition result and multiply that by 100 so the line is long enough to see

tropic token
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it works yes, but now I need to understand it.. xD

sudden nimbus
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yeah that works

tropic token
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So there's an actor space and the world space. What can I read about it? I guess it should be somewhere in documentation..

sudden nimbus
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think about it, if you are facing X, your actor forward vector is 1,0,0

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where on the map is 1,0,0?

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it's near 0,0,0 🙂

tropic token
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yea

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next to it 🙂

sudden nimbus
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you don't want to draw the line to the middle of the map

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you want to draw it out from the middle of your actor

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hence you add the forward vector to the actor location

tropic token
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what can I read to make my understanding deeper? do you have anything in mind?

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besides math books.. or it's the only way? 🙂

sudden nimbus
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Google for introduction to vectors

tropic token
sudden nimbus
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it's not that hard to grok, you don't need to look at things like sine/cosine

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and yes, it's general

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vectors are incredibly intuitive

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unlike quaternions

tropic token
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thank you so much

steady night
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hey guys need tips, im doing a "dark souls like project" and ive got the same type of death condition when u die u drop your exp at death location. now to the issue when jumping down to unreachable spot and dying it leavs the drop there how would i make it "last "ok place" or 10-seconds before death or something ideas?

thin panther
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While very you're on the ground, you occasionally store a safe location. Store the last few of them, then when you die, iterate then and spawn the drop at the first clear one (iterating backwards)

humble wigeon
steady night
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thats seems simple enough tbh

thin panther
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Pretty much, but you only store it if you're touching the ground and the area is clear

steady night
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yeah and checking "if alive"

thin panther
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You only store a few of then as well, like an array with only 4 or 5 entries.

Then when you die, loop backwards and find the first suitable spot. You'll want to do checks to male sure it's on the floor and not obstructed

steady night
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i could just store 1 tbh ?

thin panther
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No

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If something then obstructs that path and makes it unreachable, what are you going to do. Or something messes up and you have a location that seems like it's unobstructed on the ground, but actually isnt

thin panther
steady night
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yeah sure, in this case its mostly related to when falling and dying if u die on a bad"spot" then u would have to figure it out really, i get what your saying but in my case only storing one and replacing it would surrfice for my style tbh

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but yeah ty for the idea*

thin panther
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This also accounts for like if your xp drops inside of a boss

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If you die, and boss moves too close to last location, you want it further away

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There's literally 0 reason not to.

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Give yourself redundancy and backup

steady night
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but how would i iterate back and check ? or like alawys take the one furthest away ?

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the [4] one

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aye u got a point there

thin panther
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It's just an array, you can do a reverse foreach

steady night
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yeah i get what you mean now its acctualy a good idea

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"failsafe"

thin panther
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Then take each point, trace it down to the ground, trace it in a sphere and make sure its clear

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Personally I'd store anywhere from 3-5

steady night
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yeah makes sense

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how often would u save ?

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each 5 sec or closer ?

humble wigeon
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maybe consider adding an extra failsafe where if none of them are reachable you just destroy the XP drop? 🤔

steady night
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i mean its still suppose to be "hardcore" if u die wile the xp drop its active its replaced and destroyed so dosent matter really

thin panther
steady night
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yeah

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ty for help

thin panther
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Np

buoyant sentinel
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Hey there,
I am new to unreal's blueprint i am creating a basic in which i am stuck at a point. The issue is when my character walks it slides perfectly but when its sprint it doesn't matches the speed of print in sliding how to achieve that? Here attaching screenshoot's of blueprint

Move Distance's value is 750

gentle urchin
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are you gonna slide the same distance, or longer ?

steady night
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Is there a way to access the cameras "motion blurr settings via BP" ?

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im trying to add a options setting to enable/disable motionblurr

winter sail
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Hello there,

I am trying to set the state in my sequencer inside of the Editor, so that, by changing an Enum value in the Details of my Actor, the Sequencer instantly jumps to a predefined point (in my case the end of the animation). Is there a way to do this? This is how my BP looks like rn.

lime cairn
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I was wondering if there's a way to override a Set function? For example to make sure when I update a variable in an Actor, it's also updated for a Component

lime cairn
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Run time

winter sail
frosty heron
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You can use rep notify then

graceful sage
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Anyone know how I can get an array of all the names of assets in content folder in blueprints?

frosty heron
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That function is called when ever a variable value is chabged

lime cairn
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Right now I got this Widget logic. Arguably there's probably a better way to construct it, but right now I'm updating a variable for a widget, its child and its grandchild

lime cairn
frosty heron
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Ugh for widget?

lime cairn
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Yeah, I generalised it as Actor but now I realise that Widgets are in their own world of logic

frosty heron
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You would just initialise the references in the widget at parent construct I suppose

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Kinda what you are doing now

lime cairn
frosty heron
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As much as I despise interface for widget, that might be a valid tool then

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If your parent isn't always the same class

lime cairn
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Cool, thanks for the pointers

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Maybe I should have posted in #umg but oh well, there was a certain code smell to it

frosty heron
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@graceful sage

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reminder that you can't do anything to abstract class tho like the regular blueprint

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not with this method at least

graceful sage
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okay thx ill try. I saw that method but thought by file path would give some result

frosty heron
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I use this to edit Material Instance assets

graceful sage
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makes sense

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I'm just wanting to make an array of a list of maps i suppose

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then dynamically create buttons to select or open them

frosty heron
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snatched the code and it made my life soo much easier

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it's called Common Maps

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you can populate it thru UDeveloperSettings

graceful sage
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I'm currently watching thishttps://www.youtube.com/watch?v=TERgfPei-IU

This new series of videos will explore the different game concepts and how they are implemented in Epic's Lyra Starter Project. In this video we discuss the use of the Asset Manager.

▶ Play video
frosty heron
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Don't see how that helps to make a list of map you can change easily

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Lyra does it perfectly imo

graceful sage
frosty heron
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it creates a button in your editor, populate the button witht the list of map and you can just quickly switch

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cpp tho

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dip your toes now!

graceful sage
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I'm wanting to create level selection for menus but I want to populate automically with maps in the path

frosty heron
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Is this for player, or for your self (editor)?

graceful sage
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player

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but thats interesting

frosty heron
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I don't think it make sense using path like that for shipped product

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but maybe it works 🤷‍♂️ ? I don;'t know

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instead populating it automatically using paths, I would just manually add it to an array of UWorld

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for some reason it's not exposed to bp by default... but you can certainly declare the variable in cpp and expose it to bp

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an array of this

graceful sage
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It was just an idea idk. If it wouldn't work packaged thats okay I guess. Just wanted some quick way to select a map and load from main menu

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very interesting, I don't have much time before I need to go to bed so I'm not getting into cpp atm lol

frosty heron
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if the purpose is for testing in editor, I do say Lyra common map is the way to go

graceful sage
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not sure if I did it wrong but its not printing anything

frosty heron
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and class

graceful sage
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i noticed it was off unfortunately still not printing

frosty heron
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for context, Im doing it via Widget Utility Blueprint

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because it's for editor time?

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doesn;t make sense to get the blueprint assets at run time imo

graceful sage
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oh I see didn't know that

frosty heron
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assets != object I think

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or maybe it is but I just misunderstand it

graceful sage
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Ig makes sense I was hoping to create an array of names from map names in maps folder

frosty heron
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@graceful sage hmm it works

graceful sage
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is that just the game folder?

frosty heron
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No, you can see BP_

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but it doesn't seems to read Levels

graceful sage
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I cant get it to print anything

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but maybe I need to package the game?

frosty heron
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well what am I thingking

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the node I'm using is get Blueprint Assets

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Level is not a blueprint Assets LOL

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Don't know any in-built one from blueprint

buoyant sentinel
frosty heron
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@graceful sage I don't think you can do it in blueprint actually, the only thing I can see is get Blueprint Assets, which filter the asset to /Scripts only

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I think just go with the path of less resistance by exposing an array of Level

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gonna sleep, gl

graceful sage
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same

frosty heron
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tldr, I manage to get it by writing my own function in cpp

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the only thing I can see that make use of the ARFilter in blueprint is GetBlueprint assets but it filters all the assets in the folder to "/Script/Engine")

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so you can't get your level using that node

graceful sage
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unfortunate

normal viper
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hey guys im not really sure if this is the right place to ask and im sorry if its not
i have a probleme when i try to make the textures on low Scalability i dont see any changes even when i put it to cenimatics or any other setting
why is this happening
also i tried it in a shipped build also the same probleme

gloomy holly
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does anyone know how i can make this get a random unit style between 1 and 2?

gentle urchin
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Select -> Random Bool

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Or int if there's several

lunar sleet
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Can even do random bool with weight if you need more control

gloomy holly
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for some reason inside the select node i cannot put 2 object references

steady night
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like make it static

hallow compass
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I would like to blend between cameras with a custom curve, and I'm seeing that the view target with blend node as a "preblended" option. is there a built in way to use a custom blend function instead of the stock blend functions?

astral wyvern
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Is there a way to access the contraints of a physics asset in blueprints?

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I'm thinking get skeletal mesh -> physics asset but then I'm not sure, I don't seem to have access to set stuff

ancient moth
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How could I move a actor so it aligns with the center of the screen, but I want to keep it parallel to the screen? So i get the vetor how I far it is away from the center of the screen

lunar sleet
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ints not object refs

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you can then use switchOnInt for instance.

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or you can just go directly with enum and switch on enum

gloomy holly
lunar sleet
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you plug the random bool or rnd bool with weight into Pick A

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and that'll decide which unit to spawn on each pass

gloomy holly
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ok, so how do i reference the unit styles?

lunar sleet
gloomy holly
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like this?

lunar sleet
# gloomy holly

that's one way. A better way would be to directly tie to the Unit input of that ProduceUnit function

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what type of var is that ?

gloomy holly
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its a unit class

lunar sleet
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ah right

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ok sure that'll work for now, tho it won't scale up very well

gloomy holly
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what do you mean scale up very well?

lunar sleet
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if you end up having 10, 20, 100 units, duplicating the function that many times would not be ideal

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but it works for 2 units

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what you could do at that point is make an array of the spawnable classes, plug the index into the function, and just have the function extract that index from the array when spawning

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ofc the select int part would need to change too but jump off that bridge when you get there

gloomy holly
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so its just a male and female villager that gather resources and build buildings, would this type of thing effect them?

lunar sleet
gloomy holly
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so this building called a manor is gonna be for spawning peasants they are called and they only have a male and female model

final berry
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Hello! Does anyone know what this means?
I'm just setting a variable on a different User Widget like I've done before, this is the first time it says w/ Broadcast

lunar sleet
willow gate
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Hey all. Array manipulation question: So when you want to remove something from an array you can do so by index or by item. But can you find the index of a specific item using the same input?

gentle urchin
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You can search it for the index, sure

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And when you remove it, it returns the index removed

steady night
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hi guys ive got alot of enemies(characters) in my project around 400, 90% are patroling by defaulty (Using the CMC) and all are loaded at the same time, its is causing a Huge Fps Drop since everyone is moving anyone got any tips on how to solve ?

lunar sleet
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there are other CMC optimizations you can make from there. Ultimately you might eventually need #mass

steady night
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hm already have navmesh walking enabled :/

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hm okey

round gorge
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Hey guys , regarding material parameter collections, any way to save out the settings if changed using a blueprint utility widget to the source file in content browser ?

willow gate
willow gate
outer forge
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Is there a way to select exec output pins by index? Something like this:

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When input is 0, it executes then 0, etc

marble tusk
outer forge
willow gate
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Switches and select nodes are you very close friends. 😉

modest monolith
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Do you guys know why delays are longer in standalon mode? I've set up delays for stuff to appen after x seconds but in the packaged game that stuff happens wayyyy later... why?

lunar sleet
eager thicket
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I want to attach a raycast to a vehicle that if hit, reduces the falling momentum of the vehicle.

The idea is that if the vehicle itself will slow down when falling from a great heigh right before it hits the ground.

What is the best way to achieve this via blueprints?

vital cave
eager thicket
vital cave
vital cave
vital cave
# steady night hi guys ive got alot of enemies(characters) in my project around 400, 90% are pa...

I'm working on this myself right now. So far the biggest helps have been keeping tick rates in check for the actors and their components. Going through my ai's and setting tick rates to off or locking some of 0.0167, or even 0.032 for certain components has had a nice boost in performance. There are other things you can do related to the mesh as well, Disabling Morph Targets, Visibility Based Animation Ticks, and using Update rate optimizations. You can also try increasing the cell size of the nav mesh and making sure its static, along with making the nav agent radius larger. These really don't do as much as I would like them too, but they're a start. After fixing how everything ticked and these changes I saw around a 20-35% increase in performance but that will vary drastically. With 400 ai's though you'll almost certainly want to look towards the mass entity system, which is rough since there isn't much documentation.

frosty heron
frosty heron
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Most advice I hear from others to use pawn movement or roll your own movement logic and #mass

frosty heron
normal viper
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hope u doing great

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wait a sec

normal viper
frosty heron
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Maybe it doesn't have any mipmaps

normal viper
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how do i check if it has mipmaps or not

frosty heron
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It should be auto generated if the texture is a power of 2

normal viper
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i think i have 12 mipmaps

frosty heron
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It's 2 k and have mips

normal viper
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yeah i thought it was 4k

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the thing is all the textures dont get to low quality at all

frosty heron
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Not sure then, I don't think I have an issue with scalability b4

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Maybe someone else knows

normal viper
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i tried one time to cap the texture with the edit property matrix to lower the resolution of the textures
can that be the probleme ?

frosty heron
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Don't think so

storm solar
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When I call StartHitstun duration multiple times it only triggers on the last Event call.
(If I call it 3 times only the last trigger will run the followed up event). Is this the correct functionality?

normal viper
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👍

frosty heron
agile moss
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How do I make the player look in the direction of the mouse?

frosty heron
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So if you keep calling it before it expire, the function will never get called

storm solar
agile moss
frosty heron
faint wigeon
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im trying to make a barebones inventory system, rn trying to just keep track of what the player has. currently i need a way to have 2 empty slots that i can then basically tell the game "put this thing 'x' in the first slot if the player interacts with it". i can clarify if needed, sry im just trying to write this before i forget it

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any help is appreciated

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basically idk what node or thing to use for what im trying to do

radiant wren
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What would be the best way to make the player character's hand move on to something? Like a simple "put hand here and have the hand move with the thing you've put your hand on"

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there doesn't seem to be a "socket" anymore in the viewport add tab, which I thought that would be what would be the answer

frosty heron
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There is in skeletal mesh viewer or static mesh

radiant wren
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oh so I can't put a socket on just any actor?

regal iris
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I want to create a system with weight lifting and want to have stats such as:
Stamina, Strength, Endurance
I know some basic ways I could implement those with structs and such but I have no clue where I should put that and how to create it for, well, flexibility

distant grotto
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what am I doing wrong here?

nothing gets added to the array. is it the reference to self thats wrong?

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I want the reference to be the specific actor in the level that this blueprint belongs to

frosty heron
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@distant grotto the actor get destroyed anyway when you travel to other map. So not sure what you are doing here.

distant grotto
frosty heron
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Your array is practically useless

distant grotto
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how would I make it useful though, so the actor references are still valid?

distant grotto
agile moss
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I have a problem
My character has a function that if he falls under -1000 Z he dies and the game stops
But in the main menu level it does the same and quit the game, and he shouldn't even be there

frosty heron
frosty heron
distant grotto
round gorge
sacred canyon
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hows the best way to make a whole function that can be reused for multiple actors? Ive made a blueprint interface for a damage system, but what I want now is to be able to reuse some jumpthrough platform logic that I made but on other actors, and idk if interfaces would work for that too?

fiery swallow
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BFL

sacred canyon
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ah thanks, and you just put the logic in there as normal?

agile ember
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guys, I saw usually people do walk/run by get character movement and set max walk speed, simple. But I saw this guy did that way ? can anybody understand it? Toward is a math operation, I google it but get nothing. I also dont understand that how it can change speed without set max walk speed.

lunar sleet
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anyways that is very hard to read and some of that code looks redundant at best, so I would maybe not follow this random guy

marble tusk
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Someone needs to learn that function inputs have getters

lunar sleet
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and naming functions something that makes sense

marble tusk
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True

lunar sleet
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and setting the same variable to false on both true and false of the previous branch is dumb

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I could go on but yeah 😄

agile ember
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thanks, i think its for paly animation(blend space),but I should check again~ https://www.youtube.com/watch?v=CQdEHJTubR4 the guy has strong accent 😂

"ADVANCED MOTION CONTROLLER" vers. 4.21
Unreal Engine 4
In this first video of the "Advanced Motion Controller" series, we will create and animate the character.
. Movement Animset Pro by Kubold: https://bit.ly/2sALCH3
. Based on Tutorial from "RazzorFlame" with some small modifics.
CREDIT:
FreeBackgroundMusic
Onyx – Astral
https://youtu.be/G23...

▶ Play video
ancient moth
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Hi guys, would it be possible, to calculate the offset (orange vector) of the cameras/screens center?

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Pulling out my hair over this, I tried with projecting to screen and deprojecting. But I'm not sure how to do it 😅

raw spindle
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is there any way to add an outline around a 3D widget? I just want my white UI elements not to get lost when there's something bright behind them.

surreal peak
raw spindle
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I'll look into post processing on the mesh

surreal peak
golden cairn
dire jasper
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Hi I'm trying to create a game mechanism where the player can write in a book using a pen, and i really dont know how to approach it so kindly suggest me some workflows or tutorials

Thank you

raw spindle
steady night
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@vital cave 😦 ok thanks for info, i mean this must be a common isssue kinda weird its so ill documented

dry sleet
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I can vouch for this plugin. We're using it in our game and have had no problems with it yet.

steady night
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oh wow

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is it easy to implement alspo +

dry sleet
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I found it very easy to implement.

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It's just a component you add to actors you want to configure.

steady night
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oh damn! nice

dry sleet
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Check out the documentation before you buy I suppose!

steady night
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your using the CMC on bpcs also ?

dry sleet
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Yes, on our NPC:s

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But we found all kinds of use cases for it afterwards, too.

steady night
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cool ill look it over would solv alot of issues!

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i can imagain

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tics is the devil

dry sleet
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Like having flickering candles stop their ticking when you're a bit away, disabling emitters, etc.

steady night
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wow seems cheap for the preformance improvement :i

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😮

dry sleet
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I got it on sale haha

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But yeah I'd say it's probably worth the price, just for the sake of not having to implement your own similar system.

steady night
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yeah

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thanks ill look it over

trim matrix
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Is there a way we can switch preview feature level at runtime using node or code in C++.

mental trellis
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Is there a way you can not cross post?

primal hare
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I've solved most my invalid casting errors but this one remains. I think the problem is that BP_AI_ThirdPersonCharacter_C_1 is being used in a Sequencer (which is present in the level itself) which plays when the casting is being done. Although again, it plays sometimes, sometimes fails. BP_AI_ThirdPersonCharacter_C_1 is not spawning but present in the level and being referenced for casting.

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

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What I'm doing is, have a character (with "line of sight" plugin) animated in a sequencer, it looks for the player (collision detection) as it walks along.

pliant kayak
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whats the overhead on having a bunch of cameras in my scene if I just want to blend between them? it’s very convenient to use blend viewtarget but is it much more sensible for performance to just have a bunch of empty actors and to blend the location and rotation myself?

maiden wadi
pliant kayak
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great, thank you!

steady night
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i got this niagara system with "user params" how do i change those via blueprint ?

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how do i access the "variables"

steady night
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ty

pallid nest
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Hey guys, I have a widget that I am recreating multiple times with a loop in another widget. I am using an event dispatcher to create an animation once when you hover it with mouse (yellow circle in the image) which is fine. The problem I am having is that the gridPanel I am using (Wiki_Pyramid) is identifying my mouse on the right side of my screen only (my actual mouse was somewhere around the green circle in the image). I did set up these widgets with a "set render transform " and an array so I suspect is something related with this but I have no clue , any ideas?

trim matrix
whole jungle
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hey guys, if I put a Sphere Overlap component and use the Begin Overlap in one class and then make a child class, can I not call the original function and just call it empty with a new thing? I don't seem to be able to do that at first glance (like not calling Super in C++)

frosty heron
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You need to have the event in the child class

glass blade
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how to link an anim graph ? the desired anim graph won't show up in the instance class option menu

frosty heron
glass blade
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to a different anim bp

frosty heron
#

post picture of what you want to do

glass blade
#

I just told you

frosty heron
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I can't comperhend

glass blade
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thanks for trying though

frosty heron
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you will have more chance getting help if you show what you want to do

glass blade
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i'm not exactly sure what you would want to see?

frosty heron
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what ever your attempt is

glass blade
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"how to link an anim graph ? the desired anim graph won't show up in the instance class option menu"

frosty heron
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print screen it and maybe I can give 2 cent

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just show your attempt visually

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what doesn't show up

glass blade
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a desired anim graph

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doesnt show up

frosty heron
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well if you are not screen shooting it

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I can't help

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need to see the context

glass blade
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you want me to screenshot a blank option menu?

frosty heron
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sure

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it will at least tell me where in the blueprint

glass blade
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why?

frosty heron
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or what you are attempting to access

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but nvm

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if that's too much effort

glass blade
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There you go

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the desired anim graph i want to link doesnt show up in the instance class option menu

frosty heron
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Soo much better...

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actual info now

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@glass blade It will show up if you have an instance class that share the same Skeleton

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they have to be compatible

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please stop fighting and just show screen shoot next time

glass blade
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they're using the same skeleton

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ue5 manny and ue5 quinn

frosty heron
#

I got mine to show up

#

compatible ABP only tho

#

right click your Quin and create ABP out of it

#

and make sure what ever ABP you are in, also using Quin

glass blade
#

i just retargeted

#

still wont show up

frosty heron
#

"retargeted"

#

why would you need to retarget something that use the same skeleton?

#

it just further proof you are not using the same skeleton

#

if you are re-targeting it

glass blade
#

because it was using manny before

#

so i retargeted to quinn

frosty heron
#

well I don't know what else to say, for it to show up

#

you need to use the same skeleton

#

that's how it will show up in the Linking anim graph

glass blade
#

so quinn is not using the same skeleto as quin? not sure what you're trying to say

#

i just told you, i retargeted from manny to quinn

frosty heron
#

I'm saying perhaps you don't know what you are doing and don't end up using the same skeleton

#

it works on my end as you see

glass blade
#

what could i be doing wrong?

frosty heron
#

not using the same skeleton

#

on the abp you are trying to link

#

hence it could not find and populate the list

glass blade
#

both abp's use "ABP_Quin_Simple" and the corresponding skeleton

frosty heron
#

don't have your project, don't know what you doing

#

I can only tell what I do to make it work

glass blade
frosty heron
#

have I not tried to help?

#

don't know what else I should do

glass blade
#

🤣

half sage
glass blade
#

yep, it should have worked without even retarget right?

#

but i just went ahead and retargeted to make sure

half sage
#

best i can do with limited info is to tell you to open up an ABP that DOES work and compare its settings to yours which isn't

whole jungle
frosty heron
#

if you are overriding function, you can look at what you can override above the variable tab

whole jungle
#

yeah, but if I place it in the world and overlap it, it runs the parent one

half sage
#

the BP may be missing a setting such as "instance class" when I compare the two images above. and it's probably not this but maybe your ABP needs to be a child of something depend on how you're structuring stuff

frosty heron
#

it still run the parent one?

whole jungle
#

yes, that's the first thing I tried

frosty heron
#

are you doing any c++?

whole jungle
#

the parent class is from C++

#

but the Sphere is added in BP

half sage
#

Is there an easy way to handle when a BP does not inherit and will never be called?

frosty heron
#

do you bind it on constructor or something

whole jungle
frosty heron
frosty heron
#

probably self is not an object that is derived from W_UserLoginButton

#

making the cast useless since it will never succseed

glass blade
eager thicket
#

how do i turn off these reflections?

thin herald
#

Hello,

I'm packaging a game project and using GUIDs. Everything works fine in the editor and during standalone simulation, but in the packed version, all GUIDs are equal to "00000000000". Do you have any idea what could be causing this? Please let me know if you need more context.

dawn gazelle
thin herald
#

Yes i use it for 2 things at the momment. I didn't knew some GUID where editor only, that's good to know. So the first one is a actor GUID ( sorry if i dont provide the expected details at first glance, im new at this and using BP's) Could it be that i use "actor" guid for the editor actor and not the in-game actor guid or smth like that?

#

ah dam, i just when over the node and it state, editor only xD

frosty heron
#

just make a new variable

thin herald
#

well thank's for the help already.

frosty heron
#

for your actors

#

You can use GUID outside editor

thin herald
#

a new var?

frosty heron
#

it's just the Actor Guid from the actor class is editor only afaik

thin herald
#

you mean use the actor guid node to store it in a var or should i acces the guid itslef trought something else?

frosty heron
#

no, I think forget about the actor guid variable

#

and just make your own Guid

thin herald
#

ah but its for a save system, sure, i will try to see if i can store my own ID

frosty heron
#

Guid is just a string isn't it

thin panther
thin herald
#

i see thank's for the help ; )

dawn gazelle
dawn gazelle
#

Though this would also mean you need to manipulate the already placed actors in your levels to ensrure they get one assigned.

thin herald
#

sure i can do that but on level reload they will have a different GUID right? I need the GUID to delete some actor if they got registered on previous save.

#

but it could be that i try to do that the wrong way too.

frosty heron
#

Well I can only think of placed actor in editor

#

For run time spawned actor you probably have to save the guid and other info

thin herald
#

yes i get that but that GUID need to be save then or will it be keept on level/game instance reload?

frosty heron
#

The guid will remain the same for placed actor on level

dawn gazelle
#

Dynamically spawned one you need to assign the saved GUID when spawning. This can be done by making the GUID variable exposed on spawn/instance editable.

thin herald
#

sure the dynamic ones are easy and i dont realod them on new level. THat should be easy thank's for that ; ) my concern is the static ones that shoudl keep the same GUID on game restart ect... if i make one in the construction script, i need to see how that behave with level realod ect... Will make some test but thank's.

dark drum
#

How do I get all the assets in a folder at runtime?

Edit: i found it. I had to search without the context filter.

thin herald
dawn gazelle
#

So again for static ones, you need to manipulate them in the level, like move them around or whatever, this will then make the construction script fire which should then automatically assign them a GUID.

thin herald
#

yes i did, all good

dawn gazelle
#

Then just save and you should be good.

thin herald
#

but on editor reload the guid is changed, while in shipped game its stay the same, that's why i dont get how the construction script work with shipping

dawn gazelle
#

Did you make sure the GUID variable is instance editable/exposed on spawn?

#

When you do this, you're allowing an instance to have a defined value. The construction script automatically assigns that value for you. When it has done that, then when you save it, the GUID value assigned should remain permanently until you remove that actor from the scene.

thin herald
#

only instance edit

final berry
#

Hello! I have this weird issue. When pressing the key related to the input it reaches the Set Button Switch just fine. Similarly when clicking a UI button that that events calls I also get to the top Set Button Switch just fine.
However when reloading this level (as in unloading and loading different level and then from that level loading this original level again) the key doesn't work anymore, as in, I can't get to the bottomt Set Button Switch anymore. The UI button still works fine.

Is there anything that disables specific inputs? (Because other key inputs work fine (like escape and spacebar, just the keys related to this input don't anymore))

eager thicket
#

You see instanced spline mesh components: is there a way to control its collision presets?

ancient moth
ancient moth
timber basalt
#

guys need help how do i make a propper check if enemy is infront right now it only wors if only one enemy is plugged in (i have 3 enemy in total)

#

this function is in player

gentle urchin
#

This aint right my friend

#

Theres plenty of good ways to figure out if they are in frontn

#

Collision volume is one of them

#

Tracing is another

#

Using getActorofClass here is abusive 😕 and not reliable

raw spindle
# ancient moth I think I'm not fully following, could you elaborate?

We have 3 vectors. The vector between the camera and the object, the camera forward vector, and the orange vector you want. Those 3 form a right triangle. We know the hypotenuse and we know the angle between the hypotenuse and the camera forward vector. That makes the orange vector the 'opposite' in sin(angle)=opp/hyp

gentle urchin
#

Unless its forever the only actor of that class ...

timber basalt
gentle urchin
#

I would suggest looking up some trace tutorials

eager thicket
#

Is there a non-intrusive way to slow down the falling speed of a mesh that has other forces acting upon it (like a blueprintable car)?

#

The issue with add relative location is it's quite intrusive

#

but I'm hoping for something better

raw spindle
eager thicket
#

yeah a force that pushes it up a bit (slows it down when falling)

eager thicket
raw spindle
#

No I mean just do that

#

AddForce

eager thicket
#

ok i'll try that

raw spindle
#

Also, I can't recall if you can override gravity for specific actors, but if you can that would probably be ideal.

final berry
#

Hello, it seems like Remove All Widgets node doesn't actually delete any, is that correct?

eager thicket
glass sonnet
#

Hello! When using offset root bone for turn in place animations (specifically in the animation sample project). Is there a way to speed up the turn in place animation?

Trying to support first person, but turning in place too fast causes the camera to pick up the player mesh slightly cause the animation is still turning. Trying to have the animation go as fast as the camera. But can't seem to find a place to even change the animation speed, does anyone know?

raw spindle
eager thicket
#

D:

raw spindle
#

Can just apply an upward force, pretty easy.

steady night
#

hey i added the "water plugging to my project" changed my mind and disabled the pluggin but it increased the file size with like 30 gig

#

cant find where its located in the project >.<

timber basalt
#

ty for the suggestion its much more efficient now

gentle urchin
#

Seem fine I guess, no validation or checking of hit target might give you false positives sometimes. Depends on if there are unwanted targets that respond to the same object type 'Pawn'

vital cave
#

I'm doing some more ai optimization, wrote another enemy class that is identical except that it is using floating pawn movement instead of the character movement component. The difference between 10 of said ai is less than 10 fps. I honestly figured that there would be a much more substantial difference between the two, anyone have any ideas?

steady night
vital cave
# steady night 10 fps is still alot ? how many activ actors ?

I think I said it in the post it was only with 10. I'm currently converting my other 15 enemies into this class so I can test it in the wave format and see if there are more substantial gains. I'll try to run it with 30 enemies quick and update you if the gains compound.

steady night
#

ah ok

#

@vital cavehttps://www.unrealengine.com/id/login/api/login?client_id=43e2dea89b054198a703f6199bee6d5b&redirect_uri=https%3A%2F%2Fwww.unrealengine.com%2Fmarketplace%2Fen-US%2Fproduct%2Ftick-optimization-toolkit%3FsessionInvalidated%3Dtrue&prompt=pass_through i got this tip from someone else to handle CMC cost with tics especially

#

he/they use it in their proejct with 1000+ mobs with ease

vital cave
# steady night ah ok

Yea, I guess its less of a difference for me since I rarely have more 30 enemies at a time on screen, but a 1 fps difference per actor in your case would be pretty huge. Yea I saw that video a while back, I'd like to work on my solution before I get to desperate haha. I might try to write up a simple tick handling function the parent class as well, would not be as efficient as that plug-in but would help.

steady night
#

aye ok

vital cave
# steady night aye ok

Yea just switching to pawn movement wont be enough. The extra 20 enemies takes fps from 90-100 with 12ms frametime all the way down to 40-50 fps with 20ms frame time. Their only logic are some simple ai-move-to's and a spell cast, removing the spell cast function makes a negligble difference.

steady night
#

damn 40-50 is still good xD even if i start a new fresh project i cant get mine above 40

#

lolz

vital cave
steady night
#

huh ?

#

no mines at 25-30 while playing

#

nope

#

i change it all npc stand still untill player is "close" then it activates them

#

went from 10 fps to 25-30

dim halo
#

does anyone know why this function isnt creating a smooth rotation

lunar sleet
dim halo
#

yeah but i want it to be called only at specific times

lunar sleet
#

Use built in Rotate and face bb key and Focus tasks. Adjust turn rate from the CMC

dim halo
#

thank you very much

ancient moth
dim halo
static sequoia
#

Inside a Function called "CheckingVaultVariables" inside my "BP_ThirdPersonCharacter" I am trying to Cast to my separate "VaultCollisionV1Type" Blueprint to activate an event inside the "VaultCollisionV1Type" blueprint but I can't figure out what object reference to use. I am sure that is my only problem because if I skip it, it works but I am trying to set the Vault collision forward vector of the "VaultCollisionV1Type" Blueprint.

#

¯_(ツ)_/¯

lunar sleet
#

🤔 try messing with the use controller rotation options on the char @dim halo

boreal crypt
#

Is there a way within a blueprint to set the allowed classes for a UObject variable? I have an ActorComponent blueprint that's pretty simple, and it has a variable that I want to be set to either a Texture2D or a MaterialInterface. And it works, but I'd like to narrow the assets that show up in the list when configuring it to just those two classes. I know I can set that via a blueprint meta property in c++, but just wondering if there is an in-editor/in-blueprint way to restrict that

lunar sleet
lone garnet
#

Is it possible to create a ui slot within a scene capture? I dont think you can screen space widgets in render targets but Im trying to figure out a way to have weapon customization ui. So the weapon is shown and the ui slots surround the weapon and can be interacted with. Whats the best way to go about this? Its done in so many games so surely theres a way 😆

fickle lichen
#

I have two function delegates which are implemented identically in C++, but one of them lets me create an event directly while the other one requires I bind an event to it explicitly. What's going on here?

#

oops, overlapping questions lol

#
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnSwitchSlot, int32, OldSlot, int32, NewSlot);
    UPROPERTY(BlueprintAssignable, Category = "Inventory")
    FOnSwitchSlot OnSwitchSlot;

    DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnPickupItem, APickupActor*, Item, int32, Slot);
    UPROPERTY(BlueprintAssignable, Category = "Inventory")
    FOnPickupItem OnPickupItem;
#

nvm I'm a dumbass

#

Forgot you need to use the details panel on the component to add the listener

fickle lichen
#

You want the UI shown in 3d space?

gentle urchin
#

I assume the fps mostly drops during movement ?

vital cave
lone garnet
#

@fickle lichen ideally in order to have the weapon display within an inventory, the slots for attachments would need to show in 3d space of the render target so they can draw a line to a socket and move as you rotate the gun

gentle urchin
modest monolith
#

Does someone knows how to make localized fonts? I made it but when I swap languages the font doesn't changes

vital cave
vital cave
gentle urchin
#

and they just randomly walk ?

vital cave
fickle lichen
gentle urchin
#

default settings , 36 ai characters, 1 ms for the cmc

lone garnet
#

@fickle lichen they cant show up in world space and screen looks awful. Im thinking maybe there isnt a way to do it inside a render target and it would have to be done as a mesh in front of the camera

#

as long as slots can be interacted with, e.g dropped onto

fickle lichen
#

wdym they can't show up in world space

lone garnet
#

I meant screen sorry

#

world looks awful, screen wont show

vital cave
fickle lichen
#

How are you drawing the weapon in screen space?

gentle urchin
lone garnet
#

the weapon would be a mesh in front of the scene capture 2d, then the widget components would be drawn as screen

vital cave
fickle lichen
#

Why can't you also put the widget component in front of the scene capture 2d

fickle lichen
#

If you're intending on having them in 3d space

lone garnet
#

cos it doesnt show when its screen space. Only world. But world looks poopoo 😆

vital cave
fickle lichen
#

Is the weapon not in world?

lone garnet
#

its on a scene capture. In the world, sure but not in front of the camera. The inventory is open with a render target material showing the weapon.

#

if that makes sense.

gentle urchin
lone garnet
#

but widgets dont show in screen space on a render target mat

vital cave
fickle lichen
#

Is the widget not rendering to the render target alongside the weapon?

gentle urchin
#

36

lone garnet
#

yeh the widget isnt rendering when set to screen space

fickle lichen
#

What do you mean set to screen space?

#

Is the weapon set to screen space?

gentle urchin
lone garnet
#

just the widget is screen space

vital cave
fickle lichen
#

In the component?

lone garnet
#

yeh

fickle lichen
#

huh

lone garnet
#

the widget shows in the world as youd expect but not in the render target material

gentle urchin
#

because its screen space

lone garnet
#

Im thinking it cant be done with a render target. But Im also not an expert. So you can feel free to say, dont do it like this.

gentle urchin
#

it doesnt exist in the world

#

it just projects on the screen as if it waas in the world

lone garnet
#

and it cant therefore project through a render target

gentle urchin
#

correct

#

you'd need to have it in World Space, for it to be projected through a material on a mesh plane

#

which then could show on a render target

lone garnet
#

the slots just look not great on world space, so Id rather know if theres a different way. How do games achieve this type of thing? weapon customization with dynamic slots attached seems so common. Whats the trick...

gentle urchin
#

kinda just sounds like you've got the wrong settings

#

they can look fine in world space

vital cave
# gentle urchin with 72, the CMC eats < 3 ms

Hmmm, I tried it out with no mesh or anim bp and did get results closer to yours, but not quite as quick still. I'll look into some mesh optimizations possibly and see if I can find any more ground there, I've improved cmc perforamance by about 33% over the last coupe days anyway.

lone garnet
#

Im also not sure I can interact with multiple widgets on a render target?

gentle urchin
#

you'd need to fake it somehow

#

but normally

#

you wouldnt have the widget in the render target

#

you'd render the capture in a widget behind the other widgets

#

It's quite expensive tho, mind you

gentle urchin
lone garnet
#

I couldnt draw a link to the weapon then though could I? to like a socket.

gentle urchin
#

why not

lone garnet
#

actually I guess you could if they are still in the same location it can still draw to the weapon

gentle urchin
#

worst case you can use the HUDs draw function to force it

#

just need to know their screen locations

lone garnet
#

Would it generally just be better to not use a scene capture? Then just have the mesh there with the widgets in screen space. a spawned actor in front of the camera instead.

gentle urchin
#

I've seen that aswell

#

and generally favor that more

lone garnet
#

it seems like it would require less workarounds

gentle urchin
#

some secret room in the world, where a duplicated character stands

#

or weapon

#

or whatever you'd showcase

lone garnet
#

how does one achieve the lighting overhaul for this spawned actor room? is there a way to ignore world lighting and just use separate lighting?

gentle urchin
#

I believe there is, yes

lone garnet
#

that was always the main issue I had was the sun ruining the lighting of the actor

#

or night would make it harder to see it

steady night
#

when "launching character" what affects how much the push the effect will have ?

#

adding weight will make it push less ?

#

i mean when pushin hhow can i make certain units be less affected by it ?

lone garnet
#

@gentle urchin lighting channels will do it. thanks for the help. Im gonna see what I can do about getting it working decently

vital cave
gentle urchin
#

your pc spec is also relevant ofcourse

static sequoia
gentle urchin
undone bluff
#

adding weight shouldn't make any difference

#

you could change the gravity or simply scale the value depending on which character it is applied to

gentle urchin
#

Velocity is affected by mass tho, isnt it

#

Not initially, but everything after

#

Hmm... perhaps not ...

lyric basin
#

got a fun one... trying to get a node (was rendered recently) to work properly for some bots. They can't move if seen and can if not seen (think scp 173 or weeping angels from dr who. but even when I turn around or go behind walls, they dont move. So trying to figure out what exactly rendered means here and if there is a better node to use

gentle urchin
#

I've not had much success with that node in general

#

Id probably just figure out the Dot Product for the general 'has a chance to be seen' , and then do additional checks for obscurances

#

Line traces comes to mind

undone bluff
#

also initially higher mass = higher inertia so more force needed to increase velocity

gentle urchin
#

Yepp

undone bluff
#

but that doesn't apply with launch character

gentle urchin
#

But we're setting velocity directly here (or adding) so

#

Yeah as you say it simply bypass that

mild ibex
#

is there a way to kill niagara particle effects?

#

Cant seem to figure out how to stop and stop showing them. I dont want to destroy them as I need to re trigger them but I want control over how long they display in BP

inland walrus
#

I'm trying to make it so that when the player collides with a box it will open the next line of dialogue. Any ideas on how?

boreal crypt
mild ibex
#

immediately remove would be great.

boreal crypt
#

I am curious though, is there a reason you don't want to remove the system, and just spawn a new one the next time it needs to emit? You can call SetVisibility on the emitter to have it not be rendered, and you can use SetPaused to stop it from emitting new ones, and then starting from where it left off again, but if you are wanting them to restart anyway, you are better off just destroying it, and then respawning it the next time

swift yarrow
#

Hi everyone. I'm trying to find out how to set the position of an element on one widget to the position of the mouse on another widget.
The reason why is that the examine item in my inventory is handled through a render texture, but I want the player to be able to identify hotspots on an item with their mouse. Issue is, the item isn't actually there, so I need to use a line trace attached to a pointer attached to a 3D widget in the item renderer blueprint to adjust the position of the pointer and then translate the mouse position on the render texture border to the 3D widget. But because of the differences in size I need to resolve the differences.

mild ibex
#

I considered it but I have performance limiters

molten pike
#

I feel like I'm not seeing something. Any help is greatly appreciated! I'm trying to get a shell to fly away from my rifle when it fires. As is the shell spawns, but is either invisible or is static. But when I pause editor play and adjust the scale value of the mesh inside the spawned BP_Shell, on hitting enter the shell is suddenly visible in the viewport and follows all the physics.

#

The outliner details for the BP_Shell after firing and spawning it. The mesh isn't visible and assumedly not following the physics.

#

Third image is after editing scale to 1.1 and hitting enter. The shell then is visible and follows the impulse and gravity. Note the edited scale reverts to 'near' the original, but not quite...

#

Trying to recycle the same BP_Shell instance for each firing, it's instantiated in my Gun class like this: ```void AGun::BeginPlay()
{
Super::BeginPlay();

FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
Shell = GetWorld()->SpawnActor<AActor>(ShellClass, SpawnParams);
if(Shell != nullptr){
    Shell->AttachToComponent(this->Mesh, FAttachmentTransformRules::KeepRelativeTransform, TEXT("P_ShellEject"));
}

}```

#

and from the gun.h: ```UPROPERTY(EditDefaultsOnly)
TSubclassOf<AActor> ShellClass;

UPROPERTY(EditAnywhere)
AActor* Shell;```
cedar sparrow
#

casting to your GameState and GameMode shouldn't matter because those are always loaded into memory anyways, right? Like I'm not loading it twice if I have an asset that has a hard reference to the GameMode it's for.

molten pike
#

Referring to the reuse of the same BP_Shell as opposed to just spawning a new one for each shot?

#

If so, I just didn't want to clutter my map's object tree with a million BP_Shells 😆

fickle lichen
#

What does the lifecycle of a hud actor look like?

crude pike
#

I'm using a BP to find out CineCameraA's position relative to ObjectA , and then setting the transforms of CineCameraB relative to ObjectB. Both objects currently have matching transforms as a way for me to effectively show the issue.

You can see in the video that CineCameraB lags behind CineCameraA. The faster CameraA moves, the greater the lag of CameraB. Is there a way to fix this? I need basically a 1:1 mapping of the transforms.

molten pike
molten pike
#

huge*

#

but hugs are cool too

undone bluff
#

it's extra complicated because we are working with blueprints which is probably an even more significant factor

#

so really first thing I'd do is go with the easiest method and just see if the performance impact matters at all

trim matrix
#

On a looping spline, how can I track the total distance traveled around the spline in a loop over multiple times while knowing that at point 0 it counts distance back again from 0?

silk cosmos
prime wave
#

Hi everyone, I am trying to create a grapple hook feature, I got the trace and am trying to do a check to see if it hits a "grapple point" though, when testing, I am not getting a true outcome, can someone tell me why this doesnt work?

silk cosmos
dire vine
#

Hi good morning ,
I just need a suggestion on whether should i do visibility/creation of the whole widget on level blueprint or the player controller

silk cosmos
dire vine
#

what is prefferable?

silk cosmos
#

Between the player controller and your level blueprint? Your player controller would be better. You cant get a reference to anything stored in your level bp.

prime wave
silk cosmos
steady night
#

Can i make a light source ignore skeletal meshes with the light ?

silk cosmos
static sequoia
gentle urchin
#

Be sure to not edit those variables directly from the Separate Blueprint

#

encapsulation is key , exposing public functions that does the thing is the way to do it

#

(all variables should more or less by default be private, and only your desired functions should be public)

#

That keeps the intent very clear for both you and other developers what to call and what not to call from externally

queen flicker
#

I have run across an interesting issue and wondering if anyone has had the same thing;

I have a blackboard that fires properly, with a few simple tasks, Roam, Play a montage (aggro) when hit, then chase the player.

The chase and roam work fine, but as soon as I add the play montage, the chase player task breaks. the AI moveto node always returns 'fail'. when I unplug the montage task it fixes again. Any idea why this might be, and what the solution is?

edit: for clarification, the chase task itself fires properly, the result is always fail on the moveto node though

graceful sage
static sequoia
#

Anyways I came here this time to actually ask

Does anyone know how to allow a Variable in an object blueprint change value globally throughout all instances of that said object placed in the world? Specifically just the one Boolean Variable

gentle urchin
#

you'd want to set that up through a event dispatcher in a manager class

#

or read them from a common object

#

a singleton

static sequoia
#

hmmmm

lunar sleet
spice hazel
#

Is there any way to show StaticMesh sockets in the editor viewport?

barren tangle
#

hi, is it possible to add an event dispatcher to the is falling function?

#

to avoid to put a check into the On Tick event

frosty heron
barren tangle
frosty heron
#

Look for something

#

Maybe on jump or what, not sure if those exist

barren tangle
#

no jump is not triggered when i fall

#

maybe this one

#

thanks for your help

frosty heron
# barren tangle

Hopefully that's the answer I'm not sure my self. I thought we have bIsInAir

#

But for your use case that should do, maybe.

wooden stratus
#

Hi there,
I am trying to create a custom 3d camera behaviour for a prototype where the camera doesnt jump when the character does but only follows the characters Z when the distance between the characters Z and the camera Z is greater than a certain value.
I managed to solve the first problem of the camera staying fixed until the character lands on a different floor meaning the camera has to move to realling itself.
However this opened up a couple new problems with the camera not following the character properly when being launched or on double jumps.
I've descriped the issue and the code in this post on the forums but I'm kinda reaching a wall trying to figure this out.
https://forums.unrealengine.com/t/fixed-camera-needs-to-follow-character-when-moving-out-of-frame/1974313/1

Any kind of help is appreciated

narrow sentinel
#

so for my weapon what would i do

#

have the input stuff on the player character

#

or on the weapon

#

I have a seperate context mapping for the weapon so just not sure where the input binding for that should go interms of on which actor ?

stuck yoke
#

Running a "Switch has Authority" node in a GameState-blueprint, can I expect this to always return as Authority on the server (listen server) and always Remote on clients?

stone cedar
#

is flip flop bad?

thin panther
#

Define bad

#

Bad for what?

gentle urchin
#

not bad in any way

#

if you dont need to be able to read the current state

frosty heron
#

bad if misused

#

if you need to save the state, filp flop is not for you

mild hound
#

Hey guys, does anyone knows if it is possible to create a struct/blueprint where whenever you modify one variable value, other variables in that struct/blueprint would automatically adjust their values accordingly?

For context, I want to make a struct for map generation blueprint that would contain enums referencing "types of rooms" that can generate and a float in range {0:1} that would define how much % of the map that "type of room" should generate on the map
And the goal is, whenever one float corresponding to specific enum would be modified, other floats would increase or decrease accordingly, so that sum of all floats in this object would total to 1

Haven't tried to make tools/blueprints that affect Unreal Editor yet so I'm not sure if it's possible or should I just make a simple workaround

spark steppe
#

not without cpp

#

for runtime code you would use a setter to modify the variable, but for editor stuff you are pretty much in a hopeless situation with BP only

mild hound
gentle urchin
#

Personally id probably just combine their chances

#

instead of modifying all entries

mild hound
gentle urchin
#

also, this can be done in bp, with some editor scripting

spark steppe
#

you could make an editor utility widget tho, that could serve as editor tool to modify the data and to call the recalculation method

gentle urchin
#

^

#

but how'd you know which one to 'reduce'

#

or would you reduce all of them? sounds a bit painfull

mild hound
#

Well, seems that without doing it in C++ might be a headache

I'll just stick to the workaround of combining the chances, I've done it before for this project when I was making it in Unity as I didn't wanted to bother learning making Unity Editor modifications as I was on deadlines for college xd

spark steppe
#

well, you can certainly reduce them by the amount of room types / (sumOfAll - 1)

#

which should reduce them equally

#

hmm, if you got time look into editor utility widgets, they can be a powerful tool and your task sounds reasonable for a first "project" with them

mild hound
#

Alright, thanks guys for the swift answer!

tight moon
#

Hello, I've been trying for quite some time already to get some haptic feedback for a vr controller with UE5.0 using the Oculus Quest 1 and so far no success. All the setup seems to be working properly but there's just no vibration no matter what. If anyone knows why, that would be very helpful. So far no chance on any forum I've looked into, no response from UE or Meta forums...
I... haven't seen a specific vr channel here so I'm asking here since I'm just using bluerprints for that. Also idk if newcomers have the right to post images atm.

spark steppe
tight moon
#

Alr haven't seen it, gonna ask there. Thanks !

hidden swift
#

Your localization in ue 5.4.3 works?

maiden wadi
hidden swift
true crypt
#

Hi, i am currently trying to do a line trace for objects on the WorldStatic object type ,but the line trace detects one of my actor that has the WorldDynamic object type. Does anyone have a clue why?

maiden wadi
#

I mean... It is.. So.. Yes.

hidden swift
#

That is, no?

candid wedge
#

good day. is there a way to make third person character backwalk only?
usually advised method (turn on "controller desired rotation" and turn off "orient rotation to movement") also turns off rotation to left or right, and what i would like to do is something like attached clip from Batman: Arkham Knight, where character can walk forward, can rotate to left and right (only character head rotates), but at the same time walks backwards.

rugged wigeon
#

plus some sort of different control for the head direction

marsh pilot
#

I haven't done anything in Unreal for a while, so I'm a rather rusty. I'm working on a railroad track build system during runtime for the player, essentially a drag and drop system. When left click is pressed it should set the first node of the spline, and then the second node of the spline should follow the mouse until the left mouse button is released. I'm having trouble figuring out the logic of it

candid wedge
rugged wigeon
#

"she" is facing right when walking right and her head is being rotated to look to her left (camera forward)

candid wedge
#

and when you press the "walk back" key she's not rotates facing to camera, she still looks forward and walks back by looking forward

#

but is there at least a key to an idea of implementing it?

rugged wigeon
#

if you move backwards orient forwards, otherwise orient to movement

crude pike
#

Is it possible to run certain BP event graph code continuously in the editor? Sort of like the EventTick node, except in the editor so that I do not need to actually Simulate the game / PlayInEditor.

I think I've seen a hacky way around this in the past by using a custom event with "Call In Editor" enabled, and using "Set Event On Tick" or something like that to call a function. But that was a hacky way of doing it in UE4 and people have reported it to have been "patched" as of UE5, so idk if that approach will work. I'm looking for a more "official" way of doing it.

inland walrus
#

I cant figure out why this widget isn't removing from parent

queen flicker
narrow sentinel
#

anyone know where the setting is again for physical mat surface type to be allow to be accessed and read without getting warning

#

thats the error I'm refering to

rustic pollen
#

hi is there any module for accessing bluetooth functionalities like connect/pair a device, send data across devices etc?

slate ledge
#

is there some node equivalent for continue key-word in c++?

thin panther
#

no, but you just let the branch finish. Think about it.
You are say doing a loop through actors. You want to check if the distance is less than 500.

In that branch, if distance is less than 500, great, you continue on executing other nodes.
Otherwise it hits the false path, where there is nothing, and the loop increments

#

You don't need a continue keyword with the way blueprints is laid out

queen flicker
#

here you can see that as soon as I plug in the play montage task everything works up until he is required to move and he turns to face the player but wont actually move forward

#

I also removed the play montage task and made the montage play in the BP instead as a separate event and it has teh same outcome

graceful sage
#

show where youre playing montage

queen flicker
#

first image is the montage called in task, second image is in teh event graph of enemy BP

graceful sage
#

you need to call a dispatcher off completed pin then bind that in the task

#

and do the finish execute on the binded event

#

so when the montage is completed the task will finish execute. How you have it now it will just start playing montage then immediately finish execute

atomic salmon
#

@rustic pollen when I had to interface with external Bluetooth (BLE) devices a few years back I had to write my own plugin, these days there are some resources on the Marketplace you can look at

queen flicker
queen flicker
rustic pollen
final berry
#

If I have an actor and I do an get actor of class for a different class and set a variable on that actor, is that a reference that pops up in the sizemap?

graceful sage
#

I believe you might need to need to make your tree go to a task when playing montage then make it go back to the other task, been a bit since ive done ai stuff but I believe thats what I had to do

queen flicker
#

gotcha, thank you for your help so far, ill try this next

narrow sentinel
#

Someone able to help with this please

atomic salmon
#

@rustic pollenthere are a couple of them at the moment. The alternative is that you work on your own implementation, but that will require C++, it cannot be done with BP's

narrow sentinel
#

I've enabled this which I believe I need to for that error to go away

#

but it seems the error still happens, the sounds are working like so bit confused why that error is happening yet its still able to do what it needs to do

rustic pollen
atomic salmon
#

If you have further questions better to move to #cpp

narrow sentinel
#

Anyone able to help with my issue please, I'm really confused what I'm doing wrong

graceful sage
narrow sentinel
#

I've shown my issue above

#

but bassically i'm doing that

#

however I'm getting the error and I can't work out wh

#

why

#

i remeber having this issue agessss ago but I can't remeber how I fixed it

#
if (UCameraComponent* PlayerRetrievedCamera = UCommonFunctionLibary::GetPlayerActiveCamera(this))
    {
        FVector StartLocation = Weapon_SKL->GetSocketLocation("Muzzle");
        FVector EndLocation = StartLocation + PlayerRetrievedCamera->GetForwardVector() * WeaponRange;
        FCollisionQueryParams CollisionQueryParams;
        CollisionQueryParams.AddIgnoredActor(this);
        FCollisionResponseParams CollisionResponseParams;
        if (bAutoFire == false && CurrentAmmoRemaining > 0)
        {
            if (bIsProjectileType == false)
            {

                GetWorld()->LineTraceSingleByChannel(BulletHitResult, StartLocation, EndLocation, ECC_Projectile, CollisionQueryParams
                    , CollisionResponseParams);
                

#

that where the line trace is being done

#

#cpp anyway seen this above issue before ?

graceful sage
narrow sentinel
#

see thing is I do same kind of thing with when player is walking and I'm not having same issue there

#

so something isn't quite right

queen flicker
narrow sentinel
#

only difference between the footstep one and bullet impact one is one is line trace by channel and the other is line trace for objects

queen flicker
#

I AM SO DUMBBBB, I found it hahahaha

narrow sentinel
#

i found issue

queen flicker
#

I forgot to plug my movement state back in if the initial hit reaction montage got interrupted. Thats why he would turn and face the player but not actually move, his speed was getting set to 0 (idle)

narrow sentinel
#

so it wasn't on the stuff i'm hitting that has issue

#

I needed to in my Cpp set the return bool thing on query params

zealous plank
#

Anybody have experience altering root motion at runtime? I'm trying to use root motion for 1 montage section, disable root motion, then play another section and Launch, but launch doesn't work with root motion enabled and changing RootMotionMode just before the new montage doesn't seem to take effect in time.

hallow wyvern
#

Good evening, can you please tell me if there is a function for rotating bones to a point? Looks like turning on a bone magnet

A) 4 meshes, each with three bones, the top bone “looks” in a random direction along xyz

B) 4 meshes, each upper body stretched to the appeared point of attraction,The others also straightened up slightly. (like the tentacles of an octopus reaching for a ball)

Please advise what needs to be googled, can it be created? I haven't found an elegant solution on my own.

inland walrus
#

Any idea why this isn't removing the widget off screen?

dawn gazelle
# inland walrus I cant figure out why this widget isn't removing from parent

You shouldn't cross wires across execution paths.
This also isn't great as each overlap could cause more widgets to be created.

To portentially fix both issues, promote the return value of the create widget node to a variable. Check if the variable is valid before creating it - if it's not valid go ahead and create it. In your "Check if player has reached location" event, use the promoted variable plugged into your remove from parent node.

inland walrus
dawn gazelle
inland walrus
#

I actually don't think I need branches

dawn gazelle
#

Better, but stll don't cross execution paths.

inland walrus
#

How would I reference without cross execution?

dawn gazelle
#

Promote to a variable

inland walrus
#

This one?

dawn gazelle
#

Yep

#

And only create the widget if the variable isn't valid.

#

only try to remove the widget if the widget is valid too

inland walrus
#

so branches?

#

Also variables like this?

dawn gazelle
#

Yes, make sure you use a "Set" coming off of the Create Widget node.
You can also convert those getters of the variable to "Validated Gets"

deep vine
#

What would be a good way to create a check date time range? EG: from October 5th to the 7th? I currently have this setup:

#

Or would I just have to create another similar function returning everything back to false after that date?

versed sun
shut kestrel
#

Hey, I want to hide an image in my Interface Widget. My problem is that the Casting Node messes up the commands for some reason.
When I use the Events in my Interface Blueprint it works fine, but not in my Thierd Person Character Blueprint. Does anyone one know a solution or a other way to handle this?

deep vine
#

idk why but for some reason yours just isn't working.

dawn gazelle
shut kestrel
vital cave
# gentle urchin kinda just sounds like you've got the wrong settings

I ended up figuring it out, the physics asset and unset lod's were the culprit (mainly physics asset). I made a duplicate physics asset that is extremely simplified and in some cases dont use one at all (just use the capsule collision), assigning the higher quality one when I need to use ragdolls. That paired with lod's brought about a 40fps increase. Still not quite as good of performance as you were getting, but a massive increase. regardless.

gentle urchin
#

that's a solid jump for sure

#

mind you im running a small powerhouse so might be the rest of the diff there

vital cave
#

Yea I've got a r5 2600 and a 3060ti so

#

very mid range

vital cave
shut kestrel
agile moss
#

Why is the camera not able to look up and down

versed sun
#

maybe this on the camera

agile moss
#

That worked

#

thanks

pallid nest
#

I am setting up the visibility of a widget (wikilock) on and off . Im debugging with a print statement and even when the condition is meet (integer being >= 1) and my breakpoint go through the hidden node; my print string says is visible instead of hidden.
I did check the references about WikiLock and I have it only in this function. What am i doing wrong?

inland walrus
#

Any idea how to make a widget media source variable instance, what I have isn't working

maiden wadi
dawn gazelle
shut kestrel
steel crag
#

Hello Team, i'd like your tought on this please 🙂 ! I need to find a way to link the item that exists in my inventory to the one that gets created from it into my specific socket. How would you proceed ?

steel crag
dawn gazelle
#

If the variable is empty, the cast will always fail. If the object within the variable isn't or doesn't inherit from the casted type, then the cast will fail.

steel crag
#

MMMH ok thanks 🌟

pallid nest
maiden wadi
pallid nest
#

It is variable, by default I set up to hidden and then the idea is to use that branch. I also tried setting the initial visibility as visible but is the same issue

maiden wadi
#

No. I mean you need to call the FUNCTION called SetVisibility. Not set the Visibility variable.

pallid nest
#

i did but is the same issue

deep vine
#

This works fine, but I don't want it to need a year each year, I want it to just require Month, Day, Hour, Minute

#

But when I break it I can't define those.

maiden wadi
deep vine
#

Anyone know how to redo that without the need for the year?

inland walrus
#

How do I put line breaks in a public text variable?

maiden wadi
inland walrus
maiden wadi
odd basin
#

I'm trying to respawn my player, but each time I try to, this reference gets broken, even if I try and reset it (add and kill hud just try and get rid of the hud)

lunar sleet
odd basin
#

was outdated

lunar sleet
#

What does KillHUD do?

odd basin
#

Removes HUD from parent

lunar sleet
#

And Add HUD?

#

Are you creating it again or just adding to viewport

odd basin
#

creating & adding

#

it visually shows up again, that's not the problem

#

but the reference > Get Player Controller > Get Hud seems to completely break

lunar sleet
#

Is the return value of AddHUD the hud ?

odd basin
#

yes

lunar sleet
#

So why are you not just plugging that in

odd basin
#

that doesn't work

lunar sleet
#

Meaning ?

odd basin
#

hmm wait

cinder mirage
#

Hi all. ChatGPT and Llama locally can help with blueprints really good. I was wondering if there was a way to visualize them too? So is it possible for LLMs to give out a visual output in some way?

cinder mirage
#

what do you mean

odd basin
#

gotta test something, just realized I'm messing 1 part up... doubt that fixes the problem though.. 1 sec

lunar sleet
#

At least ChatGPT is pretty bad at UE, it’ll hallucinate solutions

cinder mirage
#

it works great for simple stuff like creating an FPS character and camera

#

as a means of learning blueprints and some of the nodes, its great

#

what i need is a way to visualize their output as diagrams. they don't need to be usable in UE or anything

#

just visually

lunar sleet
#

I’m sure there’s some dude out there that made some plugin to convert but realistically bp nodes are just text

#

That’s how bpUE works

cinder mirage
#

yes they're just text but its something like this 😄

pulsar geode
#

Is there an alternative way to blend two montages rather than using LayeredBlendByBone"?
Currently I have a skeletal mesh with one half (lets call it half A) activating a PlayMontage node on player input with each additional input calling PlayMontage again.
The other half (call it half B) I would like to play a separate montage.
I have gotten animation blending to work in the past by caching the animation in the default slot and then using a LayeredBlendByBone along with a separate slot.

My issue right now is when I try this on my current setup, it correctly blends the animation of half A with half B the first time; but when half A's same animation is triggered a second time through the PlayMontage node while half B's is still playing, half B's animation stops entirely. If I let both finish it works fine, but I ideally would like to be able to use PlayMontage on half A multiple times while half B is stilling running its slower animation.
Is there a way to achieve this? Am I missing something in my AnimBP?

dawn gazelle
odd basin
inland walrus
#

How do you put a border on an image in a widget blueprint? I thought it'd be padding but I cant find it

versed sun
#

you put the Image on a Border , or right click image and "Wrap with" > Border

#

then the image's padding will be the Border thickness

frosty heron
#

Where does the function lives?

odd basin
#

Not doing anything Multiplayer

frosty heron
#

Then why do you have an rpc?

odd basin
#

And the plot thickens even further, working away on all my functions further.
The code onscreen runs on Beginplay, and sets the "As Hud player" reference just fine

But on Event Destroy it runs the code and the As Hud Player reference fails

odd basin
inland walrus
#

Anyone know why my videos keep replaying incorrectly?

#

each video is a different length

#

which is why I have made it a variable delay

empty marten
#

Hey peeps,
Dumb question time. I'm using the ball template from UE4 (now in UE5) and I got some BP code which teleports the ball if it enters like a no-go area. Problem is when I teleport the ball, the applied torque to it before being teleported is still active so the ball is still moving. This can cause the ball to instantly roll back into the no-go area. Is there a way to reset the applied torque to stop it from moving? When I teleport it, I'm referencing the player pawn and not the blueprint class at the moment.

empty marten
sage plank
#

sanity check here:
"Add unique" is just an if() check to see if the reference I'm trying to add already exists within, right? Because I dont want duplicates in my instance array

inland walrus
#

bit of a mess about though, having to find the videos exact time

empty marten
#

You should be able to get the duration of the video using GetDuration with the target being the media player. That will then return a time variable which gives you days, hours, mins, seconds and milliseconds.

#

from that just get the minutes / seconds, convert to seconds and then set that as the duration.

inland walrus
empty marten
inland walrus
empty marten
#

Yeah so you see where you create the widget you then drag out your media player, drag from that and get the function GetDuration.

empty marten
#

I like using the snipping tool too much XD

inland walrus
empty marten
inland walrus
#

Thats all good no video will be over a minute

#

let me test

empty marten
#

There's no harm in shoving in a print string also to see what value you get out.

empty marten
inland walrus
#

Nope, video doesn't play now lol it just crashed my PC

empty marten
inland walrus
#

xD It was because it is looping rewinds infinitely

empty marten
#

Ah yes the infinite loop issue. It has caused many a crash throughout the years lol

inland walrus
#

lool

#

I'm going to try this, wish me luck

#

actually we maybe don't want to open source on a loop

#

I'll loop the delay to rewind

empty marten
#

no you don't.

inland walrus
inland walrus
empty marten
# inland walrus no crash though

OK. So now my question is, when the screen goes black and the player is back at the start, are you loading a new level or just teleporting the player?

inland walrus
#

This is what is happening to close the widget during the black screens

empty marten
#

Ah so now here is my question, you are removing the widget from the parent right and then when the screen fades back in, are you then creating the widget again and playing the 2nd video that way?

inland walrus
#

yeah

#

the media source is a variable so all videos are different lengths too

empty marten
#

right

fiery ridge
#

see if the video is still bugged in standalone mode

empty marten
#

so instead of remove from parent, try remove all widgets

inland walrus
inland walrus
#

I feel like I need to add a stop video playing node of some kind somewhere but I don't know the node

fiery ridge
#

I like the grid material btw

inland walrus
empty marten
#

Ooops lol

inland walrus
empty marten
#

I know it says 4.27 but all the nodes should still be there.

#

you do know btw there is a looping function in the media players

inland walrus
#

Thanks that'll be useful

#

Yeah it's already enabled

#

If this is what you're referring to ^

empty marten
#

Can i ask, each video you're trying to play are they in a playlist?

#

or individual videos?

inland walrus
#

individual videos

empty marten
#

dude, make a playlist

#

Your life, so much easier

#

you just call the playlist then set the video

inland walrus
#

What would be the difference?

#

would it fix the issue? xD

empty marten
#

Less code

#

more effecient

#

With the playlist, you literally just say "Play Index 1" and with the loop function on, it will just loop the video over. If you turn it off, it'll only play the video once.

inland walrus
#

Alright

#

I've made the playlist

stiff notch
#

Cannot construct object. any help?? I'm trying to construct an object of the type BP_Objective which is a blueprint with "actor" as its parent. the blueprint just holds a boolean and a string variable, and it's not meant to be spawned, it's just to hold information. Upon trying to create an object of this type i get this error in the beginplay function. any ideas?

#

This is in my gamestate blueprint