#blueprint

1 messages · Page 214 of 1

frosty heron
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This will get called before As AIC enemy AI is set

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so you don't really want to access reference like this directly

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instead create a boolean in your ANim Blueprint locally that is set from the value of As AIC enemy AI every Tick

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See this example, we don't use Crouching directly from the reference, instead we set the IsCrouching in the Anim Instance

south girder
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I really just could not think of another way to access it, but this makes things really easy. I really appreciate it

gentle urchin
frosty heron
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I am not fammiliar with thread safe keywords

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seen that used in cpp talk but never explored it

gentle urchin
frosty heron
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ohh multi-threading

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this is good stuff, thanks for letting me know. I can relocate the tick stuff now

gentle urchin
static sequoia
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turns out I didnt need this I just had the wrong equation for my blueprint and was trying to account for nothing by using a thin Capsule

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If you wanna know what I am talking about.

I wanted the animation to play only when within a certain rotation window to the left and right of the front of the blueprint box collision in the world (even if that collision is rotated). I got the yaw rotations in the world of character and blueprint and for some reason I had it adding them when character is negative rotation and bp is positive. How it is now is the right way

gentle urchin
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Sounds like something that could be done with dot product

static sequoia
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Wait... Do I even need everything on the left? Can't I just plug the purple "Rotational region equations" straight into the branch on the right? It's all subtracting anyways right?

static sequoia
gentle urchin
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I agree 😅

static sequoia
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That's crazy that I never noticed, oh well gonna fix it tomorrow

untold rain
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is there any way to store data which wont be reseted once a new level is loaded ? like i m storing some variables in my playerstate once a session is being created but it will reset once the new level is loaded. I wanted to access each player's player state from game state too.

gentle urchin
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game instance is persistent

mental trellis
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The game state has a list of all the player states.

gentle urchin
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But those are not persistent

maiden wadi
spark steppe
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imagine client crashes during level change

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then they will lose their data

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if you save before level change, and just restore on map load this wont happen

gentle urchin
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Yeah anything important id save tbh

wispy kayak
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Hi, I have datatable that consists actor and image. how to let system know that if I spawn Actor A only Image A appear in my widget, If Actor B Image B. Right now when I spawn actor A or B all Image A & B appear.

pallid nest
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Hi, I’m having an issue with a widget system I’m creating to track consumable stats in my game (Wiki system).

I use two widgets (Wiki_Button and 1412, my Inventory). The system works fine when toggling the Wiki system using a button, but I want to move the widget initialization logic to Event Construct to avoid recreating the widgets each time. However, when I move the logic, the integer array values from my GameStats don’t update properly, and I’m struggling to figure out why.

*System Overview:
Wiki_Button Widget: Displays consumable info (image and integer showing the count).
1412 Widget: Creates 40 instances of Wiki_Button and arranges them in a grid. A custom function UpdateStats handles the updates.
Data Handling: The GameStats variable (struct with 40 integers) is pulled from my character blueprint, tracking how many consumables are used.
Issue:
When using a button to toggle the visibility of the Wiki, it updates Wiki_Button correctly. However, this approach recreates the 40 widgets each time, which is inefficient. I want to move the logic to Event Construct to just update the stats and toggle visibility, but when I do, the integer values remain the same across all widgets instead of updating correctly.
*What I’ve Tried:
I moved the widget creation and UpdateStats calls to Event Construct and used a visibility toggle, but the array values from GameStats don’t update as they do with the button click event.
Debugging shows that GameStats increments correctly when consumables are used, but the widgets don’t reflect these updates when initialized in Event Construct.
P.S.: The GameStats variable is working fine when debugged with print strings and tracks consumable updates correctly. Any guidance or suggestions would be greatly appreciated

agile moss
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Does collapse mean it destroys the widget?

remote meteor
frosty heron
agile moss
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Awww :<

iron idol
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I'm having an issue where a stat is not being saved despite me just adding stats that are saving yesterday. was wondering if anyone could maybe think of whats going on here.

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As I add to the stat I can see that it is applying. but after leaving the game mode then going back in, it loads back to defualt.

versed sun
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show where you are saving , the save node on last pic is clipped off

iron idol
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the save system doesnt go anywhere after that. thats actually the load

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the second pic is where its saving

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it saves level, xp and health just fine but its not saving agility

versed sun
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are you saving before the level change?

iron idol
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yea

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like i said the other stats are saving fine

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as far as i can tell they are all set up the same which is why i'm confuesed

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the level transition can be seen on the second pic after the for loop completes

versed sun
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did you just add Agility to the CharacterInfoStruct? might be the BP struct bug

iron idol
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i did just add it before implementing the rest of the save

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i'm not familiar with the bp struct bug

versed sun
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BP structs get finicky when you add members to them after you already have the struct in use . Like when you restart the project , anywhere the struct is might be broke with red pins

iron idol
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its no though 🫤

versed sun
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Epic Developer Community Forums

Wanted to post this to raise awareness for those creators that may use BP generated structs and enums in your projects. TLDR: When you need to modify a BP generated struct or enum follow these steps Save your current work Make the change to the struct/enum (rename or add property/entry) Save the struct/enum Exit the editor WITHOUT SAVING any...

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not sure if its your issue

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also, the changing level on the same tick as saving the info...
Try a small delay between Loop Complete and Load

iron idol
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yea i actually just tried the last thing you suggested

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no dice

versed sun
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hmm

iron idol
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put a 1 sec delay before load level

versed sun
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is the save a SaveGame ?

iron idol
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yea

spark steppe
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they want to fix it in 5.5?

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so 5.5 will never release i guess 😦

iron idol
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gonna try restarting the editor but I'm not hopeful

versed sun
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kaboom

iron idol
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yea still not seeing the changes reflected. I've been at it for almost 2 hours and have no idea whats going on.

versed sun
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no errors after restarting the editor

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?

iron idol
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no

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and after looking at the forum post i'm not seeing any error reports in out log either

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so i think theres something wrong with how the stat is being applied

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nope nevermind. I thought it was but i tested another stat and that is in fact applying

maiden wadi
iron idol
maiden wadi
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SavePartyUnitInfo I mean

iron idol
maiden wadi
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Yeah, should be fine. Though I would maybe add them all, and then save to slot. This will cause a lot of disk writes.

iron idol
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yea intend to clean things up along the way. just trying to get it functional at the moment.

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I just added another stat to the struct and its loading and saving just fine

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i'm so lost haha

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I would consider it being because i'm pulling it from a component on the actor but im pretty sure some of the other ones that are bing pulled from there are working fine

pastel maple
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anyone know how to make a jpeg compression like post process effect

untold rain
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why i am not able to update my player state vars from a widget blueprint?, the variable i m trying to change from the bp is marked as replicated and also i tried to do it by making an even on the server playerstate marked as "run on server" and then calling that even from the widgetblueprint, but the change is not being took place

granite frost
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Hello guys I was working on a first person game where character can also equip weapon so I checked some tutorials but most of them attached camera to the head socket which makes the camera shake when moving because of animation but I want stable camera. So looked furthur other guy did it but he made 2 meshs attached camera to 1st mesh and made it only owner can see and made another mesh for others to see. Is there any other way I could do it?

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The thing is I don't know how to make the pitch rotation work if I don't attach the camera to work because the hands don't fixed but if I attached the camera to the mesh it shakes

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I want the effect of dying light.

untold rain
visual ember
granite frost
# visual ember just don't attach to socket then?

If I don't attach to socket then when I rotate in pitch it don't align with the spin movement and face appear in front like camera is inside the face. If I remove the rotation part I don't know how to make the hand gun holding position absolute with respect to camera pitch rotation

true sierra
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Hey folks, so I have a multi sphere trace on tick, and I need to fire an event once every time a new actor is hit by the trace, and another event when a previously hit actor isn’t being hit anymore.

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Currently I have this. The new actor hit event works, but the actor not being hit doesn’t. Any ideas what’s wrong?

rancid cypress
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How can I stop this sphere from damaging other spudbugs? this is in the supudbug character blueprint

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I am assuming the problem lies here, I don't think I am referencing it correctly

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I would have assumed saying don't damage self would include others of the same blueprint, but that is not the case

visual ember
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one way would be to use collision channel that excludes the bugs specifically. less performant option would be to check on collision if the hit thing is a Spud Bug. if not, then proceed to damage it

gaunt stirrup
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my camera is infront of where the actual view is, anyone know how i can fix this?

rancid cypress
restive radish
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is there a way for an actor to know if he is getting hit by rays?
lets say im casting a ray on tick from the character's camera and sending a message through an interface. is there a way for the actor to know when i look away?

faint pasture
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simplest method would be
Sphere overlap -> for each entry -> if entry cast to SpudBug fails -> damage it

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you're casting SELF to spudbug, that's redundant

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self is a spudbug

ocean blade
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Hey guys, I'm trying to implement a bolt action sniper rifle that uses procedural animation for its bolt-sliding mechanism after each shot so that the animation lands accurately on the bolt. I'm using this because I have dash and double jump animations that will cause the bolt-sliding animations to be inaccurate.

Has anyone done this? I tried using control rigs but it doesn't work really well. It's really hard to get the character to always target the bolt while playing the bolt-sliding animation. The hand is always placed either too low or too high

visual ember
hoary summit
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Does anyone know why my ppv exposure compensation is only showing in editor?

mighty kernel
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Anyone know why my character might be reverting to a T-pose every time I use a "Play Animation" node?

rugged wigeon
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You should very rarely need to use the play animation node.

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basic ongoing animations based on the character state should be handled by the animation blueprint. One off purposeful animations should be triggered as a montage.

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

ocean blade
pale obsidian
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OH MY GOD...

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it exists

mighty kernel
rugged wigeon
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but I wouldn't recommend trying to accommodate that

barren tangle
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if i put an enemy (blueprint) into my world

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is there a way to save the world location into a variable?

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automatically?

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to keep that position as reference?

crude pike
barren tangle
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but it's during the code. i was more thinking about a variable that is automatically set based on the actor location. maybe on the constructor... but not sure if it make sens to put it there. or maybe on event beging play to set the location

crude pike
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ahhh

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yea that's probably the best bet then, if you only need to set the value once then you can just fire it in the EventBeginPlay and not worry about it later

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Idk how anything about the performance cost of doing it in the Construction Script but if you need to access the variable in the Editor directly, then yeah you can do it there

barren tangle
visual ember
ocean blade
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?#

visual ember
trim matrix
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I have a "Call in editor" function that spawns a bunch of child components, like spline meshes, child actors, static meshes, and attaches them to the actor from which the function was called.

It works fine, but whenever I move the actor, or reload the level, all those child components get destroyed.

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Any way to prevent it?

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The construction script is empty

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So it shouldn't override the call in editor function

visual ember
# trim matrix Any way to prevent it?

C++
Here's a piece I made that allowed me to add components like that. RegisterComponent and AddInstanceComponent were necessary IIRC. Though I was adding component from another component, so you might want to play with it and see which combination works for you.

distant grotto
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is there a "get static mesh" equivalent?

visual ember
mental trellis
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To get all static mesh actors? To get all static mesh components? To get all static mesh assets in the content browser?

distant grotto
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for a line trace target

mental trellis
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Not really. If it has a unique bp you can use that as the actor class, but that's not a good way.

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You would need to save a reference to the actor somewhere.

distant grotto
mental trellis
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It's actually relatively quick because all teh class instances are hashbucketed.

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But it's just not really extensible and prone to bugs. What happens if, in the future, you want to put 2 of them in the level? Or you accidentally spawn 2 of them and then wonder why your code doesn't work?

distant grotto
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oh right

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Well I know theres just going to be 1 in this case

crude pike
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actually just on that topic real quick, does UE have a way of making sure there's only one instance of a BP (and never any more than 1) in a level?

Star Engine has a GUID thingo you can enable on Entities to make sure that there's only ever one of them in the scene (e.g only ever one instance of the Player, or a specific cast member). So if you try to place another instance of that Entity in the level, it throws an error because there's already an entity with that GUID string. Does UE have that?

distant grotto
visual ember
distant grotto
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i should probably just set up linetace by profile

mental trellis
crude pike
distant grotto
noble ledge
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How can I uncap the FPS? I have a project that is capped at 30fps and I want to uncap to see how well it runs.

fiery swallow
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I think 0 completely uncaps it

noble ledge
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Didn't change it

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Its bouncing like 30-31. Like its capped at 30 or something.

fiery swallow
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Think you might genuinely be getting 30 fps, I'm almost positive it's t.MaxFPS 0

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In the console

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Try t.MaxFPS 15

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And see if it drops your frames

visual ember
fiery swallow
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Console commands override that I'm pretty sure

noble ledge
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oh wow. 15 did lower it

fiery swallow
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They override everything

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And once you setup a console command, the engine cannot re override it with lower calls

visual ember
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but t.MaxFPS 10 didn't change it for me either, so I bet in @noble ledge case it's just a poor performance

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or magic

violet lion
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hi. to anybody who sees this and is good with replication and blueprints i have city sample vehicles - optimized and it has enter and exit animations with destruction but I'm trying to get it replicated so i can use it for this game I'm working on if you are interested in helping dm me ill give you the project and you can keep it and do what ever with it just dm please i need help 😁 .

distant grotto
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is there a way to force th aspect ration in the built version?

radiant wren
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So I tried my best to explain the issue, I've been trying to debug this for 3 hours and I have no idea what to do, I'm at my wits end with this XD

pearl lagoon
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I need a second pair of eyes on this. Im working on the framework for a weapon switching system but I'm struggling to figure out how to get rid of the previous gun. The string prints will eventually be replaced with cast to nodes for the different weapons.

mellow pike
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any one know why Get ref is not there ?
I need to mess with the original items and not a copy with this one

marble tusk
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Because it's an array of references, if you copy a reference it's still a reference to the same thing

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The only reason to get a ref in this case would be to change the array element to a different reference, but at that point it's just another way to set an array element

true sierra
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Hey folks, so I have a multi sphere trace on tick, and I need to fire an event once every time a new actor is hit by the trace, and another event when a previously hit actor isn’t being hit anymore.

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Currently I have this. The new actor hit event works, but the actor not being hit doesn’t. Any ideas what’s wrong?

mellow pike
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Question; in this instance I am trying to make an array of classes
my Cloth manager should be able to call the individual functions of the components.
how can i make the variables inside components visible to manager to set there vales ?

violet bison
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how do I pass a variable to a child from parent? (i.e. gun damage to the bullet class it spawns)

high iris
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How does one decide between using the concept of owner vs concept of instigator? Is it fair to say that if it's an item on a character, like an equipped weapon, "owning" the weapon makes a tad more sense than the character being the "instigator" of the weapon? But otherwise if the character shoots the weapon, the character is the instigator of the action of shooting someone else?

visual ember
rugged wigeon
high iris
rugged wigeon
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for convenience

fiery swallow
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Actually, I'm pretty sure multiplayer is "owners" intended use

rugged wigeon
# fiery swallow I agree with the instigator part but owner plays a crucial role in multiplayer a...

is that true? that doesn't sound true. I haven't done replication stuff in a long time but why would the it matter which actor spawned an actor? Off the top of my head I don't think this owner is related to whether the server or the client owns the actor. I'm pretty sure that's just a function of whether it was spawned on the client or the server (and 99% of the time you just want to spawn any non-trivial actor on the server)

inland walrus
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Does anyone know why when button is clicked it is not adding to viewport? I suspect it's due to the sort order

rugged wigeon
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I take it back. I guess it calls GetOwner() repeatedly until it finds a playercontroller.

rugged wigeon
inland walrus
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Thanks dude

fiery swallow
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It is a crucial part in unreal engine multiplayer replication

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If you don't understand how ownership works you will quickly find yourself confused on why some RPCs work, and some do not

rugged wigeon
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this is a dumb question but whats a common example of an owned actor, that is not the possessed pawn, needing to trigger an RPC on the server?

fiery swallow
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Controllers and possessed pawns, another example would be having a gun in a shooter game. If all the logic was inside of BP_Bazooka for example, and trying to fire the gun required Server call. You would not be able to do it unless you had ownership

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This is why other players cannot force you to jump or fire your weapon for you, or reload and etc

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Even though they have a direct reference to your character

rugged wigeon
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But I guess my mental model for how most people code things is you have some sort of antecedent character action, like firing the gun; and the firing action would occur on the server which would in turn cause the gun to shoot and replicate that.

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although yes I follow your example

fiery swallow
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The firing part always occurs on the server, but someone has to tell the server to actually fire the weapon

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And that can only be done by whoever owns the actor

rugged wigeon
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what I mean is I feel most setups would have the client tell the server that the CHARACTER wants to do the firing animation, which in turn triggers the shot to actually occur

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in his case it doesnt really matter who owns the gun, right? Because the player ownership for establishing who has the right to begin the firing sequence was respected.

fiery swallow
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I think we might be getting too specific with examples. At the most basic level, who ever owns the actor is allowed to tell the server what to do. 😄

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If no one owns it, no one can tell the server to do anything with it

rugged wigeon
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yeah I think I'm fine

fiery swallow
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Also implies that the server owns everything by proxy, so it always has the right of way

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Glad i could help clear it up a little

normal sapphire
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hello. im making a platformer using 5.4's trajectory. I used the template and slowly learning how it works.

Id like to make the player turn around instead of walk backwards. (anim i'd like to use shown at the end. is there a place where i can start on doing this?

inland walrus
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Does anyone know why this works on "next media name" node but not "media name". The first media name doesn't change but the next one rotates perfectly through the media playlist

static sequoia
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Anyone know how to get a character rotation value relative to where bp is facing in world? I want the BP's rotation to be angle 0 for Character

frosty heron
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This always give 0

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🤔 , what am I doing wrong?

hardy merlin
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Is this the channel to ask about UI and Widgets?

final berry
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Hello! I sometimes get these kind of warnings when loading up the project, but then everything works fine. Is this something I need to fix, if so, how? 😅

iron idol
frosty heron
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nah, that warning comes up when you boot the project

iron idol
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yea possibly. its not much to go off of haha.

frosty heron
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I just ignored it 😔

iron idol
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I'm at a total loss here.

frosty heron
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not sure, but let's hear it

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maybe someone else have clues

iron idol
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yea i've run it by a couple people yesterday but everyone seemed to think it shouldn't be happening

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oh man i dont even know where to start

frosty heron
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Goal and the obstruction toward the goal maybe

iron idol
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so i have that save system. i'm building a leveling system where i can let the player choose a stat on level up. I'm going to say this bit because i saw something about a bug in UE, though i'm not convinced the bug is an issue. I used an enum to decide what player has leveled up then direct it to the proper widget

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from the widget the player then can select the stat and it adds to the stat

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but the stat is not saving

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to make sure it wasnt the process or the struct, i added another stat to the struct and hooked it up. that one saves.

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so lemme show some code

frosty heron
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unfortunately, my brain shutdown when looking at other people code. I can only help with the basic of save and load

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For simple setup, you probably want to load from main menu and use that save game object to save and load

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I think rather using enum you can pass the actual character that level up?

iron idol
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so this save system is actually to go between different game modes

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maybe though i'm not convinced the enum is the issue.

frosty heron
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yeah, I think the save system it self should not coupled with the game mode at all

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unless by design for specific reason

iron idol
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i got it from Ryan Laley, and its because of the way my game handles game mode transitions and how to party is controlled

frosty heron
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for a start you should never fallback to a delay, especially for a save system

iron idol
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that was added after

frosty heron
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you want to broadcast at the end of your sets in the save game object that the saving is completed

iron idol
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while trying to figure out what the problem was

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i can just delete it

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i was making sure the save actually finished before the transition which wouldnt have made sense anyway since its off the complete of for loop

frosty heron
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yeah, that's fine but for production, make sure to have a callback when the save game have finished saving

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rahter than hard coding a time

iron idol
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this second picture is where i am setting the stat

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i thought this might be the issue. but then i added a new stat to the struct and that one applies and saves fine

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which doesnt make sense

frosty heron
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What's the actual issue?

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something doesn't save?

iron idol
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a single stat is not saving

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despite adding an additional stat the exact same way and the new one saves

frosty heron
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which stat? but the rest are fine?

iron idol
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yea

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even the one i added after is fine

frosty heron
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not sure without thorough debugging

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have you tried deleting the .sav file and start a new one?

iron idol
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yea multiple times

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i kinda have to to test it

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since its on level up

frosty heron
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Nothing much I can say sorry, If I were you the only step I would take is to add a break point and see the code line by line

iron idol
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the only other things i can think of as to why this specific stat might be different is its 1. in a component attached to the actor, but i have others that are set up that way and are fine. 2. I'm using the stat for a timer thats paused durring application

frosty heron
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perhaps a print string, Checking if the value that is being saved is correct, then making sure the value is set in the save game object, then finalyl checking if save game object is saved to slot

iron idol
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man this ones actually got me nervous

frosty heron
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would start by checking if the value is correct just before save game to slot

iron idol
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yea

frosty heron
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if you ain't getting a correct value to begin with, the save ain't gonna be right

iron idol
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theres a print string in the screenshot

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thats to check that the value has been applied

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it does reflect the change. but then i have a print at the start of next combat and the value is back to default

frosty heron
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just check if the SaveGameObject->TheVariableYouWantToSave is set correctly

iron idol
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hmm. i dont think it will make a difference but i'll try it there

frosty heron
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because if that's correct and you succesfully save it to the .sav, I don't see any reason you wouldn't get the same value when you load the object again

iron idol
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so the save happens on another widget after this widget has closed

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i should put a print with the stat right before for loop?

frosty heron
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Right before SaveGameToSlot

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just check the value of the variable you are saving

iron idol
frosty heron
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not there

iron idol
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the second one?

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gotcha

frosty heron
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yea second one

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@iron idol Btw the one that you failed to save

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it's not the XP right?

iron idol
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no thats an old variable i just have not cleaned out yet

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i changed where the xp was located

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so i cant retrieve the variable the same way in the save system

iron idol
frosty heron
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remove from parent doesn't even destroy the widget

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Widget gets destroyed when it's unreachable

iron idol
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yea i didnt think so but im just grasping at anything

grand surge
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hello i a m making fps game with https://www.youtube.com/watch?v=TrS5oaimIII&list=PLxYB4IVFm8q6tf3boC1Nm4A8AB2RMCpXn he was creating in fps template i want to play the idle animation in motion matching i mean this idle anim have just arms so i want this idle arm animation in motion matching like upper body

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How's it going everyone! This video marks the start of a tutorial series made with the intent to explain how to create a smooth first-person player controller in Unreal Engine 4, inspired by games like Halo, Destiny, and Splitgate. Over the course of the series, we'll be covering topics such as weapon sway, first-person camera animation, thir...

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granite frost
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Is it possible to have actor no see on and still have the mesh cast shadows and reflection through mirrors or objects?

gaunt cypress
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hey, so relative noob here, was wondering if i could have help figuring out how to get a blueprint interface to trigger the event node in blueprint B after its function is called in blueprint A, the BPI is implimented in both, and im getting a string print in blueprint A after the call node, but the Event node isnt printing in blueprint B following the call execution

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is there something obviously wrong here?

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BP A: Actor - BP B: Character

lunar sleet
# gaunt cypress

Would prly need to see the rest of it and maybe what’s not working

lunar sleet
gaunt cypress
#

I was under the impression that when that call "item picked up" Node is run, (it's from an interface blueprint) that it will trigger that event "Item picked up" node from that same interface blueprint function, in the second blueprint

lunar sleet
#

Your current node isn’t sending any message (envelope icon)

gaunt cypress
#

And how do I set the target if you will

lunar sleet
#

Iirc for one make sure only the receiving actor implements the interface (the sender cannot implement it if you want it to work)

#

Then, use the Message version of the node to send the message

gaunt cypress
#

Interesting, that is probably the problem then

#

Yeah I had it implemented in both

hushed orchid
#

hello, how can i set resolution for standalone game window ? i could not find any settings in project settings or editor preferences

frosty heron
#

There should be set resolution and apply setting in the game settings object

#

Oh wait stand alone, nvm

#

Thought packaged

lunar sleet
#

Prly buried in some .ini 🤷‍♂️

hushed orchid
#

ya because i tried even putting it to full screen with alt + enter but still , next time when i open, it again defaults to either center or random

#

i asked chatgpt but its settings are not even there in Unreal engine .. maybe for older versions it showed data i guess 😅

gaunt cypress
#

Er, just took out the implementation in the first blueprint, not sure how I'm supposed to use that function now though

trim matrix
#

Is there an event that fires when I destroy an actor in editor

#

Like with a backspace

#

The OnDestroyed doesn't seem to work

warm grove
#

Does anyone know how to duplicate an item in an array? I tried SetArrayElement in 2 different indexes but it only shows up in one ( It's an inventory )

pallid gorge
#

https://gyazo.com/00adbcf8641924157aabac3c9b87d102
Anyone know how to fix the camera jittering when using the lock-on? When unlocked, there's no issue, however the way the lockon is set up it constantly tries to stay focused on the target, for normal play and movement this is fine, no issues, but I also have a function where when the player throws an attack with a locked on target, it attempts to rotate the player to face them, this also attempts to rotate the camera as a component of the player with them, causing the two functions to fight and create this jittering effect as the rotation moves the camera and the lockon nudges it back on target

graceful sage
#

May need to size to fit

pallid gorge
# warm grove

If the array has no existing space at the supplied index set won't work as there's no entry to set, you would need to add a blank entry and then set it or add directly to the array

warm grove
#

it's like this, im dragging a bomb to another slot, and i replaced add item with add 2 items , the second one at the next index, but it doesnt show up

pallid gorge
#

Checking the size to fit option should solve it but you may want to define your size elsewhere if it's an inventory

gaunt cypress
#

Yasss I got it working tysm @lunar sleet

pallid gorge
warm grove
pallid gorge
warm grove
#

when i add +1 to the index and i do a normal AddItem, it ads it to the right slot to it

pallid gorge
#

But on the grid is it just top row is 0-5, 2nd row is 6-11, etc?

warm grove
#

yes

pallid gorge
#

What's the for each index node doing in this scenario?

warm grove
#

the thing is, i think the item becomes 2 slots

pallid gorge
#

I think you're gonna have to back out your scope here if you want help, a lot of what's going on here seems to be happening in other places we can't see how it functions

warm grove
graceful sage
#

Probably best to learn what it's doing first

pallid gorge
#

^

#

Can't really help diagnose if we don't know the intended chain of events to begin with

graceful sage
#

Right click and find references and you can go through the code and study it

warm grove
#

I just wanted to know what's the normal way to duplicate an item in an array

graceful sage
#

It's kinda contextual

warm grove
#

Like is that SetArrayElement is normally supposed to do it?

graceful sage
#

It's a way to I suppose but without knowing what the loop macro is doing can't say

warm grove
#

So the macro function is OnDrop, after I dragged and released an item

#

Its on the InventoryGridWidget

#

It checks for space before

#

It normally adds it

graceful sage
#

I'm talking about for each index

warm grove
#

ok lets see

pallid gorge
#

Also a problem you can probably avoid now is you don't seem to be duplicating that space check for your additional item, so if the first space is clear, it would potentially just overwrite anything in the following needed spaces

graceful sage
#

You're probably overwriting indexes

#

Lol yes

pallid gorge
#

But again, without knowing how it's checking space to begin with might be the culprit of why it's not working anyway

warm grove
#

ok im gonna show it

graceful sage
#

Yeah so the first time it does index 0 and 1 second 1 and 2 overwriting the duplicate etc

warm grove
pallid gorge
#

What is this "top left index" variable? Is it being set by something? Otherwise wouldn't it just always be 0 if you're using linear indexes? The indexes shouldn't care about the grid factor unless they're not linear

warm grove
#

Its the top left index of each item

pallid gorge
#

What does that mean?

graceful sage
#

It's an input which I'm guessing is doing a for loop

pallid gorge
#

I get that but I'm saying it's odd to me that it's labeled top left because 1. that implies it's checking 2 factors to get top and left which wouldn't be accurately represented by an integer, and 2. I haven't seen anywhere where this actually gets tracked so either it's not hooked up when it's supposed to be or it should just always be 0 anyway

warm grove
#

so this is for each index

pallid gorge
#

What is this function? It's multiple loops that run into each other and output multiple times to what end?

warm grove
#

it's one of the macros of the InventoryComponent

pallid gorge
#

So this is the literal For Each Index function

#

But... that outputs 2 X and Y integers and the function you showed in the other screenshot outputs a Tile struct

warm grove
#

yea you can break that struct

#

into x and y

pallid gorge
#

It's still odd to me that it doesn't create that struct anywhere in the function but okay, we'll run with it

warm grove
#

so each slot has x and y

#

when i test the index, it shows O O

#

0 1

#

0 2

#

until 4, then 1 0 i think

#

each slot is like that

pallid gorge
#

4? What is the significance of 4? Your inventory is 6 slots wide, and supposedly linear.

warm grove
#

oh yea until 5 then, i thought its 5 slots wide

pallid gorge
#

The image you showed is 6

#

It would read as 5 I guess

#

But that sounds like your indexes aren't actually linear then?

#

Its separately defining rows and columns

warm grove
#

yes

#

you can just set the number of rows and columns in the component

#

and it changes it

pallid gorge
#

So, if I'm understanding this system correctly, I think we're back to where is the "Top Left Index" variable getting defined for use in adding the item?

warm grove
#

looking for it

#

found it

#

so the isRoom function takes it from here

#

and

#

So actually this is the function that is called to check for available space

pallid gorge
#

But this still pulls it from this "Dragged Item Top Left" so we still aren't seeing what it's actually getting from this variable

warm grove
#

yes just a sec

#

ok so this one is big let me see how to take screen

pallid gorge
#

Honestly I think you're better off scrapping the entire "add2" approach and moving your attention before the space check happens and figuring out a way to just tell it you need to run this check multiple times on different indexes, otherwise you're going to get into a pandora's box scenario where your function no longer works for adding 3 or 4 or so on

warm grove
#

What i need is when i drag from a stack isntead of an item

#

to leave the original item there(the stack and -1 to the stack) and also bring it to the new spot

#

that was the idea

pallid gorge
#

So what does this have to do with adding 2 items?

warm grove
#

because i wanted to add 1 in the on drop location, and 1 in the original location of the stack

#

and just set the correct stack numbers

pallid gorge
#

Well you shouldn't need to add 1 in the original location, I'm assuming these stacks already have a variable defined for their count?

warm grove
#

yea so thats the problem, when i drag from a stack to somwhere else , the dragged item doesnt show up

#

actually it becomes part of the dragged item from

pallid gorge
#

Just -1 the stack and then create a duplicate item when you drag it instead of dragging that item itself

#

With 1 as the quantity for the duplicate

warm grove
#

yea the stack -1 but the new item just doesnt show up

#

the slot is empty and it actually is part of the dragged from item

#

thats why i tried to add 2 items

#

it only adds 1

#

functionally the new location becomes part of the initial stack

#

when i drag others on that ghost slot, the original stack increases

pallid gorge
#

But what happens to the original stack?

warm grove
#

however i tweak it, either the original stack dissappears, or the new location item dissappears, but actually they merge

#

functionally they become 1 item

#

with 2 separate spots

pallid gorge
#

Are you dragging the original item or making a copy?

warm grove
#

im using that add item at function

pallid gorge
#

That has nothing to do with the drag/drop operation

#

Your drag and drop is literally 3 separate items, the location you can drag items onto is an item, the item occupying that location is an item, and the item you're moving around when you drag them is another item

#

It's 3 separate entities passing information to each other with each action so what you need to do is figure out what's actually happening when you drag it

warm grove
#

yea im working with those spots, its OnDragDetected

#

When it drags it calls a drag drop and then remove from parent

#

i tried to remove the "remove from parent" node, but then the new location doesnt work, it become ghost slot

pallid gorge
#

Yes, so you don't want to remove from parent when you're dragging off a stack, you want to have a way to execute a separate function that just -1's the parent and creates a duplicate with 1 set as the quantity to drag instead

warm grove
#

yea yea

#

thats what i kept trying

#

the -1 is easy

#

it just cant seem to duplicate

#

it becomes 1 item

#

with the 2 both slots

pallid gorge
#

You'd have to see what is happening in the drag operation and what data is being transferred when you do that

#

It's likely referencing an object directly so if you take out the remove from parent, it's just not removing it from that slot, but everything you do to the object still affects it

#

Hence, you need to make a copy

warm grove
#

yea like how do i make a copy

#

so this is currently OnDragDetected

#

omg is it that i didnt return the operation on true???

pallid gorge
#

It's not executing anything for stackable items at all right now it looks like

stray halo
#

hey guys so i have a BT set up to change inplayerrange? bool to true or false depending on distance from eachother and its works just fine until in runs the second branch and wont abort if anything is running below the sequnce on the right** and doesnt even print that the players are out of range

pallid gorge
warm grove
#

im gonna check

pallid gorge
stray halo
stray halo
pallid gorge
stray halo
pallid gorge
#

Could try moving your service onto a recurrantly firing node

minor dew
#

Why does this simple timespan shows 2 minutes passed when only 1 minute has passed?
Anyone incounter that problem?

versed sun
#

just unplug Minutes, you are adding Game time twice

minor dew
#

Ohh that was stupid of me ... Thanks!

stray halo
true sierra
#

Hey folks, so I have a multi sphere trace on tick, and I need to fire an event once every time a new actor is hit by the trace, and another event when a previously hit actor isn’t being hit anymore.

Currently I have this. The new actor hit works, but the actor not being hit doesn’t. Any ideas what’s wrong?

rugged wigeon
#

looks like new hits is empty at the time you're checking if it contains things

#

assuming its a local variable

true sierra
#

At first it is empty yeah, then it skips the first check and proceeds to the next one

#

Which will add new hits

rugged wigeon
#

is it a local variable

true sierra
#

It’s not

rugged wigeon
#

is it because you're testing with just one unit and this entire thing doesn't do anything if nothing got hit

#

you're also removing an element from an array while looping over the array which is going to break things

true sierra
#

I shall try then updating the arrays after completing the loop, instead of on each loop

rugged wigeon
#

are you testing with more than one unit

#

because your code won't do anything if the only unit in the area isn't hit

#

there is no reason for this

true sierra
#

That branch just checks if anything is being hit, if false it doesn’t do anything. My multi sphere trace checks for anything being hit by that trace channel so it can return multiple actors in that initial array

rugged wigeon
#

and thats wrong

#

because if you have one unit in new units and it is no longer hit; you want to do something.

true sierra
#

Ah

#

Makes sense

#

That could be it

#

Gonna test it asap, thanks

remote rapids
#

some of my images are blury and pixeled

#

why is that

#

example

true sierra
remote rapids
#

before lets say 1 week they work good

#

the quality was good

true sierra
#

Did you change compression settings in the image asset?

random pulsar
#

Hi everyone👋🏻

#

I have a problem that i cant think a solution of. So i have a character blueprint and i scale the character ,the game is about scaling. And the problem is that the camera is also scaling ,and its weird when the character has a big scale

#

so its like this when scale is 1

#

how can i fix it

spark steppe
#

the solution is math (trigonometry to be precise)
or cheap out and try your luck with find look at rotation

vast bone
#

I have a template asset from MP where AI Enemies attack my player

However when i add many enemies they all come at once and trap me where theres no escape

How can i make them attack like 2 at once or just 3 not all

random pulsar
spark steppe
#

ofc it is

#

you have to adjust the camera rotation

#

or position

random pulsar
#

i heard of camera manager,and that its more flexible than having the camera in the player

#

am i right?

spark steppe
#

i doubt that this will fix your issue

random pulsar
#

how would you fix it,if being in my place

#

oh

#

nice

#

i have an idea

spark steppe
#

with math

#

as proposed before

#

or aim at component, not sure if it would work in that case

random pulsar
#

what if i add a value to the target arm length when he is scaled

spark steppe
#

sure, add 42

random pulsar
#

yeah adding a value to target arm length helps

frosty heron
#

@spark steppe Do you use spring arm for your game? It never become a solution for me. Especially when hitting corners.

The camera penetrative feeler from lyra saved the day tho... and my camera movement doesn't look crap anymore.

random pulsar
#

not the best solution i think but it works

spark steppe
#

why do people ping me today for all kind of questions!? xD

#

i didn't have trouble with spring arm (yet)

#

but i'm not at the point of dev where it would really show

digital valve
#

Any reason why this doesn't actually play the montage? I know the ability triggers and the print string at the end gives a value

LogAnimMontage: Warning: JumpToSectionName Slash bEndOfSection: 0 failed for Montage Attack_PrimaryB_Montage
LogBlueprintUserMessages: [Ability_Slash_C_0] Client 0: 1.399983
LogAnimMontage: Warning: JumpToSectionName Slash bEndOfSection: 0 failed for Montage Attack_PrimaryB_Montage

distant grotto
#

Is there a way to disable all postprocess via blueprint?

#

Like a setting to override any prostprocess that might be in the level

frosty heron
quartz quest
#

Gonna repost from reddit if that's ok:
"Currently I'm using an input action, doing some checks for things like not crouching, jumping, swimming, things of that nature to make sure the slide is possible, then I'm using a timeline to shink the capsule collider, change the mesh Z location, and change the speed over time.

It totally works, but I'm wondering if a timeline is the best case for this. I want to be able to make the slide time, slide speed, and slide "friction" variable, which doesn't seem to be possible with a timeline.

I found the finterpto function, however that requires a tick, and would be wasteful for a slide mechanic.

Does anyone know how to better implement this?"

frosty heron
digital valve
soft lion
#

Hey this is my animgraph and you can see I have a layered blend per bone node which I play montages through to blend with my standard locomotion, however when I play montages it's not blending per bone... my character comes to a locked stop while playing the montage until it's over. I thought layered blend per bone was supposed to let you move while playing the montage?

#

This is my settings for the node

#

It was working before, however my motion matching PSDs somehow got corrupted, so I just remade my entire motion matching system and now suddenly I can't move while playing montages

#

I didn't have to touch anything other than the motion matching nodes

jolly oracle
#

Can we open levels with a given gamemode?

soft lion
jolly oracle
#

Well, if I have 3 different gamemodes that I need to progress through this is fine then?

soft lion
#

Yeah if you want to set up a function that opens a level in the game mode go for it why not

#

Put it on the player controller, inside the player, inside a level transitioning component does it matter

#

As long as you know the game mode in your current level gets destroyed, and the game mode for the next loaded level is created

jolly oracle
#

I should clarify:
Server: Picks a 3 random maps.
Server: Will also need to choose 3 random game modes
Server: A, "match", would be the progression through each of the maps, each with a specific gamemode.

soft lion
#

Oh you didn't mention it was multiplayer

jolly oracle
#

--and I just don't know about it.

soft lion
#

How can you pick a random game mode? You have to set the game mode in the level settings before you package it. How do you set the game mode for a specific level at runtime?

soft lion
#

I think it's no problem opening random levels, but they need to have defined game modes

#

So sure make capture the flag, team deathmatch, extraction, battle royale mode all their own maps, or hell even make multiple copies of the same map with different game modes

jolly oracle
#

I didn't know that had to have pre-defined gamemodes as the gamemode only exists on the server? So that's why I was curious.

jolly oracle
maiden wadi
soft lion
jolly oracle
soft lion
jolly oracle
#

But wanted to make sure I'm off in the right direction.

soft lion
#

but look where are you gonna put this logic that players should never touch? Character class default info? No way clients are deciding their character class info. The server is the only thing that has a connection to which enemy spawners spawn what and tracking all the enemy kills and player scores. Also specific overrides for PostLogin, PostLogout those specific times that logic doesn't exist anywhere else like it does on the GameMode.

jolly oracle
# soft lion but look where are you gonna put this logic that players should never touch? Cha...

I haven't gotten that far yet. Right now...what I'm doing as a place holder is putting all of my "server tasks" in a blueprint class that's created alongside the game instance. I'm guessing I'll have to write some sort of manager class that keeps track of a "match" as the game goes on.
UNLESS there's some ThInG that the engine has for this functionality.

I haven't really poked around in the gamemode class itself. If there's an option to just leave it as one gamemode class but change the rules between levels. That's fine too.

soft lion
true sierra
soft lion
#

The game mode can change its values at runtime, but I'm really not sure how you could do like making it where the server selects a set of rules for the next level's loaded map because the game mode for the current level is destroyed before the game mode for the next level is created. They have no way of communicating and there's not a way for you to say "Ok game on your next level load use these settings in the future" and then you generate a game mode class with those loaded settings

jolly oracle
soft lion
#

When the GameMode is created on level load it always loads default values then changes what it needs to while playing

#

If you need different default values between different levels the only way I see it is different game modes

jolly oracle
#

--with different maps.

soft lion
#

Every time

jolly oracle
#

Hmmm....tricky busines.

#

I appreciate it Uhr! Thanks.

soft lion
jolly oracle
#

I'mma dig around. And see if I can't come up with something before work. DX

soft lion
#

What if

#

hear me out

#

What if you had a settings struct or something that existed on the GameInstance instead

#

you could make it where after the game mode is created you could get the game instance and retrieve those values and set the settings maybe

#

The game instance lives for the entire session the game is open

#

So like make a function the server can decide a set of rules in a struct that you define, and then it packages one up, sends it to the game instance and then waits for the next level to load?

distant grotto
#

why are collision boxes visible n game for me?

soft lion
#

idk I've never tried it

jolly oracle
#

--or overlapping.

void hemlock
#

How do I spawn objects in a pattern?

I have 4 spawn points, but want to spawn 2 objects at random spawn locations.

Edit: At the other spawn points, randomly.

soft lion
jolly oracle
#

Right right!

#

I mean the only explicit difference between the modes is the scoring.

#

Conquest: Points are awarded for standing in a circle.
DeathMatch: Points are awarded on enemy death.

#

The only thing changing is which event is firing.

soft lion
soft lion
#

I feel like it's a big thing to make one master game mode class

jolly oracle
#

Would it be though?

#

I mean if the FINAL endpoint comes down to a matter of which function--or class rather is calling on some variable? Would it be any different if I made 3 different modes entirely?

soft lion
soft lion
#

lmao I just look at my code I forgot to delete those spawn params when I was spawning them a different way

#

damn it's crazy how you miss things so little things sometimes

jolly oracle
#

I don't know I think It'll be alright...I mean if very little is changing between them.
However for right now I just need a mock up. So I'mm ago Poke around in the GM.
Also Thanks again for the pointers.

spice viper
#

I think it's possible to override the character movement component on a default character. Is it possible to do the same thing but on the skeletal mesh?

rancid cypress
#

I have a bit of a casting issue: why is this failing to cast? The BP_SceneCamera has the parent class of Actor, so why is the reference no good?

lunar sleet
#

whatever ref is coming through is not a BP_SceneCamera

#

put a breakpoint on the cast, hover over the Object pin when it hits

#

my money is on you failing to set the ref properly

lunar sleet
lunar sleet
vague night
#

Where is set VR interpupilary distance (IPD)? the scale seems off when I try VR template, but I can't find any place where it is set

#

I just need to force it to specific value for testing, it doesn't even have to be a clean solution

lunar sleet
jolly oracle
#

@soft lion Aaaaye we fuckin got it!
I can dynamicly load a gamemode with a map at runtime.
At least with the editor.

The BP's are a hot mess buuuut the long and the short of it is.
In my Stand In Server class:

Manual loop through a list of map names add random 3 to a set. 0, 1, 2 <---Return
Manual Loop through a list of gamemodes....with string aliases...add random 3 to a set 0, 1, 2 <----Return

call this function from the game Instance through my constructed BP.
Convert the lists to arrays pass in (0, 0) to the open level node appending (prepend?) the Gamemodes aliases with, "Game=", <Alias Name>

Each level and Gamemode rattles off a lil message on each of their begin plays!

vague night
#

@lunar sleetthanks, for some reason that channel was hidden for me

soft lion
#

I just gave up on my multiplayer project I'm tired of arguing with it

#

I promised my wife I could have a game on Steam within a timeframe and all I'm doing is sitting here fighting between server and client in editor, then fighting back again between server and client in shipping builds because those are 2 very different things. All my stuff works in editor but shipping breaks 80% of my mechanics

#

And I haven't even got to injecting packet loss

#

or simulating any 200ms lag or anything

#

That's gonna break a bunch more

#

I can make an editor multiplayer game but I don't have 10 years to make this spending a week to figure out every little thing

hoary summit
#

Hey guys, my fps is absolutely tanking whenever i enter combat and do damage to an NPC, how can i best troubleshoot this?

hoary summit
#

thanks, will check it out

jolly oracle
# soft lion massive bro

Man I BELIEVE you. I've damn near come to hate Unreal Engine.
I am not writting code for each independently yet.
But that fighting with every damn part of the engine the entire way...almost convinced me I can afford another monitor.👊

But I just don't know what the f the engine is doing between modules.
And while I'm also learning c++...well I just gave up with unreal plugins.
And this seems to be my problem.
Epic announces some feature I think it would be nice.
I try to make use of it (as good faith towards good practices) and it just doesn't work somewhere along the way.
Something just Does. Not. Work.

My initial thought of approach was to have the server set up so I can prototype in a more "live" setting but Epics solutions literally just drove me to the point of...
hate. I couldn't manage the EOS (And the entirety of that hot mess of naming stupid conventions)
So I tried the SDK. Everything was fine...Up to a point.
After that. I just said Fuck it.
Went to steam...Paid the 100 bucks. (Jumped the shark a bit)
Grabbed the sdk.
And it just....worked.
Just toying with it out of the box.

It's documented and I'm sure there's thousands of people that have real working products you could reach out to for help.
UE5, an aftethought now. I don't know if I even have any singular game in my steam library that uses THIS version of the engine.
And as far as I'm aware. I don't know any games that have launched with this version of the engine.

But yeah...I feel what you feel but a few floors down.

soft lion
#

I replace it all with just regular state machines it's even worse

dreamy sail
#

I'm having this issue with the water plugin in my packaged builds, out of nowhere it just started looking like this, I tried to build it again, make it render again, but with no success.

In the editor it plays properly and it looks good.

Has anyone had this issue before ?

lunar sleet
#

the built-in water plugin is...suboptimal

jolly oracle
umbral parrot
#

Hello everyone, what is the best way to learn blueprints? I took a course in YouTube on basic aspects. What to do next to create a knowledge base for further use of it for your own purposes

lunar sleet
umbral parrot
quartz quest
umbral parrot
umbral parrot
quartz quest
lunar sleet
#

On a side note see #rules on crossposting

umbral parrot
frosty heron
# umbral parrot Do you mean C++

Knowing OOP, the concept applies to both blueprint and cpp.

Basically know how to use function, event. What classes are, inheritance, instances, data types, etc.

wheat citrus
#

I reparented some components and then deleted stuff and now it seems my default scene root has a scale and rotation applied to it. As you can see in the image the sphere looks squished and the blue arrow which should point upwards is pointing left

#

anyone know how I can reset it?

#

Found the fix: Make the sphere the default scene root, apply transformations to it till it is normal and then delete it

#

seems like the default scene root will inherit the properties of what was deleted to create it

ashen jungle
#

Hello. Thanks for that video but the video that you sended don't helped a lot so can you help me a little more please? I was just looking for a simple thing like access the variables from another blueprints and things like that... I didn't understand the video because i don't speak English very well so i'm using translators

wheat citrus
#

So I can set Generate overlap events for instances of this rock mesh in the level but how can I do it on the base asset? There seems to be no option for it and I dont want to set hundreds of them by hand.

wheat citrus
marsh pilot
#

When you add a spline point, can you get the point index that it just added?

#

I wish that was an output connection on the add spline point node

wispy kayak
#

Hi, why remove parent only remove the last index of the widget? How can I remove all of them?

marble tusk
trim matrix
#

Hello! I am having a very weird problem.

I have a system setup to simulate realistic collision with the default VR Template hands using physics constraints. Now, the problem is is with the colliders that are attached to the finger bones.

When moving your hand around and colliding with objects, they work and stick to the bones perfectly! However as soon as you bend your fingers, it just floats.

I attached a YouTube video showing what I mean.

Don’t mind the colliders rolling around I was just testing with one collider for now haha

https://youtu.be/irTKEX3nn2Y

I can provide any screenshots that anyone may find useful! I'm going nuts tbh haha

While this is using VR, I don't really think its a VR specific issue so I'm posting it here. Sorry if it's not the right place!

spark steppe
#

either channel, don't cross post

hardy merlin
#

What's the best way to have some UI appear when the player dies, after a delay?

#

I'm using GAS so I already have a death tag and ability I'm applying to the player.

gentle urchin
#

I'd just spawn it instantly when Death tag is applied, and do a controlled /delayed fade in inside the widget bp

snow inlet
#

why is triggerbox giving me errors

graceful sage
#

I'm assuming cause it's a streamed actor

crisp moon
#

is doing like this good

spark steppe
#

no

#

at this point you shouldn't use the old input system at all

crisp moon
#

ohh there is new can you name it

spark steppe
#

enhanced input

barren tangle
#

hi, is there a way to add a curve to the Move To?

lunar sleet
#

For what

barren tangle
#

or it's something to manage with the max walk speed an acceleration

gentle urchin
#

No, you cant include a curve

lunar sleet
#

Nothing to do with the move to node

gentle urchin
#

you'd need to append that logic manually

barren tangle
lunar sleet
#

That’s a CMC/ pawn movement thing

#

Maybe you can do something on the pawn movement component, but this does not tie into the AI much. The AI tells the pawn to move and where to go, not how fast, etc

barren tangle
#

but ok 🙂

lunar sleet
#

Nothing prebuilt afaik

barren tangle
#

ok 😦

#

so mixing that kind of movement with a behavior tree seems to be complex to put in place

gentle urchin
#

its mostly something like
OnTick -> ShouldMove? - true -> Accelerate_Clamped() - false -> Deaccelerate_Clamped()

lunar sleet
lone gull
#

Hello, I have a zone in my game that is a shrinking capsual collision and i have ai in the game that move to a random position. My question is, how to I make that the ai only goes to a random position insize the zone(capsual collision.)

violet bison
#

how do I add this layer?

crisp moon
#

and btw pressing a while i was holding w and d not working it goes to w/d not w/a
but while w/d i can press s and i start to go s/d
how to make it if i am holding d and start to press a to not go a just wait there

#

ohh done it

atomic pelican
#

Hello Guys,

I wanted to create a Mini Map, and I am curious about if World Partition System map be used to create it. Like Using the backend from World Partition to Widget
Example - New Level and Matrix Level

obtuse oriole
#

how do I make a camera render as material texture? Basically I have a camera that only see certain objects, whatever it renders I want to show it on a material of say a screen in the scene.

maiden wadi
crisp moon
#

is this ok way of doing this or there is better ways.
and is there a way of doing pressing e to interact(it sends alot lines) but after collision happens it stops for a duration or stops for good till holding e again for interact

gentle urchin
#

why would you cast self to object

#

generally you'll never need to cast self to anything

#

everything that self is , can be accessed directly

#

Also, generally, I'd recommend to always make things a variable, and not rely on hardcoded values

#

in this case it would be a float "InteractionDistance"

crisp moon
#

ohh it works thanks

gentle urchin
#

this part

#

where you multiply by a hard coded value

#

you should multiply with a reasonably named float

#

Like this

crisp moon
#

like from this right

gentle urchin
#

reasonably named

#

is also important

#

Ofcourse, it only needs to make sense to you/your team

crisp moon
#

yeah yeah sorry for that i was just rushing to reply to you

gentle urchin
#

but yes, like that, a variable

crisp moon
#

thanks

sand bloom
#

I am often running into the issue in unreal of not knowing how to best handle changing a value dynamically.

For example say I want to have a headtilt that happens when you move to the right or left, you need to smoothly change that variable constantly to either slowly tilt to the right, left or revert to the neutral position based on your input. But whenever I implement these kind of things they kinda feel.. bloated? I feel like there's a better way to do this. What's the normal way of handling stuff like this lol, I feel like this should be very easy but that i'm doing something wrong to make it feel bigger than it needs to be.

I think this is the cleanest I could get so far. This was for a flying vehicle which rotated a bit based on whether you go up or down

#

Is there like a easy common practice way I never heard of or is this pretty common

gentle urchin
#

I'd just do it on Tick

#

using things like Velocity, Heading direction, Target direction and so forth

#

the bigger the delta between current direction and target direction, the bigger the tilt..
or based on current rotation delta

sand bloom
#

Hmm so a tick function, I guess that would be cleaner and not too different in terms of performance loss vs this tween thing

gentle urchin
#

Im personally not a fan of having a ton of things on the input events themself

sand bloom
#

Me neither

gentle urchin
#

they serve to do and handle the inputs, not all the glossy extra effects

#

So it would be something like

Tick -> UpdateTilt(float Delta) -> UpdateFlaps(float Delta)
sand bloom
#

I'll go tinker with a tick function to kinda compare and see if that's easier for like organization sake thanks

gentle urchin
#

I'm also a fan of wrapping things up in functions

#

keeps them easy and 'separated', and lets the event graph largly work as an overview of the logical execution

#

easy to see "oh shit, i updated Tilt() before Flaps(), yet Tilt() relies on Flaps() final values !"

sand bloom
#

definitely agree on that, I could just collapse it in the event graph as a node thing which would work similar enough

#

but functions are just more convenient

#

and let's me find stuff relating to it quick

obtuse oriole
#

but I am more specific on what object that camera see, basically I want to recreate a robot facial system from some other game where they have a plane with shapes of the face and a camera where what the camera render with pass through some kind of post process effect to make it pixelated and slap it onto the robot's face

maiden wadi
#

You simply use a SceneCaptureComponend2D. This works similar to a camera. You can place one at the same place as a Camera if you want. This renders to a texture. You can then use that texture as a texture param in the material you're using as the screen.

#

The robot thing might be slightly different.

obtuse oriole
#

well I assumed that's how it worked since I saw exactly that setup in the playground mode the game has

#

just a flat plane on the world origin with the robot face and another plane above it of the rendered face with the pixelated post process applied

frosty heron
#

Just know that scene capture is expensive

random vector
#

How do I open the Blueprint Data window, the one that's open by default when opening your blueprint?

sand bloom
#

apparently structs are pretty much notoriously bugged for blueprints in unreal

#

tfw renaming a variable crashes unreal 😩

#

how do they expect you to do these things without structs is what I want to know because inventory systems need to handle a lot of data

#

Genuinely just lost when a basic feature of the engine is just broken

#

Do people just forgo structs altogether for some kind of alternative in blueprints?

#

I heard there's an alternative somewhere

dire frost
sand bloom
#

I read about that too but couldn't find a way to do it

dire frost
#

also you get to have struct function and can also define operators in there (like ==)

sand bloom
#

It's kinda insane how this is notoriously bugged and yet not fixed

#

because this is such a basic thing

#

like this is such a foundational requirement

candid sentinel
#

How do I take a snapshot pose of an actor, and export that to another actor to use (assuming they use the same skeletal mesh)? through BP ofc. ive been at this for hours 😦

dire frost
sand bloom
#

I mean why offer the option for blueprints structs at all if it's this broken

dire frost
#

that is a good question

#

maybe the same reason why they offered nativazation back in UE4

sand bloom
#

guess i'll try adding a c++ struct class to see if its usable for me

candid sentinel
#

(for context was trying to use the above for an afterimage effect)

timber crystal
#

hello
i try like in the picture to get the sequence player as an variable to get the last frame in the level BP to jump to the next level after the sequence is done

when i try to get a variable on the leftside there are all sequence player variables that i cant connect to "bind event on finish"

can somone help me?

umbral parrot
#

Hi all, I open a widget on tab button and want to close it also on tab button. For this I use Set Input Mod Game And UI, that would work keys in the inventory, because if the Set Input Mode UI Only is enabled, they do not work and therefore can close only on the widget button. And in Set Input Mod Game And UI I can close on the tab button, but if I clicked on an item in the inventory, I can not close until I clicked on a place outside the inventory. As I understand it, this is due to the fact that these two modes are turned off. How can I do it right?

gentle urchin
#

Sort of annoying double work

#

But also.. they got native header previews now, so im sure they could make a struct editor that simply made the native struct directly. Would solve most issues

kind willow
sand bloom
candid sentinel
#

whats the easiest way you can think of to add an afterimage effect on a character? i tried using the snapshot pose node in BP, but to no avail.

rugged wigeon
#

probably a niagara system that leverages the skeletal mesh

sand bloom
#

I don't think I should fuck with c++ right now, I am not in equipped to learn all that stuff now. Maybe I can make a empty actor as janky struct alternative for my needs? we'll see

sand bloom
candid sentinel
rugged wigeon
#

that should be doable if you're generating particles off of the skeletal mesh

sand bloom
#

I suppose you could look into creating a render target image saving it and then turning that into a afterimage somehow but that might be convoluted..

rugged wigeon
sand bloom
#

yeah but apparently it needs extra stuff

candid sentinel
sand bloom
#

"need to be bp exposed through some native bp function library"

#

I just need structs lol, I don't know how basic functionality is so broken in bp

#

I might look into c++ but honestly I may just see if I can find a bp alternative

#

c++ sounds like way too prone to failure

rugged wigeon
#
// Struct used to represent an individual Objective Task
USTRUCT(BlueprintType)
struct FObjectiveTask
{
    GENERATED_BODY()

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FText Description;

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    bool Complete;
    


    FObjectiveTask()
    {
        Description = FText();
        Complete = false;
    };

    FObjectiveTask(FText inDescription, bool inComplete) {
        Description = inDescription;
        Complete = inComplete;
    };
};```
#

here's one of my structs

#

I don't think you even need the bottom half for bp but you might as well

#

when you say you need it to be exposed to blueprint you really just need to write USTRUCT(BlueprintType) and UPROPERTY(BlueprintReadwrite)

sand bloom
#

oh really?

#

damn

#

I'll try that out thank you, I found another struct thing online but that one gave errors while building lol

gentle urchin
#

That and function lib is a perfect starting point even for a completely new person (imo)

sand bloom
#

I'm curious like, once the c++ part is done can I just use like it a regular bp struct?

rugged wigeon
#

yes

sand bloom
#

I don't understand why epic themselves haven't done something closer to this lol I guess building is required this way

#

thats good

#

ill try a bit soon

undone sequoia
#

guys I have one thing I have this cockpit in plane and when I turn on game its loaded like this but in few seconds it will fully load and it is in good resolution how to fix it to be loaded whole time?

#

its like 20seconds till it loads

gentle urchin
#

How are you loading it today? Is it a LOD loading issue or just a texture streaming thing...

#

Even games like ff7r struggle with texture streaming, if thats the case..

iron idol
#

Theres not really a lot of info to go off of here

#

You could make a fake load screen widget until the game has fully loaded the textures. I can't offer a lot more with the information given.

#

It could also just be your gpu if your gpu is on the lower end.

copper chasm
#

Stupid Question of the Morning: I am attempting to get all actors in an array, and print the name of the first actor in the array. When I use BP_Bob (name Bob) it prints Bob twice, when I delete BP_Bob and only have BP_Steve (name Steve) it prints Steve once

iron idol
#

i might be wrong with this one since i have not done this

#

but put the array in a For Each loop?

copper chasm
#

Nope, that prints Bob AND Steve, and does it twice, lol

iron idol
#

Steve's are often problematic...

copper chasm
#

Oh huh, if I delete Steve, it only prints Bob once

#

So I assume it's doing something with the number of characters in combat, and not the actual list of characters in combat

#

I bet if I put in 2 Steves and a Bob, it'll print 3 bobs

iron idol
#

turn based combat yea?

#

I would think the for loop method should work here. but someone can correct me if I'm wrong. it might be a problem eslewhere. just my 2 cents.

copper chasm
iron idol
#

my brethren! I'm also making a turn based game

#

I am newer to unreal engine. had only made a few projects before this one and the turn system absolutely put me through the ringer.

gentle urchin
copper chasm
iron idol
#

my instinct is that the for loop method should work

#

and your problem is somewhere else

rugged wigeon
#

making baldurs gate 4 is just not very feasible for an indie studio. The gameplay wasn't very good. It simply made up for it with high production values and writing

iron idol
#

gameplay wasn't very good?

gentle urchin
iron idol
#

this is so wrong

#

i agree a massive rpg like that is not feasable, but saying that bg3's gameplay was not very good is nuts

gentle urchin
#

Which class has this code ? Show how its triggered?

copper chasm
#

I’m not trying to argue, sorry - I meant I’ll have to look to make sure I’m not calling it somewhere else somehow

cyan berry
#

can someone help me, im trying to stop a sound that was played because of a trigger but the place im trying to make the sound stop does not have the trigger, how would i stop the sound?

rugged wigeon
#

shrug. You're welcome to a different opinion, but I would strongly voice that the gameplay of baldur's gate 3 was just not very good because it's based on the 5e system which is just not very good. Larian's previous title, Divinity 2, was much better in terms of gameplay.

rugged wigeon
iron idol
#

I also love dos2 more. but I still greatly disagree with saying the gameplay in bg3 is bad. but whatever floats your boat i guess.

rugged wigeon
#

promote the sound to a variable when you play it

cyan berry
#

nono it is a variable

#

how would i reference the variable tho

#

if the trigger isnt there to cast to

rugged wigeon
#

You'll just need to figure out something that makes sense to get a reference to it. Worst case being "Get Actor of Class"

cyan berry
#

but now its not letting me stop the sound-

#

like i just cant stop it now

iron idol
#

drag off of get actor of class return value

#

you also shouldnt need to get actor of class and cast

cyan berry
#

oh

iron idol
#

actor of class should be enough

#

try dragging the return value into target

cyan berry
#

WHAT

#

i didnt know i could do that

iron idol
#

but i would think you should just be able to drag off return value and search for stop node

rugged wigeon
#

Your problem is that your grotesquely named "New Var 7" is a sound cue, not an audio component.

cyan berry
#

if i make it an audio component i cant reference my sound tho

iron idol
#

can you just destroy actor?

rugged wigeon
#

iirc calling "Play Sound" means you're telling to play and have no option to interact with it again

cyan berry
#

yk i actually didnt think of that

iron idol
#

just destory it all together

#

off the return value

rugged wigeon
#

if you want to make it something you can continue to interact with you should spawn it as an audio component

iron idol
#

play 2d is also a good option for a one off sound

random pulsar
#

guys ,here i set the widget on the screen but i need to remove it also with the esc key ,but it is ui only so the key does not read?How can i fix this?

rugged wigeon
#

override the on key down function on the widget

random pulsar
sand bloom
#

I put it into a empty c++ class and built, I think something went wrong because all the possible locations show nothing

random pulsar
faint creek
#

Hey guys, why I can't find Timeline in behavior tree tasks or in widgets?🥲

gentle urchin
#

Becausevwidgets cant have regular actor components

iron idol
#

maybe use the animation feature in widget?

#

You didn't state what you are trying to achieve, but if its a widget, that might be what you want

faint creek
#

Why the delay doesn't work in the UI BP widget when I create it in a task of the behavior tree?

violet mist
faint creek
# violet mist I think you try to call it in function.

Because I'm trying to make a delay for the spawning of the game over buttons screen: so if the player lose, start a short widget animation and after 3 seconds the buttons to retry or back to menu, spawn. But I'm having issues with the delay and spawning of them

gentle urchin
#

You should probably toggle their visibility after 3 sec instead

#

On construct -> play animation -> fade in -> enable buttons

empty marten
#

^^ This. Normally most of the stuff I find that requires a delay in a widget, should be done on the animation timeline rather than a delay node.

lunar sleet
#

Most things that “require” a delay node don’t

maiden wadi
#

Quick. Go put a delay node in a widget, seamless travel to a decent sized map.

maiden wadi
#

Hint: You'll crash in 4.27. Dunno if that still happens with the changes in 5.2+ 😄

rugged wigeon
rugged wigeon
maiden wadi
#

You can just regenerate without deleting anything too. That'll also pick up unknown files as well.

rugged wigeon
#

neat

surreal bridge
#

I don't know exactly what is going on, but I am creating a widget that requires a class to be set when it's made.

Before the widget is made, the class is valid. However, inside of the widget, the variable is always invalid.

Why is that?

narrow sentinel
#

Anyone know what happening here ?

#

for some reason my player isn't being rotated to face correct way but instead is just being moved to the respective location

#

thats my settings for the motion warping notify on my anim montage

#

any help would be appreciated

surreal bridge
#

I tried it on both construct and preconstruct and it throws the same error on both

quaint fable
#

how could I transition from the player controller to a camera actor?

#

say for example, the player overlaps a trigger which starts a level sequence. I want the player to no longer be able to control the player character and to have the viewport be the cut scene camera

faint pasture
candid sentinel
#

Is it possible to pass a SnapshotPose from 1 actor, to another assuming they have the same skeletal mesh? im trying and hes just t-posing

inland walrus
#

Can someone help me figure this out, I need to get it so that the delay after the open playlist index, calculates how long the duration of that specific playing video is before continuing

candid sentinel
#

If anyone has any ideas itd be greatly appreciated, i'm at wit's end and have been @ this for almost 15 hours. i just wanted to use this for an afterimage effect

faint creek
lunar sleet
inland walrus
inland walrus
quaint fable
#

I tested it to make sure the level sequence is actually playing, which it is. Using un possess does work correctly, but when I try to set the viewport to the cut scene camera it does nothing, the viewport is still just in the center of the map

inland walrus
#

I need datatable to know the duration of each video in seconds

cyan spire
#

Hello, i have short question. I have a Parent Class called (Melee Master) where i added a DataAsset with Montages/Sounds/Etc. I assign those in my Child Class. It works without problems, but how should i add a Static Mesh (My Hatchet) in my dataasset so i can assign it in my child class and modify it when needed?

#

What i did was : I assigned the Static Mesh in my Dataasset, i can get it without problems, but since i need to modify it (to change the material in runtime) i need to find a way to tell the Parent Melee Master that this is the exact Static Mesh i want to use.

gentle urchin
inland walrus
verbal girder
#

Heya folks, do you know how to inspect the active custom game state during editor runtime? I have some variables in there I'd like to look at as I test stuff

sage plank
#

Sooooooooooooooo
I want to sample a curve. And I want to use a timer to sample it over the course of a given duration (idk, say 5 secs for example)
while that timer is running, I want to then use that timer value into a curve float to toss the curve value into a scalar parameter from a material

But I don't get a float output from a timeline node - how else can I do this?

sage plank
scarlet zodiac
#

Hi, I got this blueprint that move a platform using InterpToMovement component when a button is pressed, when the button is released the platform stop but I would like that it return to its home point. Is there a way of doing it with this comp?

empty marten
quaint fable
#

I'm ready to throw my laptop out the window

scarlet zodiac
ivory spoke
#

Hey, one of the next steps next steps for my prototyp will be creating first own assets (some basic materials, grass(already done), trees and stones) grass, stones and trees can be harvested / cutted on a specific area of the level they should also respawn. Some tipps in which direction I should research / looking for tutorials? Actually my grass is also handled by landscape -> if I want to cut / harvest it this isnt the right way hm? also I want that grass for example should spawn to a distant of other actors.

jolly oracle
#

Is it possible to make a Blueprint class that is only built for server targets?

frosty heron
granite dome
#

i made some code to detect if my mouse is out of a menu but it only works when my mouse exits the game tab

quaint fable
#

After a sequence is complete, what function do I use to make it so the sequence ends?

frosty heron
#

What sequence?

#

Sequence node? Player sequence?

#

Stopping the player sequence should end the sequence

quaint fable
#

level sequence

frosty heron
#

You want to stop the sequence?

#

Grab your sequence -> stop

devout wraith
#

Hi guys! I have a question but hate to interrupt the flow of things, do you mind if I post my question? Or can you let me know the best way to post it?

jolly oracle
# frosty heron I would say yes, don't bother? Just use cpp and wrap it with the pre processor ...

I want to script server-side logic.
There's a few things I am not understanding when it comes to blueprints and Dedicated servers:

  1. What on earth happens with blueprints during the packaging process.
  2. What happens when blueprints are compiled?
  3. Do blueprints run on some virtual system during runtime? Or do they become c++ equivalents?

If I wrap a class with a preprocessor that is extended for blueprint Use:
What happens to the blueprint? 👀
Where does it go?🤔

So if Annnnyone wants to throw me a bone it'd be nice.

quaint fable
#

that makes sense lol. Well I have it so the level sequence possesses the Player character after overlapping a trigger. For some reason when the player spawns in, they automatically start at the start location of the sequence, rather than the player start. why is that?

opal snow
#

So I have a few TriggerBase blueprints in my game and they work as intended in the editor, but they don't work with the packaged built version. Other trigger boxes work though. What can be causing this?

quaint fable
#

I also have the character being un possessed when the sequence starts that way the player can't interact until the sequence is complete. How can I have the character be re-possessed so they can interact with the world afterwards?

frosty heron
#

In cpp it's as simple as adding #if server

If my memory serve me right

#

You can expose the function and code to blueprint from cpp but still wrap the actual implementation with the pre processor block so even if the class got packaged, the code is not

jolly oracle
frosty heron
#

I think you are confusing the concept

frosty heron
#

It's like this if i make an online game

jolly oracle
#

Ok

frosty heron
#

I want some script to only exist in dedicated server

#

So when I package the game for my server using server target

#

Only that .exe have the script

jolly oracle
#

Right

frosty heron
#

When you build for client they won't have the script

#

If you just need to ensure the server does some things (not building related)

#

You can just check with the IsServer boolean node

#

So your script still get packaged to client but it won't run the script because of the conditional check

jolly oracle
#

interesting.

frosty heron
#

But since the script exist in the client, it can probably be hacked but you shouldn't make competitive or hard to cheat game if you don't have the man power or someone that knows what they are doing

#

I'm starting to learn Mp too, not gonna worry about cheating too much

#

That will just hinder my progress

jolly oracle
#

I mean...I am reading what you're saying but it's not making sense. Just between the whole packaging thing.

#

--I do appreciate the back and forth cause soemthing about this I am just not getting.

quaint fable
#

wait, would it be easier to render the level sequence to a movie sequence and then just play that?

frosty heron
#

Why does it get called game mode player?

#

Game mode is not a player

agile moss
#

I know (deleted coz was dum)

pure relic
#

Can anyone give me advice or recourses to look up to complete the following:

  • On game launch, create a random seed that will select a character from a data table of characters. (The goal is that a new character would be triggered each time the game is played, kind of like how animal crossings rolls random villagers)

EDIT: This is for a visual novel game, for reference. I'm using Visual Novel Machinery plugin if you are familiar. Thank you ❤️

inland walrus
#

Anyone know a fix for this?

high iris
#

Is it possible to suppress Get Class Defaults from adding new pins every single time you add a new variable to the class being referenced? It's a super useful node, but it requires that you constantly save all of the BPs using it for the referenced class, which is somewhat of a source control hassle

devout wraith
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Im trying to use the Two Bone IK node and I’m very new to animation blueprints so any help would be appreciated…I have a socket on a weapon (static mesh), how do I use my weapon socket’s location as the effector location for the two bone ik node? In other words, how do I set the two bone ik effector location to follow the location of the socket on my weapon?

frosty heron
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The error is pretty clear, your file exceed 100mb

lunar sleet
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It’s 100mb now? It was 2GB before I thought

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Anyways GitHub = garb, Azure ftw

thin panther
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I also probably wouldn't be pushing the logs folder

lunar sleet
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Aren’t those just KBs of text ?

distant grotto
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why aint this working 🙃

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it wont call the event in the top down controller

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nvm ive got an idea

frosty heron
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Print string also make sure you set the reference.

If you get accessed none then that's your clue.

fickle lichen
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What would be the best way to check if an enemy is within a player's view?

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Like a weepiong angel

lunar sleet
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Idk bout the best way, there are many ways, depending on what type of game you’re making

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Line traces, AI perception system, dot product, etc

fiery swallow
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I'm assuming by players view you're not referring to them actually being rendered on screen

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If so then dot product for sure

fickle lichen
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I'm thinking usinging a "Line of Sight To" check with the player, and then checking if it's within the camera frustum

gentle urchin
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Dot product is a cheap start

fickle lichen
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Well, an assumed camera function given that it's on the server and we don't know the player's aspect ratio

gentle urchin
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Followed by an actual linetrace

fickle lichen
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Yeah

gentle urchin
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Or maybe 10 traces, idk

fickle lichen
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How would the dot product be used in this case