#blueprint

1 messages · Page 213 of 1

empty marten
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@inland walrus you able to get into a VC? Make this easier?

maiden wadi
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What is the parent class of BP_Objective?

stiff notch
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Actor

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what should i make it?

maiden wadi
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You don't Construct actors. You Spawn them.

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Spawn Actors
Create Widgets
Cosntruct anything else.

stiff notch
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yeah i don't want it to spawn, it just holds information in there

maiden wadi
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How are you planning on getting the info from an object that doesn't exist? What are you expecting Cosntruct to do that Spawn wouldn't?

stiff notch
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i store it in a variable

maiden wadi
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On an actor class with no existing instances to pull that variables data from.

stiff notch
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i just set it as "actor" because i didn't know what to set it to, what i want is a blueprint class that can hold information, that won't be spawned into the world and that i can store into an array of that object

steel crag
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Hey everyone, is that possible to have a datable or structure that everytime an other item of the same kind from the struct is on the map it hads 1 to the name so each item has an unique name even if it's the same ?

stiff notch
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it's just to pass information to the widget, the name would be the text to set, and there are more variables that define other things in the widget

maiden wadi
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I would generally consider either a datatable, which you'll make out of structs. Or a new class of PrimaryDataAsset, which you can create instances of that class in your content browser to set data in.

stiff notch
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alright thank you

steel crag
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Yes i'm using a datatable i made out of a struct but the thing is i would like to add a feature that had 1 to the name each time it replicates, is that possible ?

fiery swallow
empty marten
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We lost Kezzy. Now I'll never know if he got it working 😦

steel crag
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know*

fiery swallow
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A manager is a class that is in charge of things, nothing special

inland walrus
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I will try it now

steel crag
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Lookin it up on youtube 🙂

fiery swallow
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you just spawn an actor into the world, (usually at 0,0,0) coordinates, and let it be in charge of everything related to whatever you need it to manage. Like BP_ItemSpawningManager or something

inland walrus
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@empty marten I think I've lost you now xD

empty marten
inland walrus
empty marten
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Meet you in Pivot Point

hardy merlin
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Hello. I am making a gameplaycue that allows an arbitrary static mesh to "Dissolve In". Based on the demo I got from the asset store, this involves replacing its existing textures with dynamic instances so they can be animated. Is that all there is to it? Do I need to worry about garbage collection or are material instances cheap?

maiden wadi
hardy merlin
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I'll be using this for certain projectiles with a lifecycle in the 1-2 second range. Sounds like I'll be nowhere near the limit.

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Sadly, I've just discovered that the pack I purchased requires you to use special pre-made materials and it doesnt seem possible to just add the dissolve feature to an existing material.

maiden wadi
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That's kind of odd.

hardy merlin
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Maybe I'm misinterpreting. Have you done dissolves before?

maiden wadi
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Not specifically, but the concept isn't hard to understand. Some form of opacity masking, maybe with some vertex animating.

hardy merlin
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And how can I allow myself to dissolve an arbitrary object in the world?

maiden wadi
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That is a slightly more involved topic. The general point is that anything that needs to dissolve should have your dissolve as a function/layer in it's material.

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There is a video floating around somewhere about how Fortnite did this with it's AI spawns and special effects.

hardy merlin
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Damn, dissolves are difficult.

uncut vigil
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It seems that my knowledge of dynamically changing images and UI widgets in general is lacking. I've got this setup with a custom cursor that uses an Image widget where I can set the texture of the image but not the material. When I use SetBrushFromTexture, I can set a new cursor texture just fine, but when I use SetBrushFromMaterial, the image is no longer showing. I want to set the color and texture, so I need the material for the color part.

versed sun
deep void
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Does anyone know if it's possible to get to variables/functions from a custom game instance without casting?

Get game instance seems to only get the default game instance (even if the custom GI has been set in the project settings), and I'm trying to cut back on casting as my size maps/references are getting out of control. 🥲
I have not been able to find a solution online, and AI gets confused about it.

versed sun
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well, the Game instance will always be loaded, so whatever is hard refed in the GI will also be loaded , always
so casting to Game Instance shouldn't be a big deal

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you can just get and cast once on Actor's begin play and save the Ref

willow cipher
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Hi!
Guys, I was trying to simulate a multipass post processing effect by using the "Draw Material to Render Target" node, but I can't get the "CustomStencil" texture contents from the materials I'm passing to this method (the stencil texture value is empty). Maybe it has been cleared before calling this method. Is there a better way to do a "multipass" texture processing, or a better way to call the "Draw Material to Render Target" where I could get the "CustomStencil" contents?

deep void
# versed sun well, the Game instance will always be loaded, so whatever is hard refed in th...

Thanks, so im guessing the game instance isnt the best place to store references then?

I'm pretty new and only just learning about the memory side of things, trying to cut out that most of my BPs all have 'get actor of class /store as ref ' at least a few times on their beginplays, and realized its connected everything in a bad way.
So i thought using interfaces to 'get&set' variables/references in the game instance would be a better solution, but by the sounds of it i'm not actually doing anything productive >..<

versed sun
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that's exactly what I do and it hasn't bitten me yet

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I keep any 'Global' variables there also

deep void
marsh pilot
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How do you add spheres to every point of a spline? I'm trying to get a runtime node edit system going with some draggable spheres

uncut vigil
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Yep it does work now, also didn't help that I wasn't setting the image size. The thing was as small as a pixel just hidding in plain sight

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@versed sun Thanks a bunch!

raven gyro
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does lerping from A to B always need timeline?

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is there any other way around it?

spark scaffold
golden cairn
spark scaffold
golden cairn
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hmm, where's your target location?

spark scaffold
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the default value is 0,0,0

golden cairn
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that's probably the issue

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it's moving you to wherever 0,0,0 is in your scene

spark scaffold
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how can i set it to the enemy

golden cairn
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you would need another actor in the area

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then you'd have to get that actor's location

spark scaffold
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ok thx

golden cairn
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just to test, you could also set the target distance to some location in front of your character

spark scaffold
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yeah if i set it to 80, 80, 80 it does not go outside the map

soft plinth
tribal gazelle
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How would I get the "time of day" based on the direction light's rotation using blueprints?

spark steppe
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wouldn't it be smarter to do it the other way around and set the light rotation based on time of day?

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anyways, the formula is the same, you just have to solve it for timeofday

tribal gazelle
frosty heron
frosty heron
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Anyway I agree with Ben, the rotation should be dictated by the time of the day, not the other way around.

tribal gazelle
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Well I just want to show a time based on the rotation of the direction light, so I can just use GetActorOfClass and not have to communicate with anything.

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And yeah 😎

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Too many of us are programmers/devs

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Search "tokyospliff" if you want to witness peak Aussie programming insanity

spark steppe
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for time of day you have to implement your own timesystem afaik (at least that's what i did)

tribal gazelle
spark steppe
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i guess so

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but what time are you even going to use?

tribal gazelle
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Math is not my strong point lol if I knew what 0 degrees was maybe I could - but it's not 12am like I assumed

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It's like early morning

tribal gazelle
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Aka directional light

spark steppe
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hmm, right, i forgot that you want to solve backwards 😄

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well, find the formula for it and solve it for TimeOfDay

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i guess it takes some long/lat value for your position and time to calculate the rotation

tribal gazelle
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It's the Y value of the rotation, I think - but I guess it can go in both directions (X)

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I think I might just leave it, it's a prototype now I have other things I need to finish in a future build.

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It would require a massive equation but I just realized I don't even have time of day yet so I can just leave it at 12PM lol

gentle urchin
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You rotate the sun to time of day, not the other way around

left tree
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If I wanted to create a global event dispatcher manager object in the GameInstance, what is the best class type to use? Object? Actor? Something else?

gentle urchin
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object would work fine

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component can hold states

left tree
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ty

gentle urchin
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(so can object ofcourse)

left tree
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I'll use object and see how it goes. Thanks so much!

gentle urchin
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by using component you avoid binding yourself to that game instance

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since you can search its components from its base type

left tree
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Hmm.. you think that would be betteR?

gentle urchin
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So i'd go with component, personally

left tree
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Interesting, I'll start there then. Thanks again!

spark steppe
left tree
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Wait.. can a component get instantiated before actors?

spark steppe
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it's just that time will stall if the sun doesn't move at all 😄

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or rather earth...

gentle urchin
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or is my memory failing me again ?

spark steppe
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there's a sun system in UE by default?

gentle urchin
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yes

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SunSky

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or smth

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interface

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which then got this

fickle lichen
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Is the game state valid during BeginPlay for level actors?

slate dust
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Develop some simple functions using blueprints, using mapping types, but later found a conflict between the mapped types and the requirements, so the type of the mapping was forcibly modified, then saved, and then the blueprint class could not be opened through compilation, with the error message:
UE5 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

spark steppe
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try to duplicate said blueprint, if you are lucky it will ask you to remove the broken thing

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if this works, fix the copy, delete the original and chose to replace references with your working copy

slate dust
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it's not work

spark steppe
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seems like you are screwed then

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you can check in your Project directory Saved/AutoSaves if there's still a recent version

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otherwise i hope you got backups/version control

slate dust
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I have saved it , thanks.I need someone help me to kill this problem.

fiery swallow
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It's best to just not assume things will be valid on beginplay

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A lot of the time it will be, until you package the game and one in every 50 times it's suddenly not valid

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Honestly I just never assume anything will be valid ever

slate dust
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oh god.A new problem:
Assertion failed: Tag.Size == Loaded [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 1697] Size mismatch in Affected_M of PlayerBP_C of type MapProperty(ObjectProperty,BoolProperty). Loaded 48 bytes but expected 53. Package: FObjectReader

jade breach
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hi im having a problem where my pawns that use floating pawn movement component keep sinking down even though I disabled gravity. How can I fix this?

frosty heron
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Revert in your source control if you don't have one setup, you are most likely screwed. Take it as a lesson and setup version control system

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Or the next time it happend, you deserve losing all the work you did

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It's kinda hard to crash in blueprint, when you do. It's probably corrupt and no saving it

lunar sleet
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That’s for @slate dust I imagine

primal hare
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Is "Get all actors with interface" an acceptable practice to implement BPI if not on tick?

dark drum
cedar ibex
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Anyone ever facing different behaviour from Engine and Packaged Project?

In Engine I did set text in a widget in Pre Construct Event and it work when played

But when packaged the text are not set as expected

primal hare
dark drum
small gyro
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I could use some help with a problem I'm having,
I have a diablo sort of game the characters have like 10 skills all with unique ids that are pulled from a data table
I'm having trouble tracking independent cooldowns, I wanted to store them using a name array but I can't pass a name with a settimer and can only have one active with a delay, anyone have any ideas?

faint pasture
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You should have something stateful to represent the spell when available

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Then that thing can store a cool down float and all cool downs can get updated on tick.

small gyro
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so a name/float map and the tick updates the float on tick and when it exceeds the set cooldown set by the data sourced from the id it's removed?
that could work

frosty heron
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The obvious answer is GAS

small gyro
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maybe not on the tick but on a setimer

frosty heron
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Or I think the ability it self should be at minimum an instance

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Having all the properties that it need, cool down , effect etc

small gyro
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yeah I was just looking at GAS, it came out right after I started my project and I never felt like adding it

frosty heron
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I don't know about the float name Map approach

small gyro
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I was just riffing on what adriel said, it seems like it'd work

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if only we could pass inputs via settimers it'd make things so much easier

white thicket
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Which location should i get so that the vector distance between possessed character or anything from a particular bp can be calculated
I am using character location for now but when i get in car or any other vehicle it will not work

frosty heron
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Some things may work for the time being and you don't always need complex system for a simple game.

So imo it really boils down to how big the game correlate to how much effort you should make a scalable system.

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I free styled my old project and didn't spend enough time architecturing the system.

In the end I end up with giant spaghetti monster and things that I need to repeat

small gyro
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GAS is cool but I worry about implementing that into what is a largely complete game that's already had everything built

dark drum
frosty heron
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Sure there would be a point where it's not worth it to implement a system to a complete game

small gyro
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I'll give my map idea a shot doesn't seem too hard and should work

frosty heron
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Well if you are working on cool down I would say the project has just begun kappa

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Might regret not using a well adopted system

small gyro
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it's more like I'm changing how that works, i used to use the skill slot ui for handling it but I've been moving everything out of widgets

frosty heron
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Yea dont have anything in widget, widget just read

small gyro
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I want only the cosmetic stuff handle in widgets

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the widgets at least worked previously because they're instanced so I had to come up with an answer to that

slate dust
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Of course, I have backups, thank everyone for their concern, but the original error still cannot be solved, I don't know why.with the error message:
UE5 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff Assertion failed: Tag.Size == Loaded [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 1697] Size mismatch in Affected_M of PlayerBP_C of type MapProperty(ObjectProperty,BoolProperty). Loaded 48 bytes but expected 53. Package: FObjectReader

frosty heron
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This is the best help you can get

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Or suffer losing your project in the future

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@slate dust do you crash when you open your player bp?

maiden wadi
primal hare
small gyro
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yeah that's probably a good idea

slate dust
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Cannot compile blueprints, cannot open player bp

frosty heron
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But you didn't set it up

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So that's that. Learn from mistake and setup source control today.

small gyro
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you could probably narrow down the problem file and remove it, via explorer and then relaunch and recreate a fresh version

primal hare
small gyro
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that sucks

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that's when stuff like components come in handy less to recreate

frosty heron
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Source control

white thicket
frosty heron
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Why expand using bandages when you have the tool foe the job

slate dust
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thanks everyone.I got it and will rebuild it.
Wishing you good luck.

dark drum
frosty heron
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I pray you setup source control, for your next build.

maiden wadi
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@slate dust What is the class Affected_M ?

slate dust
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Affected_M is not a specific class, but rather a variable name that represents an array. This variable name is typically used to represent an array containing multiple numerical values, where the type of these values can be integers, floats, etc. In UE, arrays are commonly used to store multiple numerical values so that they can be accessed and manipulated during calculations.

maiden wadi
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If yes. Does that struct have and purple or blue ref types to instances or their class types?

slate dust
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The problem I encountered was caused by repeatedly modifying the type of the mapping class. Since it was a followup modification, there were still some references in some places. I remember I disconnected all the lines, but it seems like there are still some associations.

maiden wadi
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I could be way off, but my initial assumption to things like this are circular dependency linkers. A needs B. B needs A. Which do you load first? Either way one of them can end up breaking.

slate dust
paper smelt
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How do I make a controller input count as a mouse click? im trying to make it so when I click trigger it does mouse click

paper smelt
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Damn

small gyro
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you could try and have an event that is triggered by 2 ways mouse click and the controller input and if you still need the mouse input location without clicking the input you could then get the location of the mouse from 2d and convert it to a real world location

small gyro
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nice the name/float map idea worked perfectly

tough creek
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When I use the Add Level to World node, with either LevelStreamingLevelInstance or LevelStreamingLevelInstanceEditor classes, I get a crash. Does anyone know why or have a workaround?

EDIT- Fixed- had to use a .(asset_name) extension rather than a .umap extension.

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I'm trying to use a blueprint to add a level instance to my world. I have the path to the level.

white thicket
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What is the way to round this normal impulse(from impact hit) to range between 0 to 100\

white thicket
maiden wadi
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Then you need a remap. With an upper value you expect.

white thicket
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normalise in range is good but sometimes it gives wrong result

white thicket
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out of these normalize to range is working around correct

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but not perfect

spark steppe
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you want clamped remap value range

timber crystal
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how can i get my level sequence into the bp like in the picture?

tough creek
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When spawning an actor (A level instance), it doesn't seem to load initially until I move it in the editor. Is there a way to make a blueprint force this update?

spark steppe
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for an actor bp you would make a level sequence variable and make it instance editable

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then it should be possible to select the sequence when the actor is in a level

timber crystal
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ok thanks i go for it

timber crystal
spark steppe
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1.) i haven't said to add it to the level blueprint to begin with

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2.) this is a Sequence player?! not a level sequence?! which might be different

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3.) more context would be helpful, what are you trying to achieve?

timber crystal
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its a level sequence that i use in my level bp
i try to say: "ok at the last frame jump to the next level"

spark steppe
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ok then level BP might be fine

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tho, i wouldn't compare the frame but use an event in the sequence

timber crystal
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i have the solution but i dont know how to get the sequnce like in that picture

spark steppe
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well delete the variable that you made before, there's probably a solution to get that node

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but i haven't used Level BP enough to tell you

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also the solution sucks

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where did you get it from? some weirdo YT tutorial?

timber crystal
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no from a coach

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dont know how to solve that :/

spark steppe
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ask your coach

timber crystal
#

not

reachable

for the next time

surreal lotus
#

Hello guys,
I’m super confused in this cooking error
I declare a function in my thirdpesoncharater.h file
And make it exposed to the blueprint,
I can call it on the blueprint and connect pins to it, compile it and play it properly on the editor, but when I do cook it, I get the error
Could not find a function named “function name”

tight pollen
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hello

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I need to round Float to a number, either -1, 0 or 1 how can I do this, is there any node?

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if it is -0.4 it will be -1, and if it is -1.4 it will also be -1

maiden wadi
hasty sable
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is there a delegate i can bind to from a utility widget that gets called when clicking PIE.
nevermind

spark steppe
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but i think 0 may need special treatment

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it might return 1 for 0

spark steppe
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and since epic now also broke 4.27 google results...

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their doc is unsearchable for normal human beings

ruby tendon
wooden stratus
#

Hi there,
I have a small bug in here.
What I'm trying to do is to interpolate the spring arm position to a new location when the ground on which the character stands changes. Basically, the camera is not allowed to jump up and down with the character when he stands on the same floor/ground height and should only move if the character moves to a higher/lower platforms.
Now theres a small problem.
Whenever a character jumps and lands again, its original Z location is not the same as the previous one. Depending on the ground, even if you use a plane floor, the Z location changes just a little bit e.g. from 70.15 to 70.144449
This could be an inconsistency in the engine or cause by animations resulting in the Z value change.
To ignore these little changes, I tried to a tolerance range with the "In Range" node leading into a "branch" node. I only want the interpolation to happen if the Actor Z location has significantly changed from the ground height.
Now this all happens in the Tick event.. Therefore when the character lands on a new ground height, the "true" part fires and ground height and the actor Z location is set as the new ground height and interpolation starts on the first frame. But on the next frame this "in range" comparison happens again and this time the "false" part starts to fire and the interpolation stops because now ground height and actor Z location are the same.

My question: Is there a way for me to finish the interpolation first and setting "ground height" after it has finised playing? Or another way to set groudn height perhaps?

surreal peak
#

Whenever a character jumps and lands again, its original Z location is not the same as the previous one. Depending on the ground, even if you use a plane floor, the Z location changes just a little bit e.g. from 70.15 to 70.144449
That's a variable distance to floor, inside the CMC, C++ level. Something between 1.8 and 2.4 units.

#

But the 70.15 to 70.144449 is just normal floating point stuff. That's the reason you shouldn't == check floats.

surreal peak
# wooden stratus Hi there, I have a small bug in here. What I'm trying to do is to interpolate th...

To answer the main question(s):

  • There is an OnLanded event, which means you don't really need to handle the comparisong on Tick. It should be enough to compare the new location to the old one in that event
  • If your condition for the transition results in TRUE, you want to START the Transition, via setting a boolean to true, and then on Tick update the Camera while the boolean is true. Once the Target and Current Location are NEARLY EQUAL, you can set the boolean to false again
  • If the player in the meantime lands on a new spot, you can update the Target if the boolean is already true so the camera interpolates to the new target.
modern radish
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Hey all, I'm making a Wdiget blueprint, but this node here is causing some issues.. Looks like Filter By Class actually LOADS the level i'm selecting internally before I even open it.. Makes it cumbersome becasue I need to selecte hundreds of levels at once.. Is there another way of doing this?

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In other words, how can I check if the Seleted Asset is a LEVEL, without loading it?

primal hare
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Is there a way to find all the potential errors before hand (may run a script or something) in runtime or builds?
Because some BP errors happen only some times making it hard to know whether you were able to fix it or not.

tough creek
carmine peak
#

hey i have weird issue, when my actor is controlled the camera that i want to use is not used , instead it creates a camera and does this how would i go on on fixing this? to be honest i dont know what even happends

elfin mist
#

On a scale from 1-to-10, how heretical is this for storing data instead of using a data asset / data table?

maiden wadi
elfin mist
#

Sounds about right. 😂

maiden wadi
elfin mist
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Makes sense - I suppose Get Defaults loads it all into memory even if you don't use it? 😱

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Anyway, I'm safe - I'm using Data Assets, but I was in a conversation (+ I have lots of Unity experience where you could use Prefabs for data as well if you so chose) and could not articulate anything practical aside from clean separation of data and reduction of clutter. Your argument is very tangible, thank you!

wooden stratus
# surreal peak To answer the main question(s): - There is an OnLanded event, which means you d...

Hi,
thanks for your help.
I dont know if I understood you correct.

  • Which comparision do you exactly mean. The "isFalling" part?
    Another issue I have is that when the player jumps while the camera is still interpolating, it snaps to the new target because of the "false" part of both branches since there doesnt happen an interpolation. The reason I dont interpolate there is because this part keeps the camera fixed when doing single jumps. If I were to interpolate here as well, the camera would be moving constantly.
    I thought about fixing this through a boolean which checks wether the camera is currently interpolating or not.
    When the camera is interpolating, it should also interpolate to the new locationg,
    When the camera is at a fixed position already, it should not interpolate here and stay fixed.

But how would I even track wether the interpolation has finished or not?
I commented the part I meant

surreal peak
#

You need to actively keep track of a Transition being in Progress or not via Boolean

shut kestrel
#
faint pasture
faint pasture
shut kestrel
shut kestrel
shut kestrel
dawn gazelle
# shut kestrel

If this is all you're doing to set the value in "Reference Widget" then this is why you're having trouble. Normally object reference need to be set at run time, otherwise you're setting the value to the asset of the widget, not the actual instance of the widget.

eager thicket
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am i supposed to run async tick bps on async tick

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or can i connect them to on tick

grand surge
#

hello everybody i want to disable aim while i am in first person camera

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in game animation sample pack

eager thicket
#

for example

grand surge
#

any one can help me waiting 20 mins

lunar sleet
#

What is async tick?

eager thicket
lunar sleet
eager thicket
#

ATP add force here is an async tick function

lunar sleet
#

Oh it’s some physics thing

eager thicket
#

The new node “Event Async Physics Tick” runs on its own separate thread, which improves physical determinism & predictability. For Unity users (like me), it’s the equivalent of (FixedUpdate), i.e. Fixed Time Step/Delta Time.

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so i've been running Async tick functions on tick like a retar

lunar sleet
#

lol

eager thicket
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but idk if it actually matters

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maybe it breaks things

lunar sleet
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Well this just makes it tick on a different thread from what I can gather

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So you should just use that if that’s what you need

eager thicket
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so it doesn't matter?

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there's no inherent breaking of functionality

lunar sleet
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Shouldn’t, it’s just some form of bp multithreading, which I didn’t think existed

eager thicket
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from what i gather async tick is amazing for multiplayer stuff

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anyways thanks

lunar sleet
# grand surge any one can help me waiting 20 mins

I haven’t tried this game animation sample pack thing but if you aim by right clicking for example, you can either remove the mapping context altogether or just have a bool on that InputAction that checks if it’s in FPS before running the logic

grand surge
#

idk how to do that

lunar sleet
#

You should start with basic bp stuff like execution path, booleans, etc. then, try “your first hour in Unreal” on the Epic portal.

grand surge
#

i knwon i can create tings like makking fpp to tpp like that stuff i kown how script using bluerrit

lunar sleet
#

Well you just said you don’t know how to use a bool/branch on an InputAction event

spark scaffold
#

for some reason its not going past the first branch. Can anyone help?

lunar sleet
#

So if it doesn’t go past one outcome, it’s probably the other one?

spark scaffold
#

i tired to switch it it just would not work

lunar sleet
#

What does that mean

#

Did you use print string or breakpoints to debug and see what’s failing ?

high iris
#

Is it the recommended Epic Games convention to name custom events with an "On ..." prefix? I've seen that used a lot, but I'm not sure how strongly to feel about it.

marsh pilot
#

Anyone know of guides with a spline placement tool during runtime? Having a bit of difficulty trying to figure the logic out

lunar sleet
#

Name them whatever you want as long as its short, concise, not similar wording as the engine's built-in events, and it makes sense @high iris

high iris
steady night
#

hey

#

im

#

wrong chat*

dim halo
#

i watched a couple introductory videos and then just jumped right in. Im by no means an expert or anything. I just found that the best way to learn something like bp was by doing

dawn gazelle
#

"Best way to learn blueprints to make a game like slime rancher" is a very big question that no one would be able to answer. Instead, break it into smaller problems - figure out what features you want to take from Slime Rancher and try to find information on how to make them. If you're still having trouble with one feature, break it down even smaller and figure out each of those smaller bits. Eventually, you piece all of this together and you could have a game like Slime Rancher.

maiden wadi
#

There is no surefire way to learn. It's just a mix of reading, watching videos, and attempting stuff yourself.

It's worth noting that Slime Rancher is a fairly complex game, just like any game. It is one of the easier ones on the high end scale, but there are a lot of systems involved and it's not all just about blueprinting. Shaders, animations and UI, etc.

Slime rancher also has a lot of moving parts, which means heavy optimization. Which I'm 100% isn't scalable in BP alone.

The question also merits whether or not you have console plans? As Slime Rancher is large on consoles. You can't do consoles easily without some C++.

There are a lot of game systems to break it down into like Datura said. Attributes and abilities for starts. Inventory, understanding savegame handling, player progress, sublevel handling for optimization and not keeping things loaded that don't need to be, etc, etc.

#

More profitable?

#

PC only games are a huge risk. 🤷‍♂️ But if you're a solo dev it might be worth it. Consoles are where the money is.

#

🤷‍♂️ I wouldn't consider releasing a game unless it was international, personally.

#

True. But you don't have to do that immediately. It's still good to prepare for. And gamepad support is great even without consoles. People like using their gamepads on some PC games, and Steamdeck is gaining a lot of popularity.

#

You can use CommonUI for your UI stuff these days pretty easy in BP only. Gameplay controls in EnhancedInput are also fairly easy to do.

#

But yeah. 😄 General note was just that as a precaution, even Slime Rancher is not just a simple game. You have a lot of stuff to consider and learn for it. So as Datura said, try breaking that down quite a bit more as you're learning, and eventually it'll all kinda fall into place.

#

I'm not sure I understand the question?

#

That's up to you. Everyone learns at their own pace and based on their prior general knowledge. 🤷‍♂️

hollow cove
#

is there no node to get the editor viewport camera location?

shut kestrel
steel star
#

Hm, why can i not make a blueprint class with parent of UBoxComponent?

restive radish
#

does anybody know how i can change lighting in the blueprint viewport?

vague night
#

I am trying to make a UI that rescales to whatever is the resolution in order to keep same proportions - should be pretty trivial, but setting ScaleBox to "scale to fit" does nothing and no other setting I tried does make the widgets rescale either

#

when I change resolution

eager thicket
#

What's the best way to make a basic save system for an arcade racing game?

Assume the save system only needs to save:

Best time of each track
Whether or not the player has completed a track (thus unlocking the next one)

abstract terrace
dawn gazelle
shut kestrel
dawn gazelle
vague night
#

any help with my widget problem (UE5) ?

static sequoia
#

Quick easy question that I cant seem to find the answer to

How do you split the values out of a rotator Variable so that I can just pick one of them?

#

I just figured it out nevermind, I just Split the struct pin

shut kestrel
static sequoia
#

W mans

maiden wadi
hollow cove
#

no i always search for it then give up

#

if i do a search with no context i still cant see anything that looks right

eager thicket
#

Generally, is this seen as the best way to do save games?

ionic quiver
#

I'm using an Editor Utility Widget that I want to use a button to open / close while simulating. I have set "Is Enabled in PiE" so it's able to be clicked on during simulation, but it seems it's not executing the events fully. I'm using a timeline to open / close the doors on a custom event. But it seems the custom event triggers successfully (tested with print string), but the timeline never plays.

It seems to work when I run whatever I want on Construct from the EUW, but not from a button. Is there something special I need to do to trigger it from a button?

maiden wadi
maiden wadi
crude pike
#

I'm trying to get one actor (BP of CineCamera class) to follow another Actor (also a BP of CineCamera class), every frame by running "Set Actor Location and Rotation" in the EventTick.

But the "driven" actor is slightly delayed behind the "driver" actor. I need it to be a 1:1 mapping through BP code.

I researched it and came across using a "Pre-requisite Actor" node, or setting the "driven" actor to a later Tick Group. But it doesn't seem to work at all. Anybody else got any experience with doing something like this?

maiden wadi
ionic quiver
maiden wadi
ionic quiver
#

Yeah, it should be, but it's not. Hence my confusion lol

#

Button doesn't seem to trigger while simulating

#

Ah, Get All Level Actors doesn't work

#

Is there a way of getting a reference of an object in a level inside an EUW?

maiden wadi
#

You're using this?

crude pike
# maiden wadi Follow as in both of them in the same exact place?

For one of my simpler tests, yeah. I need the "driven" camera to fully follow the "driver" camera exactly 1:1 via BP code, can't use a parenting system.

Once i have the delay issue figured out, I'll be able to implement it into my "main" setup, which figures out where ActorA is in relation to another actor in the world, then it sets the Relative Transforms of a component in ActorB. It's a little confusing 😅

So far the code all works fine, there's just a delay when the "dirven" follows the "driver" and I can't seem to solve it with Tick Group / PrerequisiteActor nodes. I know I'm likely doing something wrong, but not sure what yet.

hollow cove
high iris
#

I noticed that every object in a running game seems to have a URI associated with it, that's a combination of the game folder, the map that's currently loaded, and some object hierarchy. Is there anywhere I can read more about this? Curious what keywords to even search for?

ionic quiver
hollow cove
#

thanks

maiden wadi
maiden wadi
ionic quiver
#

I know, I have a specific usecase so wanted to see if anyone is familiar with it

faint creek
#

hey guys how can I easily stop the sound instanly?
I'm using the audio attenuation

maiden wadi
high iris
maiden wadi
crude pike
# maiden wadi Why can't you just attach one to the other?

For my end goal, it wouldn't work

E.g in this example, the Driver camera is an Actor in worldspace, not attached to anything.
The Driven is a component of another BP volume.
My current logic will get the transforms of the Driver relative to the blue hologram volume next to it, and then map the transforms to the Driven camera component in the capture volume BP, which is surrounding the character.

So it's mapping transforms across from one actor, to a component relative to another space.

But this has some delay, so I thought I'd do a much simpler test (just for learning to get the Tick stuff correct) where I just 1:1 map 2x actors in worldspace. But even that has delay and I can't get the Tick Group/Prerequisite nodes to actually fix the delay.

maiden wadi
#

I'm still failing to see why attachment won't work. You can attach a component from one actor to another. And attachment does exactly what you're trying to do. When the root moves, it updates all children immediately.

dawn gazelle
stray halo
#

does this look healthy?

normal viper
#

Hey guys hope u all doing great
Didnt know where to ask but bear with me
So in my game which is set at night time the shadows are really impacting my preformance so the thing is when i set the quality of shadows to either epic high medium i dont really get any difference maybe only 2 to 4 fps but if i set them to low all the shadows disappear and i get a massive boost
Im using the engine scalability settings

faint creek
dawn gazelle
faint creek
#

Do you know how can I solve it?

dawn gazelle
#

Stop when you actually need to stop it, and check if the component is valid before attempting to call stop on it.

faint creek
#

In conditin:

  • true= play
  • false= stop
faint creek
#

but it doesnt wrk

faint creek
faint creek
#

I don't understand the difference

lunar sleet
faint creek
#

thx

faint creek
#

With a source attenuation?

faint creek
#

how thx

dawn gazelle
# faint creek How can I stop a Spawn sound at location ?

You can't. Spawning a sound at a location doesn't give you a reference to the sound.
If you spawn sound attached, that gives you a reference.
If you're getting a whole bunch of "Accessed None" errors, that means you're trying to do something with a reference that isn't set yet and you shouldn't be doing that unless it is set first.

#

If you're doing both the spawning and trying to stop it on tick, then you're going about it the wrong way as that means you'll either be continually spawning the sound or continually trying to stop it.

lunar sleet
#

Oh, I prly should’ve read up, missed that convo 😅

faint creek
dawn gazelle
#

Start the sound when you need it to start and set your reference. Stop the sound using that reference, but only if that reference is valid and do it only when you need to stop it.

faint creek
storm solar
#

Trying to get the pawn of the player controller and its unknown? Im in a BPC so idk if that is related.

dull hare
#

Hi, I made a grab object function. Any ideas on how to make the object not teleport instantly to the physics handle, but rather keep dragging it from the place it was? (For now, the object instantly teleports to physichandle whenever I press the left trigger, but I want it to stay in place until I move my mouse

faint creek
#

Hi guys how can I validate a variable?

#

In the event begin play

versed sun
#

put a Get Variable in the graph
Right click the node > Convert to Validate Get

oblique cape
#

Why does this not work 😃

maiden wadi
oblique cape
#

Yeah I don't know why it says that

turbid arch
#

I have a scene capture 2d in the same transform and perspective/fov as my player camera, but the view it has isn't the same as the player camera. The one on the left is in-game with player camera. When the black square on the left is at the edge of the viewport, the black square on the right, that's the render target using the scene capture, is not at the same spot. The render target size is using the GetViewportSize X and Y, so same size as viewport. Any possible reason for the inconsistency?

maiden wadi
oblique cape
maiden wadi
#
  • UObject

  • AActor

  • AHUD

  • UObject

  • UWidget

  • UUserWidget

  • UPlayerInGameHUD

faint violet
maiden wadi
#

It's inheritance of those classes.

maiden wadi
oblique cape
#

?

maiden wadi
#

Open it's BP and look at the top right.

oblique cape
#

Ohhh

#

Its user widget

maiden wadi
#

Right. GetHUD from PlayerController returns an AHUD.

#

Your widget does not inherit in any way from AHUD. So the node is just warning you that no matter what, this cast trying to cast a pointer that will contain a AHUD to a Widget class will fail. It can never succeed because those pointers can never contain the same type of thing.

oblique cape
#

Okay but how do I know what my widget does inherit from so I can know what to plug into the cast node?

thin panther
#

It inherits from user widget, as mentioned

#

You looked at the parent class

#

Thats what it inherits from

oblique cape
#

It doesn't let me "get user widget" though

#

So I need to know where to get that from

maiden wadi
#

You created this widget somewhere.

oblique cape
#

Ohh right

maiden wadi
#

The CreateWidget node returns a pointer. You store that somewhere you want to use to manage that widget.

oblique cape
#

I have this in game hud blueprint that creates the hug widget

#

I should just put this code into the thirdperson blueprint

#

Why does this blueprint even exist

maiden wadi
#

AHUD is a UI manager of sorts.

oblique cape
#

Uh oh

maiden wadi
#

It's a multiplayer thing mostly. That said, I recommend not putting a UIHUD in the player character. Characters are kind of throw away in a lot of games. If you kill off your character, you kill off your UI manager. Even if you don't do that for your specific game, it's better to get into good habits incase you ever do.

oblique cape
#

Copying the code here does not work

#

💀

maiden wadi
#

Is this a school project or something?

oblique cape
#

😃

maiden wadi
#

You're insanely unfamiliar with a basic project.

oblique cape
#

Thanks

maiden wadi
#

It was either that, or a blindly followed youtube tutorial. 🤷‍♂️

oblique cape
#

And now Im really confused by the mess it left behind

#

The tutorial was ass though to be fair

maiden wadi
#

Most are, unfortunately.

static shale
#

if anyone could help with this that'd be awesome, for some reason my set relative location node only works the 2nd-10th time its run, i checked and the print string is being run each time, its just the set location node that's not working

oblique cape
#

LETS GOOOOO

#

I GOT IT WORKING

surreal bridge
#

Is there a way to get all data assets of a certain primary data asset?

oblique cape
#

@maiden wadi Thanks for clearing things out in a somewhat confusing way

maiden wadi
#

My specialty. 😄

maiden wadi
#

Editor not open atm. But there's that. And you can do Async Load Asset List or similar. The GetPrimaryAssetList or whatever it's called populates from your project's AssetManager settings.

oblique cape
#

FRICK

#

I still have the same problem

faint violet
#

New to ue5, so is this a proper way for inventory based equipment stats, to apply onto a character [ex: armor value]?

**To recalculate player armor values [cause: equipped/unequipped] **
Have an array of "equipped gear" object references, send an interface event to each one, they each report back [to player character] with another interface event containing armor values, which then gets added to player character's armor value. The player character's armor value is used when attacked, instead of recalculating.

maiden wadi
oblique cape
# oblique cape

I thought creating a reference to the Hud widget blueprint would fix this

#

😭

thin panther
oblique cape
#

I'm just trying to change an image texture

thin panther
oblique cape
#

That fixed everything

#

Thanks

thin panther
#

Np

oblique cape
maiden wadi
# faint violet New to ue5, so is this a proper way for inventory based equipment stats, to appl...

IMO you don't need an interface for anything like this, but this isn't a trivial question.

Inventory
Equipment
Attributes

Inventory is a generic idea of having items. Equipment is the idea of equipping said items. Attributes come from equipped items and other sources.

This is a simple task with something like GAS. Each item simply applies a GameplayEffect when you equip it, and removes the GameplayEffect on unequip. GAS is designed to refactor the attributes based on the applied GameplayEffects.

surreal bridge
# maiden wadi Get... PrimaryAssetList? I think is the function.

I found one called Get Primary Asset Id List, but it needs a Primary Asset Type Name and outputs an array of Primary Asset Id structures.

Is that the right one, and if so how do I use the Primary Asset Id to get the Data Asset.

I am trying to add mod support to my game and figured that it would be easier to have the mods just have a data asset that contains the various structures that I would load into the game.

If there is a better way to load the content from the user content I will try to add it that way

oblique cape
#

TOOK ME 6 FREAKIN HOURS TO GET THIS SIMPLE FEATURE DONE 💀 💀 💀

maiden wadi
#

Welcome to game dev. That doesn't really ever change, you always run into things that should be simple, and eat your entire day.

maiden wadi
#

Asking cause I need to check something.

surreal bridge
#

They are just BP classes:

maiden wadi
#

I mean their class. The class is the blue one on the right, this has no C++ parent other than PrimaryDataAsset, right?

surreal bridge
#

Correct

oblique cape
surreal bridge
#

Just the primary data asset as the parent

oblique cape
#

💀

#

Its going to take me gazillion hours to finish this project 😭

hearty chasm
#

I have a blend space that takes care of 8way walk, 8 way run and 3 way sprint (f, fl, fr). I want to add sync markers and a sync group for all of the animation in the blend space. Will the blend space automatically sync all of the animations, or is there something I need to do in the ABP?

maiden wadi
#

@surreal bridge Right, I had to check up some stuff to remember how to do the BP only correctly. So... I made a BP class like yours from PrimaryDataAsset. Made two instances of it. Class name was B_TestDataAsset.

#

In your Asset Manager settings, you need an entry like this. The main key is that you use the same name as your PDA_Upgrades. And add _C to it. So PDA_Upgrades_C for the type. Select the class, specify the folder(s).

#

I get a 2 print here for example.

#

After that you can do stuff like this to load all of them up easy.

turbid arch
surreal bridge
surreal bridge
#

Just added it but it doesn't seem to work on my end.

maiden wadi
#

Select something else on the Get node, and then change it back and try it again.

surreal bridge
#

Oh, wait. That could be it.

Just looked back at the node and it still had PDA_Set instead of the PDA_Set_C

It works now, many thanks

maiden wadi
#

Enjoy a wonderful life of having data assets. 😄

surreal bridge
#

XD

#

They are extremely useful, that's for sure

#

I have been using them for the upgrades and dialog in my game thus far, but this opens up the possibilities
I greatly appreciate it

maiden wadi
#

Let me know how the modding goes. 😄 I still need to dive into that myself.

surreal bridge
#

Well, after months of work on my game, I saw someone playing a game nearly identical to my own.

So I figured that I needed to make my game different than theirs, to try and make it unique enough for people to still want to play.

So I am adding this feature to allow people to add their own sets of cards to the game, and if I can manage it, add custom functionality to their cards to be played in certain ways.

My goal is to have it set up so if someone is dedicated enough, they could add various sets of MTG cards and have them function like the cards do.

But for now, just allowing new sets to be added and sold in the shop.

autumn pulsar
#

Is there a way to get a pawn owner from an actor?

surreal bridge
regal iris
#

hey guys so if i have a actor with a trigger box that brings up a widget is it bad practice if i create it and add it to the viewport in the blueprint?

dawn gazelle
hearty chasm
#

Hey, setting up FootPlacement. I noticed earlier today that my mannequin is floating off the ground a little bit, and while setting this up it became a problem because the feet are never actually registering as on the ground. All of my animations are from GASP, but I'm using the ue5 mannequin. Any ideas on how to get my guy on the ground?

fervent crypt
#

Hey guys, if any one can help me with this issue I am running into or if they can help with a better method. I have a power up that in theory is suppose to double bullets from 1 to 3 to 5, which does work if I add a multigate node. however when the power time ends and I get another power up it will either start back up with 5 projectile then it change it back to 3 projectiles. and in some cases it will not work. so ideally I would like it to stack ontop of existing one. but only if i get twice in a row, if i only get one power up i would like it end event then start back at 1 projectile

dawn gazelle
fervent crypt
chrome kelp
#

Is there any reason why an Ability Tag wouln't be picked up? I set an input to try to activate an ability by tag, the ability has the same tag, but it's not triggering (both the input and ability work otherwise if I just brute force them, so the issue seems to be with the tags)

chrome kelp
#

Hm, actually nvm, it doesn't seem to be a tag issue as "Try activate ability by class" with the selected class also doesn't work

#

so I think there is an issue with activating abilities in my GAS setup?

subtle valve
#

Hey, just wondering if there is an equivalent of "OwnerNoSee" and "OwnerOnlySee" for lights?

#

Alternatively, the ability to tie them to the same behaviour on whatever they're attached to, if that component has OwnerNoSee?

dawn gazelle
chrome kelp
regal iris
dawn gazelle
regal iris
#

Thank you

dawn gazelle
# chrome kelp that is what I'm trying to figure out, how could I see this?

I don't think there's anything exposed in blueprints that lets you check what abilities you have granted to an ASC. If you review how your abilities are being granted and verify that other abilities are working, then you should be able to determine from there if you have granted it. Otherwise it's C++ territory and use
something like FindAllAbilitiesWithTags().

chrome kelp
chrome kelp
dawn gazelle
#

GiveAbility

#

If you're trying to do it multiplayer, this has to be done on the server

chrome kelp
#

just single player, thanks I will try that

gilded jewel
#

hey guys, im having a wierd issue where my gamepad nav keeps getting stuck on the initial\primary widget and won't transfer focus to a sub menu.
I'm using a widget switcher and loading the secondary like this

Mouse works and menu appears fine, but the gamepad is stuck in the background on the intial main menu

gilded jewel
grand surge
#

is there was professional blueprint programmers dm me i wanna knnown something

faint creek
#

Hey guys i'm trying to validate this variable but without success
How can I validate it?
Please help

plain epoch
faint creek
plain epoch
# faint creek like this?

No, you do what you did in the first screenshot, but place the is valid node after you set the audio component

#

now you can do something if your audio component is not valid

faint creek
#

Yes I made it yesterday but it doesnt runb the variable

#

because is still not validate

#

Here doesn't run because is like stil not validate in the event tick

plain epoch
faint creek
#

Breakpoint?

#

I made debug

#

and it doesnt run

#

It goes to is not valid

plain epoch
faint creek
#

the false doesn't work because the variable is not validate

plain epoch
# faint creek

I don't have unreal open rn, but does the audio component get destroyed after the sound is done playing? Could you try to validate it right after you spawn the sound, see if it does exist

faint creek
plain epoch
#

Just to test, right click the setter for your audio component, set brake point, and start your game.

faint creek
#

I thought was validate in the begin play yet

gentle urchin
#

shouldnt these just have overlapping boxes, instead of a tick setup like this ?

faint creek
#

I can try

plain epoch
#

Does the breakpoint not trigger?

faint creek
#

what do you mean?

faint creek
#

ok I fix it

#

maybe

#

I change this Auto destroy

#

I change this

#

But the sound doesn't stop 🥲

grand surge
#

in game anim sample i want set player will never aim while in crouch

fallen glade
#

Can you change/set variables in a class from an editor blueprint?

mental trellis
#

The default class variables?

#

Or the variables on an object?

fallen glade
#

default

mental trellis
#

I don't think so, then, no.

#

You can only get the class defaults, not set them.

fallen glade
#

ok thanks!

#

I was trying to speed up adding variables into arrays, is there a better way than to manually add array components one by one? 😦

mental trellis
#

Make array node?

#

Then just connect the ones you want as inputs.

#

And then set it on an array variable.

fallen glade
#

Yeah that's what I was trying to avoid

#

haha

#

I'm lazy

ruby tendon
#

so im trying to make a force based player controller. however. the player can now accelerate to unlimited speeds. I obviously want to prevent it. I tried adding a vector clamp. but I implimented it wrong i believe. anyone know how to do this. I have been stuck on this for 3 hours now

silk silo
#

Hey, I am using the default thirdperson template and was wondering how much different is the default one (i dont know where to find it to change stuff) compared to if i make one

#

would I have to redo a lot of stuff?

leaden laurel
#

hey all! Is there anyone using Oceanology with Ghislain Girardot's Boat Splash System? I'm having problems with that implementation

plain epoch
sonic garnet
#

Guys anyone know is there any ingame gameplay recording system in unreal engine?

rustic pollen
#

can builds for mobile devices can also connect to a local network using the eos?

sonic garnet
#

any way to achieve this?
like exporting recorded gameplay in runtime

maiden wadi
surreal peak
sonic garnet
#

0ok thanks will reasearch on it

faint pasture
ruby tendon
elfin mist
#

Heyop!

Running into a wonky thing with a plugin and looking for some guidance. I'm adding an ActorComponent from a plugin to a blueprint and it all works fine including running inPIE. But when I reload the project, it says "class not set for the component" and it removes it, breaking all the references.

Any idea what I could be missing here? I wasn't able to find a solution to this online.

#

I added the plugin in editor, maybe that's somehow related? thonk

faint pasture
faint pasture
#

Just think really deeply about walking. When you walk, you don't output a force like a rocket. You output a force based on your desired velocity and current velocity. That's why you can't run at infinite speed, your force output drops off as you approach your walking speed limit

faint pasture
ruby tendon
faint pasture
#

Subtract the vectors

ruby tendon
#

so subtract the right vector and the component velocity vector?

faint pasture
#

First, turn your inputs into a desired movement vector

#

The vector describing the velocity you wish to have

#

A simpler and more robust setup:

Force = ClampVectorSize((Desired - Actual) x SomeFloat)

faint pasture
#

Vectors my dude

#

Velocity is a vector

#

Desired velocity is a vector

ruby tendon
#

ooooow

#

i see

#

do i get the vector lenght of the desired velocity?

#

sorry im a big old unreal engine noob so i really appreciate the help!

faint creek
#

Hi guys is there a way to run a condition every frame, BUT ONLY when an actor is overlapping a specific box collision?
Something like an event tick that runs only "on begin overlap"

plain epoch
#

This will run only when something begins overlapping with the component

faint creek
#

Yes but it runs only one

ruby tendon
plain epoch
#

make a bool that you turn true when the begin is toggled, and false when the endoverlap is ran

faint creek
# plain epoch

I'd like to check a condition every frame only when is Begin overlap and stop it in end overlap

raven gyro
#

how can i get a single boolean out of the array to plug in here? example of either index 1 or 2

raven gyro
#

sorry one mroe thing you know how i can get this too? D:

grave relic
#

The FPS counter tends to exceed the maximum allowed value, how can I resolve this issue?

plain epoch
#

is it not called set tags? @raven gyro

raven gyro
#

i keep getting this

plain epoch
#

drag out from the actor you want to place the tags on

raven gyro
#

oh lmao so simple didnt know QQ

#

thanks man

plain epoch
#

np

faint forge
#

to show FPS in a development build, just adding an execute command line "stat fps" on begin play?

inland walrus
#

Any idea on why this text isn't starting a new line and staying in the vertical box?

inland walrus
inland walrus
#

nevermind, solved 🙂

my vertical box wasn't on fill

rustic pollen
#

where type of bp should i use to store game data which can be accessed by any user/update them, and will replicate the update to all other players?

thin panther
#

You don't want any user to update it.

You want the user to ask the server to update it

#

But generally for game information that's replicated, you have things like the game state

umbral parrot
#

Hello everyone, I need inventory for the character and NPCs in the trade project. What is the best way to implement this so that I can then use it in another similar project? I only have an idea to do it as a component.

faint pasture
barren tangle
#

hi, is it possible to know the collision point between 2 collision box?

willow gate
#

Good morning folks. Out of curiosity, does anyone know the reason that Blueprint Interface functions can't be pure?

ruby tendon
faint creek
#

How can I get all the enemies?

ruby tendon
#

and also. what kind of values do i put in to the desired vector? because idk how it works when you have 3 values

rugged wigeon
rugged wigeon
ruby tendon
#

I know its like xyz

#

but i think i figured it out

#

sorry for all the questions

rugged wigeon
#

no problem with asking questions in a questions forum

barren tangle
#

to retrieve all overlapping actor

#

otherewise the even is called when an actor/component start overlaping your collision box

faint creek
surreal peak
#

What are you trying to accomplish

barren tangle
#

if you want to retrieve all the actors when someone, something start to overlapp your collision box

surreal peak
#

Better to keep track of a list though

barren tangle
#

if you want to retrieve all actors, in the world... even those which are not inside the collision box, then the get all actor of class is ok

#

but the get all actor of class is a costly function

barren tangle
#

you are trying to do a kind of switch 🙂

#

because all of them perform the same action you should do it with an event dispatcher intead of a get all actor of class

faint creek
#

I have two Sphere colliders in the same BP actor:

  • when the other actor(enemies) enter the first one, it start a sound.
  • when they enter on the second one, the first is deactivate, stopping the audio
  • then if I exit the second restart the audio, deactivate the second sphere
    _ lastly when I go out from the first, the audio stop again
#

It's like an egg

barren tangle
#

i'm scared 😄

faint creek
#

Yes but that is what I'm trying to do

barren tangle
#

so why do you need all actor of class?

faint creek
#

Because I want that they only recognized the enemies

#

not the player

barren tangle
#

the cast is enough for that. you don't need to retrieve all actors of that class.

#

the Event will be triggered each time an actor or a component will start to overlap

#

because you said the actor that you want is an enemyyy then all other actors will be ignored (false part of the cast)

#

so you don't need to retrieve all actor of that class

faint creek
#

Sooooo I only have to cast?

barren tangle
#

that'is enough to say only enemy will trigger the event

#

yes

faint creek
#

Aaah ok

#

So If I have multiple enemies it recognized all?

#

Not only one?

barren tangle
#

yes one by one

#

each time one enter to the collision box the event will be triggered

faint creek
#

Without for each loop so

barren tangle
#

yes, for each is there if you want to put an action on all actors when 1 of them overlapp the box

#

imagine you have 100 enemyy

#

1 enter the box, you make a loop of 100 occurances

#

if 2 enter the box, you will make 2 times a loop of 100 occurences

#

that's it not maybe what you are trying to achieve... you want to activate a song when 1 of them enter the box

#

anyone of them.

#

but you will have nightmare with that because, you will have to manage multiple end overlap, begin overlap with multiple actors.

maiden wadi
grave relic
maiden wadi
#

Also this is not a good measure of framerates. Some ticks can be wrong based on certain optimizations.

faint creek
faint creek
#

Ok maybe I fix it

faint creek
#

It seems to work

swift yarrow
#

Managed to get a video of the issue I was having. Pretty much everything else works except for the mouse drift issue here

#

The mouse position on the item renderer border in the menu is being gathered here.

#

Inside the inventory widget

#

The orthographic view is set to 720x
The draw size of the widget is set to the same.
To remove stretching, the size of the render texture is set to 482x344; the same dimensions as the widget box inside the inventory.

untold rain
#

i got player state and a widget bp, i m updating my player state var when button clicked on thw widget, so will call an even marked as "Run on server" and change it from server and the variable is replicated. But still the var is not replicated on the server or so. Do you know the reason why?

dawn gazelle
dawn gazelle
untold rain
dawn gazelle
#

And you're certain that "Success" is being called from the create session node?

untold rain
#

yea

inland walrus
#

is there a more optimal way to do it so that when the player reaches x amount of speed, it turns on the particles, when they are less than x speed it disables?

dawn gazelle
# untold rain

This is a bit of a strange setup. Normally when you're creating a session that'll be before you're connected to a server, so usually there's no real need to use RPCs. In your screenshot where you're showing the print string there, it's indicating that it's not connected to a server as it would actually say "Server: Hello" or "Client 0: Hello" and so RPCs and replication are kind of irrelevant if you're not connected to a server.

Rather than using Text variables, use String for player-input variables. Text is mostly used for static text that supports localization and is typically larger than strings, especially if the string are short.

The "Player User Name" variable isn't marked as replicated, so it wouldn't be replicated out to clients.

untold rain
dawn gazelle
#

Well, there's usually a mark on the top right corner of the set node if it is marked as replicated... It may have been cut off. Either way, if you're not connected to a server, trying to replicate something is moot anyway.

untold rain
#

it was not visible on the prev ss

regal iris
#

Hey guys! Was wondering how to fix this issue:
When I try to get the index of an item from my array it returns the index of the item it finds first and This isn't the behavior i want. I want it to return the index of the newest item it finds. Any ideas?

#

Not sure if that makes sense

dawn gazelle
regal iris
#

could i use this?

dawn gazelle
#

Yep

regal iris
#

thanks

weary citrus
#

Hi all! I'm a bit stuck and need some help. I'm creating pong using this https://www.youtube.com/watch?v=Vi4tBmv1Mhg tutorial and I'm going off-script a bit to enhance my version. When player 1 scores, I want the ball to start heading in their direction. And when player 2 scores, I want the ball to head in the AI's direction. The player who last scored is held in a variable owned by my Scoreboard Widget W_Scoreboard called Player1ScoredLast?.

When my ball spawns, it determines its direction of movement using the blueprint below. However it's returning an error that the reference to the scoreboard doesn't exist. I know why but I don't know how to fix it. When the ball spawns in, it needs to set its reference to the W_Scoreboard Widget Class, but if I understand correctly how this works, it's the Scoreboard that needs to set the reference, not the ball. You can see an example of the reverse in the highlighted portion of the blueprint below. When the ball spawns in, it sets itself as a reference for the AIPaddle so the paddle can track the ball's location.

I don't understand the best practice though for accessing the scoreboard's variable values when the ball spawns. I thought the answer might be to CastToWidget or CastToWidgetClass but the former requires the ball to have a reference to the widget. And the latter doesn't seem to let me invoke a function within W_Scoreboard. Could someone advise please?

distant grotto
#

is there a way to snap to the current node being executed in the debugger?

dawn gazelle
dawn gazelle
distant grotto
weary citrus
weary citrus
kind matrix
#

anyone know why a collision may work fine in editor but not when packaged?
Specifically it doesn't work on the first overlap on the packaged version, then it works normally

dawn gazelle
weary citrus
dawn gazelle
#

GameState should be used to hold things that are relevant to the state of the game, but not necessarily the state of any other specific actor.
Who scored last is one such variable that sounds like it belongs in the GameState.

weary citrus
#

Great, thank you!

distant sedge
#

Has anyone ran into Timelines getting cut short in packaged builds?

faint pasture
#

PlayerWhoLastScored should be a variable on GameState or somewhere else central like that

#

whoops someone beat me to it

distant grotto
#

is there a way to get a reference to the current level?

regal iris
#

Hey guys!! I'm using simulate physics to do a ragdoll on my character but need ideas on how I can keep the capsule component following the mesh.
I was thinking about using tick but not sure if thats a good idea. 🙂

maiden wadi
regal iris
maiden wadi
#

So set the capsule before you stop simulating physics. No need to keep moving it in the meantime.

regal iris
#

i tried that before but i cant get the capsule exactly on the ground

#

it'll end up in the middle of the floor

maiden wadi
agile moss
#

Why does my cast fail?

#

This engine hates me

slender dagger
#

did you set it in your project settings?

agile moss
#

oh

slender dagger
#

lol

#

been there too many times haha

agile moss
#

thanks 😅

inland walrus
#

is there a more optimal way to do it so that when the player reaches x amount of speed, it turns on the particles, when they are less than x speed it disables?

slender dagger
mortal coral
#

If I have a widget (say a menu) that binds to some events on a Character, is it important to Unbind those events when the widget is destroyed?

I'm not sure if faililng to do so is leaky or has other consequences....but it seems very difficult to manage consistently too

astral wyvern
#

How do you handle camera collision in tight spaces?
I have trouble say in a corridor, the camera gets really close to the player, or it collides a bunch of times and looks bad. I was wondering what approach you guys are using.

inland walrus
astral wyvern
#

If, else

#

if it's not one, it's the other

#

you can also use select, or switch. Those logic nodes are useful

slender dagger
maiden wadi
# astral wyvern How do you handle camera collision in tight spaces? I have trouble say in a corr...

I think the common thing to do these days is use "feelers". You have to code it yourself, but you basically interpolate the camera as best as you can while not allowing it to collide. An immediate fix would be to enable camera lag on your spring arm, but it can still end up blending through a wall sometimes with that. Past that it's best to use the camera manager class and override it's Update event to do some complex checking and offsets to avoid falling into walls.

tawdry walrus
astral wyvern
inland walrus
maiden wadi
astral wyvern
#

Is there a way to visualize the probe collider in editor?

astral wyvern
inland walrus
astral wyvern
#

Or cases like that, which is what I’m trying to fix.

static sequoia
#

How do I choose which Capsule collision I want to use in bp_thirdpersoncharacter for my event actorbeginoverlap in separate blueprint? I want it to only activate when that specific Capsule collision overlaps the Box Collision in the other blueprint

rugged wigeon
#

max walk speed is the max walk speed not the current speed

#

max walk speed probably isnt changing

inland walrus
#

yeah I'm trying to do it on velocity now but still no lucky

#

putting it on the tick seem right, right?

rugged wigeon
#

tick is fine

#

velocity x would be just one dimension

#

which is odd if they're moving in 3d

thin panther
#

Get the length of the vector if you want it's speed

tawdry walrus
#

like this

static sequoia
inland walrus
inland walrus
#

maybe it doesn't use character movement idk

#

I've recently switched it over

static sequoia
#

what might work is if you plug this into your branch condition (edit the number in >= to match your running speed)

#

crap idk how I got the velocity variable

#

might be custom

inland walrus
#

I tried it but still no luck, I even set the float to 1 to see if it even prints string and it doesn't

#

Just to confirm, having the check on event tick is correct?

static sequoia
#

ok so I dont think your problem has to do with character speed anymore

inland walrus
#

wow

#

hold on

tawdry walrus
inland walrus
#

I'm actually blind

static sequoia
#

should enhancedinput action be plugged into add movement input

inland walrus
static sequoia
#

test if it works

tawdry walrus
inland walrus
#

perfect it works

#

thanks guys and sorry to waste your time with my idiousy

static sequoia
#

which speed detection are you using?

#

is the one I reccomended working?

inland walrus
#

Is there a way to make it not spam the print string and only put it once?

static sequoia
#

you could delete this now right ?

inland walrus
static sequoia
#

ok

tawdry walrus
static sequoia
#

yeah

static sequoia
rugged wigeon
#

do once

tawdry walrus
#

try do once

static sequoia
#

my fault do once

I havent used it before*

inland walrus
tawdry walrus
static sequoia
inland walrus
#

Yeah I kinda wanted it to play in air too

static sequoia
#

k that works then

inland walrus
#

I thought using the nodes we just made would work on this too but it's not changing the speed

#

Anyone know the node name I need instead of set walk speeds?

#

ohh, would I need set velocity?

static sequoia
inland walrus
#

sorted it, the delay is so the player has to be running for x amount of seconds before the boost kicks in but just to make testing go quicker I unplugged it

static sequoia
#

ok

inland walrus
#

Is that because it's on the tick?

static sequoia
#

imma be honest, I dont think I can help, I am fairly new to this too sorry

#

I just so happened to be able to help with the velocity because I had it in my blueprint and I learned that

inland walrus
#

Ahh fair enough lol

static sequoia
#

my best advice is to explain it out loud to your self on how it is working/ should be working as you follow the whole sequence from start to finish

inland walrus
#

yeah, it all works apart from when I add the delay and that has to be because it's on the event tick

tawdry walrus
inland walrus
ashen jungle
#

Hello
I'm new to Unreal Engine and still learning the basics. I would like to know if someone could give me some way to transport variable information between different Blueprints. And would be cool if someone could help

inland walrus
#

Am I cooking?

tawdry walrus
#

the event will go to the event you want to trigger and the timer will trigger the event after an amount of time and the loop is you want it loop without trigger it again

inland walrus
tawdry walrus
#

Then try to think in another way to make it. Sometimes you can make things in another way. There is not a right way to make things, that's my opinion.

inland walrus
sudden nimbus
#

no

inland walrus
#

Any ideas on why the timer isn't working?

dull hare
#

Hi, I'm trying to make drag objects blueprint i've done everything but I have one issue that when i step on dragable object i can use it as a flying plane, how can i avoid it

zinc ermine
tawdry walrus
rugged wigeon
#

I think it’s weird how the set timer nodes are stateful personally

#

They should not be

dry sleet
faint yew
#

Guys when it comes to something like this sort of node - what happens if by the time complete is executed, the given object doesn't exist anymore because it was destroyed? Is that an issue/could things crash or give me an error, or will it just not do anything?

raven gyro
#

is there a way to acces skeletal mesh in the outlineer into blueprint?

dry sleet
#

^^^

inland walrus
#

but I'm not sure the work around

visual ember
raven gyro
#

i have to turn them into BP actor first? 😦

rugged wigeon
visual ember
rugged wigeon
faint yew
# dry sleet I believe the latent action manager will cancel the event.

cool, thanks guys.

Could I ask for a bit more in-depth explanation of why that happens/what code I should look at? Pretty much a beginner as far as my understanding of how blueprint nodes get compiled etc. Looking at the code for the node, it seems like internally it's making an event node or something...

So I suppose there's some sort of scheduling system/event loop like in various frameworks (e.g. node.js for web programmers). So what happens next - at some point, the event of "OnComplete" is run, and what's next? The event is like an unreal delegate, keeping a weak-reference to the UObject, and simply checks if it's still valid?

raven gyro
visual ember
inland walrus
rugged wigeon
#

One time though right

inland walrus
#

Every time

#

when they lose their speed, it resets

#

all the bp works without the timer

rugged wigeon
#

Promote your timer to a variable. Before calling the node that sets the timer, check if the timer variable is valid. Only do it if the timer is not active

#

You don’t want to start the timer if it’s already running

inland walrus
paper plover
#

Can someone help me figure out how to get this AI Perception for hearing working?
I have added the component and configured it to have both Sight and Hearing, the sight is working fine but can't get hearing to be triggered.

I already added the StimuliSource component to the actor that I want to be detected.

When I try debugging in PIE, i can see the debug visuals for sight but not for hearing. Hearing also doesn't show under the Perception category but shows in PerceptionSystem category.

ashen jungle
versed sun
#

Is there a way to access an Enum's Enumerator's Description in BP? or c++?
Right now I am having to selecting text based on the enum, but I would love to use the built in Description

mental trellis
#

The description if an individual enum entry?

#

Or of the whole enum?

#

If it's a c++ enum you can use StaticEnum<EThing>() to get the UEnum object and query that. For a bp enum... You'd have to get that UEnum from the BP asset somehow.

spark steppe
#

wasn't there a method to create a actor component from a class? nvm, it just doesn't show up in the construction script -_-

visual ember
# inland walrus along the lines of this?

they meant to promote Return Value of Set Timer node to a variable and use that. but boolean should work just fine. though not necessarily as you have it right now, judging by a quick glance, as you will set it to true, but on the next check back to false, so on the third one you will potentially reset the timer. not digging deep into your use case, but maybe the "set to false" should be in a timer's callback?

small coral
#

Is there a way to create a reference to a widget blueprint without having to use the "create widget" node?

visual ember
small coral
#

If I use the create widget node, it will always create the widget and I dont want that

visual ember
#

cause that variable can just hold a reference. it doesn't create an object

small coral
#

Ok I see

visual ember
#

for that you use Create Widget node

small coral
#

Ok thanks

rugged wigeon
rugged wigeon
blissful hound
#

Not sure if this is the right channel, but did not find anything more fitting: I am currently trying to make a video I rendered out of the game with the movie renderer my main menu background. I tried it with a media player and a texture with the video that i put on an image in the menu widget. The problem it is barely playing. Like it jumps to the next frame every ten seconds or something and is frozen most of the time. Anyone got a clue how to fix that? The video is currently a HD video with 60 fps as an avi

sudden nimbus
blissful hound
sudden nimbus
blissful hound
sudden nimbus
#

oh interesting

#

well, try taking that AVI and binking it

#

UE_5.4\Engine\Binaries\ThirdParty\Bink open Bink2ForUnreal and use it to convert your AVI, then put it in your project, swap it out and see if its better

#

it really shouldnt be but

#

i dunno

#

only takes a few minutes

blissful hound
#

it was either avi or image sequence

#

kk gonna try it

sudden nimbus
#

by the way its humorous how little bink is integrated into unreal

#

Epic owns Bink. To be fair theyve been busy with other things but

#

It's a little silly.

#

its actually the only format you can use for startup movies i believe

blissful hound
#

should I convert it to mp4 or what would be best? Also I saw in my plugins that the bink media player is not installed. Might that be a problem?

sudden nimbus
#

you would need to enable the bink media player yes. The bink tool I mentions creates .bnk videos

blissful hound
#

oh im stupid i always pressed on convert video didnt check that bink it was a button aswell 😄

blissful hound
#

yes it worked 😄

#

thanks for the help @sudden nimbus would have probably given up on it if it didnt spent the last 10 hours on that 😄

sudden nimbus
#

huh, cool

#

was kind of a guess

lusty oak
#

I'm trying to make a function to add a scene component to this blueprint so I can place the blueprint in the level, click a button to call this function and spawn a scene component, add it to the EnemyBattlePositions, and then in the level I can move the scene component around to the location I want. Currently, the button seems to work in the editor, but the scene component doesn't seem to be there in the level? I think I may be missing something where i need to attach the scene component to the root, but I'm not sure how to do that? Any ideas?

sudden nimbus
#

anyway bnk files are probably a fair bit smaller than AVIs too

static sequoia
#

Anyone know how to make a begin overlap event in blueprint only detect when specific capsule in bp_thirdpersoncharacter is overlapping it and nothing else?

#

I want it to be able to plug into here and replace Event ActorBeginOverlap

lusty oak
static sequoia
#

hmmm

lusty oak
#

Oh sorry maybe I misunderstood. Only when a specific capsule that is attached to the player character?

static sequoia
#

yes

#

the one I have highlighted to be exact

lusty oak
#

You need to mess with the collisions response presets on your components I believe. I've done this exact thing, but can't remember precisely how I did it.

static sequoia
#

no problem

quaint fable
#

Hey all. I'm just trying to have it so when the player overlaps a triggerBox actor it will switch to a cutscene camera, which will then play a sequence. Then after the sequence is done I want the player to be where the cutscene camera ends, then transition back to the player who can then move around. How should I approach this?

frosty heron
#

Select your capsule component then override respective event

static sequoia
#

hmmm

quaint fable
#

@frosty heron I used this video as a reference. I made a BP actor called CameraSwitcher, and I was trying to have it so it knows when the player overlaps the trigger, and then fires off the logic. I thought it made sense to use a BP interface so that I can have a message for the function sent from the thirdPersonBP, and then implement that function as an event in the CameraSwitcher. But I'm not sure what event I would even use for thirdPersonBP, and I feel like this is not the way to go about it. https://www.youtube.com/watch?v=jDmOQuoM7eo](https://www.youtube.com/watch?v=jDmOQuoM7eo)

This tutorial shows how to switch between cameras in live game mode with the player character viewable and active. It is based on an older Epic games tutorial but was modified to meet my needs. There are many ways to do this and this is just one way. Plz sub if helpful to you!

▶ Play video
#

If I can have the Camera switcher reading whenever the player overlaps the trigger, then I think I can figure out the rest

frosty heron
#

I'm not gonna watch the video but your first pic looks pretty bad.
Normally you want the trigger to act on the Player not the other way around

#

if that's what the tutorial told you do to, that's not really good

#

also I don't understand the use of interface here

quaint fable
#

@frosty heron Yeah I already knew this wasn't the way. I'm just trying to have it so the camera switcher is notified when the player overlaps the trigger. The video was showing how to switch to another camera by using an input, so that's not what the video said to do. I'm still learning how blueprints work, my apologies.

frosty heron
#

where is the sequence stored?

#

doesn't seems like you have got anything down yet, so perhaps start by playing a Sequence when you overlap with the Trigger box

#

Create a sequence variable in the trigger box. Drop a trigger box to the world that you want to interact with, Set the Sequence variable to your target sequence.

#

then in the BP_TriggerBox -> On Overlap -> Cast to your bp Player Character -> On Succsees Play Sequence

quaint fable
#

@frosty heron I think that makes sense. I'll try that in about 10 minutes. thank you!

#

i was making it way more complicated than neccessary

#

@frosty heron would this work instead of creating a sequence variable?

frosty heron
#

Level Sequence is Level Specific isn't it

#

well as long the LS have valid reference in the level, I don't see why it wouldn't work

cedar sparrow
#

Any thoughts on why my character animation in the viewport is falling but he's totally fine in game and everywhere else?

frosty heron
#

open it and screen shoot the variable that is responsible for falling

#

should be a boolean

#

make sure it's ticked as false by default

cedar sparrow
cedar sparrow
#

I found this from 10 years ago, and I did enable AI on my character https://forums.unrealengine.com/t/character-falling-in-blueprint-viewport/330631

Epic Developer Community Forums

After upgrading from 4.8 to 4.9, I’ve noticed my Character appears to be falling in the Blueprint viewport (see the screenshot.) Before the engine update he was using the idle animation where he stands, but now he starts to fall when the viewport tab is opened. The Character Blueprint is based off a C++ class, whose parent class is ACharacter. ...

south girder
#

Does anyone know how to get access to an AI controller's variables in an animation blueprint? I've casted it and it works, but I keep getting an accessed none error.

frosty heron
#

look where As Aic enemy AI is used else where

south girder