#blueprint

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gentle urchin
#

Player rotation vs target direction

fickle lichen
#

Ah

gentle urchin
#

Is it even remotely possible that we can see this target?

fickle lichen
#

wdym

gentle urchin
#

Thats the question the dot product would answer

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So youd do something like;

Float DotProduct = GetAcrorForwardVector().Dot(GetActorLocation(), Targetlocation);

if (DotProduct >= ViewTreshold)
{
// I Might be able to see this target
}
fickle lichen
#

How could I covert a player FOV to a ViewThreshold?

gentle urchin
#

Personally im not sure id even bother

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Raises a ton of questions

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Figure out the view treshold for some ultra wide and call it a day is prob what I'd do

fickle lichen
#

Just consulted with a friend; it's cos(angle / 2)

gentle urchin
#

So players with bigger FOV settings get an advantage

fickle lichen
#

Well the FOV is set

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But I might change it at some point in development

gentle urchin
#

Fair enough

half pollen
#

Is there any public API for getting visual property data of every blueprint nodes?
I wanted to make something similar to blueprintue.com but for a different app, as a plugin.

fickle lichen
#

Is pawn control rotation synced to the server?

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Obviously the server needs to know where the player is facing for this to work

fiery swallow
#

if you manually set the actors rotation on the client I'm pretty sure you could cause your own rotation to go out of sync

maiden wadi
#

Before spawning, get the datatable. GetDataTableRowNames. Get a random int in range of 0 to the name array's last index. Use that int to get the name in the array, use that datatable row to spawn.

mild galleon
#

Hello and good morning.
I have an issue with combo boxes. I add options from data table row name, but it crashes the game. i have a more detailed description here: https://forums.unrealengine.com/t/combo-box-loaded-options-from-data-table-row-names-but-crashes-game/1984071
If anyone knows about the issue, potentially, please let me know, very appreciated.

frosty heron
#

Unreal is pretty bad when it comes to documentation I wouldn't bother

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Generated one*

half pollen
#

i was planning to make an obsidian plugin to keep some nodes in the vault ๐Ÿฅบ

frosty heron
#

No idea what those are

half pollen
maiden wadi
mild galleon
#

i can attach the crash report

mild galleon
dawn gazelle
mild galleon
#

thats one of the 2 scenarios,

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the other one is

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Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\SlateCore\Public\Layout\ChildrenBase.h] [Line: 210] The FChildren is destroyed. You probably have 1 widget owned by 2 different FChildren.

hardy merlin
#

Hello. Does unreal have a system like delegates except you dont need to bind to an individual object? Something like a Global Event. For instance, if I want to know if any character on the map touched another.

fiery swallow
hardy merlin
#

Is there a search term for viewing marketplace solutions?

fiery swallow
#

but afaik unreal engine doesn't have that built in

mild galleon
dawn gazelle
hardy merlin
#

I'm looking for a system where there's a designated shared object, like a subsystem.

mild galleon
#

event dispatchers, i think that was it

dawn gazelle
mild galleon
#

its global

hardy merlin
hardy merlin
dawn gazelle
#

Let you do something like this. The message is a custom structure of your choosing.

mild galleon
#

๐Ÿ™‚

hardy merlin
#

I'm building through C++

dawn gazelle
hardy merlin
#

This is exactly what I needed. Thank you! It even has templatized message content.

river hill
#

hey i this will only take a quick sec but how do i recall a custom event

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ive got this custom event

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but i cannot find the red box for it

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where do i find it

gentle urchin
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Its a keyboard input

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Space key

river hill
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no no

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i want the custom event that goes with this that ive created

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but i cant find it

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i deleted it and want it back

gentle urchin
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Double click it ?

river hill
dawn gazelle
#

You've converted it to a function. You'd have to delete the function, delete any calls to it, then recreate it as an event.

gentle urchin
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Isnt there a convert to event option

dawn gazelle
#

Oh so there is

river hill
#

the old one still exists somewhere

ionic cypress
#

I suggest using ability system to avoid most of server client action syncing problem...

river hill
fiery swallow
# river hill

just double click, on the server jump node and it should take you to exactly where the other one

#

and then delete it

crisp moon
#

doing like this ok or not ?

gentle urchin
#

If it fits your needs, sure

#

Started is prob better to use

deep geyser
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Does anyone know if I can use Packed Level with blueprints inside of it? I am working on a assembly line digital twin and there is some nesting happening in their that can't be avoided, since there is dependencies on what is moving around. Can I pack a level with my hierarchy of BPs and be able to use it in my main level, where I would have my full assembly line setup?

gentle urchin
#

I believe so, but havn't tried it yet personally

sand bloom
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yeah I did that and rebuild it in visualstudio but that just stopped me from being able to open unreal engine lol because it complained about modules. I don't think c++ is for me

#

Appreciate the help though

#

I'll try a uobject first as a alternative maybe or just a master object with all the variables I need and children changing said variables

frosty heron
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That's a shame if you chose to use Unreal trial version

hoary sky
#

Hey Folks is it alright to ask questions here?

gentle urchin
#

yes

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dont ask to ask ^^

echo storm
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How can I add/remove levels from my persistent level using BP?

sudden sedge
#

Hello all! Was wondering if anyone had tips on switching IMCs in-game. I have a setup where i switch between 2 characters. Everything works fine with switching the mesh and ABP, but for some reason the IMC only switches once and then doesn't switch back, even though I have essentially the same code for switching to each character

quasi steppe
#

when I start the game as a client I get an error as not found but when I start the game as a server it is found what could be the reason for this (in bfl)

fiery swallow
#

So player at 0 index for server may very well be player at index 3 for a client

#

But your problem might also stem from the fact that you're trying to retrieve a reference to something on beginplay which may not have initialized yet

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Try getting a more direct reference to whatever holds that component, and also maybe try getting it a few seconds after beginplay

quasi steppe
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That's what I was guessing, I wanted to make sure. Thanks.

raven gyro
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is there a better way to turn on 1 boolean and turn off the other 10 boolean in an array at the same time?

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set array elem can only let me turn on 1 in the array, but idk how to turn off the other 10 D:

maiden wadi
raven gyro
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oh thats a good idea let me try ๐Ÿ˜„ thanks authaer

maiden wadi
# sudden sedge Hello all! Was wondering if anyone had tips on switching IMCs in-game. I have a ...

Generally I would ask why you need to switch IMCs? They're both characters. Use the same control sets for both? Or just add both IMCs at the beginning and leave them on. You can only possess one pawn at a time.

If you're not using possession and this is some sort of input layering, one thing I'll note is that you've never removed the old IMC of the other character by the looks of it. So it can't really be readded, as it's already there.

manic vessel
#

I seem unable to manipulate this spline added here. like if I had added from the components dropdown. whats the trick?

cyan spire
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Hello i have a question. When using soft references stored in a DataAsset, is it better to make a soft ref out of the Data Asset or out the Contents? So for example i have a Melee, Equip, Dequip, Sound and Model DataAsset that i access in runtime, is it smarter to resolve the soft ref for the asset itself or for the content?

manic vessel
#

Example top spline is added via the components drop down and I can selet it, I cant even select the spline added with the node?

cyan spire
chilly stump
#

hi guys im new in Unreal engine, I made a floor and when we get to that floor, the cube starts spawning. I'm trying to make fit Object pool for it, but I couldn't solve this error. Can you help me?

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when i start and pause game (after 2-3 sec) i can see my pool but after that they are disappearing

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Blueprint Runtime Error: "Attempted to access BP_ProjecTileCUBE_C_0 via property CallFunc_Array_Get_Item, but BP_ProjecTileCUBE_C_0 is not valid (pending kill or garbage)". Node: Branch Graph: Find First Available Actor Function: Find First Available Actor Blueprint: AC_ObjectPool and im taking that error

crisp moon
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i want to make stat system. is BPI/database the best option. what u guys suggest

thin panther
#

I mean that's not much info really. Databases don't make much sense, and you'll need external tools.

BPI's don't do stat systems on their own. They're just interfaces.

foggy saffron
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Can I get some debugging help? Why changing material does work but destroying the component does not?

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Background is I'm using Meta's hand-controlled VR sample project, I want things to disappear when user touches collision box on themselves

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I know what all dirty-minded people are thinking but seriously, this is just a hygiene training for a hospital ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

obtuse oriole
#

how do I calculate angular torque needed to rotate an object to a target rotation? I tried few common method that involves converting the rotators to Quaternion and back to euler radian and apply it as Torque but all my attempts only lead to the object either spinning so fast in all directions or too slow as well not even going to the target

gentle urchin
gentle urchin
#

Since they contain logic and state already

cyan spire
#

Is there a wiser way to get the needed assets instead of using the "async load" node every time because it has just 1 input?

gentle urchin
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You can wrap the loading in a macro

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Taking an array of assets

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Returning the asset + index when done

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Or some c++ to expose a proper one

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Macro one just automate loading the next entry

gentle urchin
#

if you wanna go c++ route the call you're looking for resides in the UassetManager
UAssetManager::GetStreamableManager().RequestSyncLoad()

distant grotto
#

anyone know how to fix: LINK : fatal error LNK1181: cannot open input file 'delayimp.lib' when buidling? I did check and the file does exist, so I'm guessing unreal just cant find it

warm parcel
#

A widget interaction component returns isOverInteractableWidget regardless of InteractionDistance or if there is an object blocking LoS. Is there any way to return if the widget interaction component is over a widget that takes those things into account?

dawn gazelle
distant grotto
#

Right I think I have to create a c++ project so unreal will install whatever is missing

empty marten
#

Can someone please guide me to a link that has a list of all nodes for Media Players and Media Playlists please in BP?

#

Each time I try and find a list it just takes me to generic documentation. I'm not after that. I just want a list of all nodes for Media Players and Media Playlists so I can see what each node does without having to open a BP and go through them 1 by 1.

thin panther
#

no such list exists

empty marten
#

It would be so bloody useful for me right now if it did XD

gentle urchin
#

cant you just look em up in engine?

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pretty long list lol

empty marten
# gentle urchin pretty long list lol

There's no control F function though lol. I don't know all the nodes off the top of my head so use keywords when trying to find a node that does what I need hence a website lol

#

Yes I'm lazy.

gentle urchin
#

usually i just try searching based on typical namings, in the context of the media player

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no way i remember them all. but i can find what i need 96% of the time regardless

hidden rampart
#

So I have a Diablo style inventory system with rows columns , items stored in an array, with drag an drop, all working fine( because its not mine it's from a tutorial) and I'm adding a simple stacking system to it, I've come a long way it works 90% now in most cases, but there's a really weird error/bug that i get and I have no idea what to do about it.

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It works in every case except there are some slots that become unaccesable when dragging over them. They are a bit random but always in proximity to the stack that I dragged from. This issue only happens when I drag an item from a stack.

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So the slots that are invalid or something, they don't highlight, and if I drop the item on them it dissappears. These ghost slots always appear in proximity around the stack where I dragged from. I can drop it in the rest of the slots and it works.
It's quite a weird issue, I'm not sure what to do. OnDrop isn't called at all when I drop on the bad slots. Drag is also not detected. Any ideas of where to look would be greatly appreciated!

gentle urchin
#

not very related but... stacking kinda goes against jigsaw premise, doesnt it ?

hidden rampart
#

what

gentle urchin
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usually jigsaw is implemented to rather heavily restrict the players carrying capabilities

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adding stacking kinda destroys that

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oh well, was unrelated, ignore me ๐Ÿ˜›

hidden rampart
#

ok, i personally think it's a good feature, all my favourite games have it, diablo has stacking too

gentle urchin
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only on very specific items tho, right?

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single slots only ?

hidden rampart
#

yes and i plan to do that too?

gentle urchin
#

guess that changed in d3/d4

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are you doing any visibility logic when you start a drag operation?

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on the slot you drag from etc?

hidden rampart
#

This is when you drag

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If anyone has any idea why would a few random slots in the vicinity of the stack that its dragged from become dead/ghost, OnDrag isn't called etc,, as seen in the gif above, let me know it would be greatly appreciated.

#

I dont even know where to look for the problem.

gentle urchin
#

it's very little to work from tho,

hidden rampart
#

And the dead slots change if you change the stack position

gentle urchin
#

the video only shows 1 item, it seem to be specifically 3 slots down in this case, but might vary ?

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is there a connection between the size of the item and the dead slots ?

hidden rampart
#

that's an example of an item that's dragged from a stack, the dead slots are the ones where they dont highlight when the item go over them

hidden rampart
gentle urchin
#

and the "OnDragEntered" logic ?

hidden rampart
#

Nothing in that

gentle urchin
#

the logic that highlights the slots ?

hidden rampart
#

yes let me get it

gentle urchin
#

and the duplicate item object

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function

hidden rampart
#

this isnt called though on the dead slots

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this the Duplicate Function

gentle urchin
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do the BP ItemObject do something with the Inventory ? Reserve space or something ? Or does it only exist outside of the inventory (for now) ?

hidden rampart
#

that is the item data blueprint, which holds the item information like stats size all that

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The inventoryGridWidget spawns the itemwidgets

gentle urchin
#

That is known, but does it register itself to the Outer (Inventory) somehow? I'm guessing not, but thought i'd ask.

hidden rampart
#

There is the InventoryComponent which holds the array of itemObjects

gentle urchin
#

Right. Is that array altered during the creation of a new Item ?

hidden rampart
#

yea the Outer is the inventoryComponent

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AddItemAt function adds it into the array

gentle urchin
#

I can't see that function being called during the duplication of the object tho

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so it appears, to me atleast, to be free from the inventory, as of this moment

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and not in the Inventorys Array

hidden rampart
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yea I add it in OnDrop

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is that not ok?

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that might be the problem?

gentle urchin
#

That's fine

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No, since we're not getting to OnDrop

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heck, we're not even getting OnHovered

hidden rampart
#

yea we;re not

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so weird

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but just for a few slots surrounding the stack

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eveywhere else it works and you can keep adding and making new stacks and readding

gentle urchin
#

The function that updates the grid... is that called when you start dragging a stacked item ?

hidden rampart
#

and for every stack, there are a few dead slots around them when you drag an item out of them

gentle urchin
#

you should add debug prints to most steps related to the widget, the slots, their creation, their updating etc

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to see what gets called

mild galleon
#

Hello!
i have a question regarding "Filling an image in widget from a combo box selection (dropdown) via Data Table".
https://forums.unrealengine.com/t/filling-an-image-in-widget-from-a-combo-box-selection-dropdown-via-data-table/1984961
on runtime, my widget's image is not updated or even dissappears completely.
I have a combo box, and then select an entry from a data table. Said data table also has a link to a specific material instance in the same row.
(Edit: that material instance is supposed to fill my widget's image then automatically)
If anyone could point me towards the mistake, i would be super happy.
Thank you very much!

gentle urchin
#

hard to tell anything from them : P

mild galleon
#

ouch!

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thank you for pointing that out, perhaps because i just uploaded them and it takes some time to update on server side?

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here,

gentle urchin
#

hmm, works when i click it actually

mild galleon
#

ah nice ๐Ÿ™‚

gentle urchin
#

wth

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now they show natively aswell

mild galleon
#

was maybe just taking a minute from EU to US to update ๐Ÿ™‚

gentle urchin
#

Im in EU ๐Ÿ˜„

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is the material set to UI ?

mild galleon
#

probably not! thanks i check that out,

gentle urchin
mild galleon
#

aha. and if i also want to use them in the game as well?

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do i then need to have 2 base objects, materials?

gentle urchin
#

I believe so

mild galleon
#

wow.

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thats an entierely different node, missing a lt

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*lot

wraith loom
#

I accidentally closed an event graph, how do I get it back?

mild galleon
#

thanks a lot for the pointer, very appreciated

gentle urchin
#

above functions

wraith loom
#

ah thanks

mild galleon
#

great!

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@gentle urchin you are amazing, thank you man

gentle urchin
#

I assume that was it then, and fixed it ๐Ÿ˜›

steady night
#

hey if im using a projectilemovement componenet with initial speed set to a fix amount how would i add speed to the projectle after spawnm ?

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add velocity or ?

gentle urchin
#

depends on what you wanna do

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do you want it to increase its speed?

steady night
#

yeah

gentle urchin
#

oh sorry,. i missed the how in your initial question lol

steady night
#

aye

hidden rampart
#

Hey does this look alright?

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This is the OnDrop logic when you drop a stackable item on another item thats valid to stack

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Does the payload need to be removed or the dragged item destroyed or something?

gentle urchin
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surprised there's nothing built in for this

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this respects MaxSpeed

steady night
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aye i notcied if i put it in construct it also worked

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it added it

haughty snow
#

hey is there some non-spaghetti-node way to programmatically set the normal / hovered / pressed image + tint of a button? or should I just make a collapsed node that hides my multiple Brush Slate shame

kind willow
#

I suggest making a master button and reuse it so you only have to set it all up once

lilac hill
#

Why am i having such a hard time to accomplish 6DOF?
No matter what pitch and yaw somehow make the character roll when i'm using "add actor local rotation".
Is it something obvious i'm missing?

ashen jungle
#

Hello
I was trying to read a variable from a blueprint and set a text in another blueprint with the value of the variable but its giving a error like "Acessed None trying to read[...]"
I'm new to Unreal so i wondering if someone could help saying what is wrong

steady night
#

shouldent this spawn them with a rotation like a 45 degrees ?

haughty snow
lilac hill
steady night
lilac hill
#

Depends what the Roll value is. But why are you subtracting 90 first?

steady night
#

im doing a "multishoot" wanan fire 3 arrows in a line

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or arc rrather

lilac hill
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and you're sure they don't spawn with a roll? tried printing out the roll values when they're spawned? and tried printing out the roll value here before spawn?

steady night
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ive tried them all but should be roll yeah,

spark steppe
#

that's super speculative

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considering that you get whatevers rotation in world space

lilac hill
#

what does the printouts say? take a screenshot

steady night
#

prints work

spark steppe
#

RTS World space is most likely wrong (unless you compose it like described below)

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to build your initial rotation

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you most likely want to build the spawn Transform first, and then compose it with the socket transform

steady night
#

change it after spawn ?

spark steppe
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also roll would mean that the arrow actors forward vector is Y?!

lilac hill
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i assume he want's the arrows to spin?

steady night
#

nah i want them to be spawned in a arc

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pitch* it should be

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but its not changing

spark steppe
#

did you do what i suggested?

steady night
#

hm

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build spawn transform first and the compose

lilac hill
#

well you're setting the rolls on the object, you're not spawning them in an arc.
the thing shooting them needs to move in an ard, or you need to get a direction that moves in an arc

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unless im off

spark steppe
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yes, or make a rotator and compose it with the rotator that you get from your socket

steady night
#

hmm

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wdym?

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like so ?

spark steppe
#

no

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that's the same in green

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search compose transform

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or compose rotator

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either works

steady night
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hm okey

spark steppe
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combine rotators, sorry

steady night
#

?

spark steppe
#

why do you split all pins...

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first one is only the pitch that you calculate

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2nd is the one you get from the socket

steady night
#

:/ ?

spark steppe
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first one IS ONLY pitch that you calculate

steady night
#

oh

spark steppe
#

just index * whatever result

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nothing from the other

steady night
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oh okey well yeah ive done that but theyre all spawning the same

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the print value is different for each

spark steppe
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NOTHING

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FROM

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THE

#

OTHER

steady night
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xD

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ok

spark steppe
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if they still all spawn the same try the pitch input as roll input (maybe your actor has the wrong forward vector ๐Ÿคท )

steady night
#

nah i dont get it im dumb

spark steppe
#

yea i got that by now

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show a screenshot

steady night
spark steppe
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of what your current setup is

steady night
spark steppe
steady night
#

oh

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so the brewake rotator is not needed either

spark steppe
#

yea

steady night
#

the values are diffrent from eachotehr but theyre all the samew

gentle urchin
#

Gimbal?

spark steppe
#

i've watched it 5 times now and i'm not sure what i'm supposed to see here?!

gentle urchin
#

Print string upper left

spark steppe
#

did you try roll instead of pitch?

steady night
#

yeah

gentle urchin
#

Z stuck at -180

steady night
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which ever i change they all spawn in eachother

gentle urchin
#

You wanna combine them the other way around I believe ?

steady night
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omg

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i

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think

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i found

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it

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so dumb...

gentle urchin
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It often is

spark steppe
steady night
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sigh...

quaint fable
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Hey! I have a video/cut scene (mp4) that I want to play when the player overlaps a trigger. How can I do that?

spark steppe
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trigger volume...

steady night
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the propjectiles were overlapping eachother and being destroyed at spawn... so only 1 left

gentle urchin
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Lol

steady night
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so my first settup worked also

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lEl

gentle urchin
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Awesome - solved, next

spark steppe
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never ever worked your first setup

steady night
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you dont think ?

gentle urchin
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Not an untrue statement

spark steppe
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i'm 99.99999% sure

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your old setup was manipulating one fixed axis which was a world axis

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the moment you look up/down the axis you want to rotate around will change

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while your old setup would still blindly change the fixed axis

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but you'll figure this out later, because this wont be the last time that you encounter such math problem ๐Ÿ˜„

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good luck next time xD

steady night
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= )

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probably

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thanks either way

dapper wave
#

Hi, sorry for asking here but I really didn't know where to.

I was wondering if you can make an animation sequence (that is falling forward for example) to somehow sense if it is a wall in front and not go through it?

vital cargo
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I have a question, I've created a save game for my game, it saves the variables correct but when I open the game back up and load the save game, it has to spawn the actors in but if it has to spawn more than 2 actors it just spawns them on top of each other. Anyone know why they seem to all be getting the same Transform from the save instead of taking the next one in the sequence? It's all saved within a Map and an Array

haughty snow
visual ember
vital cargo
#

Sorry, I was grabbing a SS of the "load game" BP @visual ember

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So, if it saves 2 actors, it will spawn them in the correct spot where they were previously saved BUT the second I add a third actor, they all get set with the same Transform as one of the 3 that had been saved.

vital cargo
#

This is saving on the game instance and the second one is updating the struct on the actor itself

visual ember
#

have you tried passing transform directly to the spawn node?

vital cargo
visual ember
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and inspecting the Plants map all seems fine?

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and when/where is it that you are calling the spawn node?

vital cargo
#

Yup, all 3 are different when saving

vital cargo
visual ember
#

hit it with 2s delay quickly ๐Ÿ˜›

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(and don't rely on delays in the future)

vital cargo
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Actually the level blueprint didn't have a delay, I thought it did. I tried with a delay and it still spawns them ontop of each other

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This is the Level Blueprint

visual ember
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breakpoint in the plant's GameLoad, right on the set transfrom node and see if details are fine from there

vital cargo
#

I know how Breakpoints work within Visual Studio but how do they work within the BP editor?

visual ember
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or even at the Set node before

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select node, hit F9, play

#

sometimes need to select object instance at the top, but most of the time it just works and finds one for ya

vital cargo
#

I got it working. It only gets called once even though it spawns 3 of them

#

Ignore that

#

Ok, I advanced single frame, they all have the same Transform

visual ember
#

this relationship is sus

vital cargo
# visual ember this relationship is sus

so the Plants Map is reading the Map that is on the save game and the Plants Actor is to just loop through each Plant and get the correct details of each one (Growth timer, health, water level etc etc)

#

Can we actually use maps & structs within saves or does that become messy? Also it's 5.4

visual ember
#

oh wait a second. are you saving object reference in a game save file?

raven gyro
#

is there an alternative for sequence? xD this thing is firing like crazy

vital cargo
#

So I save the Actor to an Array and then save the Actor + Struct to a Map.

vital cargo
#

What would be the correct way to save it then?

visual ember
#

objects on next run are totally different things and inter-object references are going to be different

#

you already have a struct of plant data

#

save that

#

recreate plant from the data

#

on load

vital cargo
#

Is there a way to get the length of the Map? So I can spawn the exact amount.

visual ember
#

why not just iterate?

#

but you can get keys or values as arrays and get length from them

vital cargo
#

Ok, I can get the Keys and then use them to match up and spawn.

#

I was trying to iterate but is there another method to get something from a map other than Find?

visual ember
#

but at that point you don't need map anyway. initially though a good place to start

visual ember
vital cargo
#

I'm very new to Save Game and handling the data, this is my very first time doing it. I was following a tutorial and tried to adjust it for my items.

visual ember
narrow pendant
#

is there a way to adjust the size of a NavMeshBoundsVolume at runtime?

looking to set these values

vital cargo
#

Since I have stopped playing games for a while

#

So something like this?

visual ember
#

no need to get keys to then find within map. just get values and iterate on that

vital cargo
#

Ohh, ok

#

omg

#

That worked

#

Now sound like a crazy person next to my friend laughing out loud

#

I was overcomplicating it so hard.

#

Then I don't even need to save it as a map, I can do it as an array

visual ember
raven gyro
#

one button affects 25 things, but only if boolean is true

#

for that index of 25 things

visual ember
#

you can change it to an event/command, to which all other objects will subscribe

raven gyro
#

someone told me try switch on int?

narrow pendant
#

there is way too little context to help you with anything there nguyen ๐Ÿ˜„ this looks very cursed though

visual ember
#

I have no idea what is going on after the sequence. from current info I can tell you are calling way too many things

#

but you might as well have all of them ending on a reroute node and doing nothing ๐Ÿ˜›

raven gyro
#

it trigger something like this

#

but boolean index must be exact for it to trigger that macro

visual ember
#

just for loop it lol

narrow pendant
#

so you're calling the same thing and increment that value by 1?

#

yeah just for loop it ๐Ÿ˜„

visual ember
#

morphs do differ, but that one can be in an array too probably

spark steppe
#

foreach on an object array

visual ember
#

or that, and get index

raven gyro
#

okay ill try xD noob coding ๐Ÿ˜„

narrow pendant
#

do you get the basic idea of foreach / for loops?

raven gyro
#

yeah pretty basic, but still get confused here and there ๐Ÿ˜„

vital cargo
#

Thanks for the help @visual ember Just changed things and removed the Maps and changed back them back to Arrays. I just overthought it hard.

visual ember
#

I interviewed a 5+ years of experience dev once. he failed to use a for loop in his solution and just wrote things similarly to this :V

narrow pendant
#

yeah no shade nguyen this confused me greatly when I first started ๐Ÿ˜„

#

that is concerning though mars ๐Ÿ˜„

raven gyro
#

its my 1 month experience ๐Ÿ˜„

visual ember
#

I still sometimes connect return from a function on the Loop Body flow instead of Completed

narrow pendant
#

guilty

raven gyro
#

i made this for setting specific boolean i want so not bad start

#

thanks for help yall

spark steppe
#

you can put the 2nd set array element node on the completed pin

#

and return from there

#

instead of setting it each iteration

vital cargo
#

@visual ember I lied

vital cargo
#

Now it occasionally duplicates an actor. Not sure if it's the last one in the array or a random one, just doing a little debug and testing it haha

#

Let's just say, it's gone from 9kb, to that number haha

#

wait wait wait. That's a me fault.

#

I'm not clearing the array before adding the new data to it again, it's just duplicating it

#

It works, just the array not being cleared was the issue, thanks again

vital cargo
#

I spent the entire day yesterday trying to figure it out, I don't like save games anymore

spark steppe
#

that says goat

#

it's just a really weird font

vital cargo
#

I'm going to keep a sticky note around saying Mars is a god tier helper haha

visual ember
#

watch it becoming a cult, people worshiping some god named Mars or sth

narrow pendant
cedar sparrow
#

Why do GameModes have a viewport?

narrow pendant
#

it's just an actor apparently

vital cargo
#

@narrow pendant Just need to find an alter now @visual ember

narrow pendant
#

this is getting concerning

vital cargo
#

shushes quackcharg3 it's ok. You don't need to be concerned, unless you're my neighbor ๐Ÿ˜‰ ๐Ÿ˜‚ I kid

distant grotto
#

remove from viewport seems to only remove the visiblity of the widget but its still blocking clicks and not getting deleted. Is there a node that properly deletes widgets?

empty marten
distant grotto
#

destroy component seems to only work with actors, get all widgets didnt help either, getting the same behavior

#

every time I click it fires the event

#

the widget becomes invisible but its still consuming mouse inputs

loud tree
distant grotto
#

I'm using game and UI input because its a top down click to move setup

#

collecting garbage actually gets rid of the widget, but my input is still messed up so I'll try resetting the input mode, even though it shouldnt have changed

loud tree
distant grotto
#

screenshot?

#

its from the widget event graph

#

its just an info popup that is meant to dissapear with any mouse click

loud tree
#

In the first one it had a get all widgets of class so I was checking

distant grotto
#

I figured it out, it was this

#

on the click events

empty marten
#

Hey peeps,
Anyone know why this Open Source with a media player target is struggling to open a media source even though the directory is correct? The only error in output log I get is this.

distant grotto
#

dumb m mistake

loud tree
eternal gate
#

Is there any way to view parameter values that were set in a blueprint's UASSET file? I have an asset from an old project that I want to see the values from, but I don't want to reinstall the older version of UE just to open the project and look at the blueprint

fierce oyster
empty marten
fierce oyster
empty marten
#

How do I do that sorry? I don't use media players often so I'm not familiar with all of its nodes.

empty marten
#

Oh I have that.

fierce oyster
empty marten
#

It say the files are outside the Contents\Movies\ folder

#

Does that mean I have to make that folder and just have the videos in there or do I have to make that folder in my content browser?

noble ledge
#

Is there any easy way to append to a structs array?

fierce oyster
empty marten
#

All I'm trying to do is get the files from a single directory, get 1 of those files, set the media and then have a media player play the video.

fierce oyster
#

just click the 3 dots at the File Path

empty marten
#

OK Sorted.

#

So is that folder happy to have folders in it or does every video have to be in that 1 folder?

empty marten
#

Cool. I should be able to do what I need to now. Thank you kindly for your help ๐Ÿ™‚

maiden wadi
#

@empty marten The reason for this is that most media files are not directly hard reffed. Media stuff is done via path in almost all cases and the engine is specifically coded to pick up and cook content in the Movies folder so that you don't end up with an uncoocked/unpacked movie.

river hill
#

hey i didn't know where to ask this, but i would like to ask if anyone has a simple solution to respawning a player to a location when falling out of bounds, i followed the only tutorial i could find and when completed it was not up to the standard i wanted as it did not work, does any have any easy solutions that i can copy from a screen shot? many thanks - splatty

hallow wyvern
#

I need to cut a skeletal mesh. create seamless various seams (not cut plane) dividing the skeletal mesh into 5 parts (i.e. without filling, not boolean). Runtime

I see options

Mesh Ops - Mesh Operations Plugin
Solid Geometry Lib Plugin

I haven't been answered yet whether it is possible to solve the problem with these tools, but if not, what method could you advise me to do? It seems like an impossible task for UE? (at the moment).

Thank you..

regard, kisses

warped juniper
#

I have a small issue regarding movement switching movement modes with the Character Component
The actor is supposed to go from Flying to Walking (then falling if not touching ground by then) and do so with NO velocity.
I made sure to reset it before making the switch, but the actor seems to remember the last update velocity and continue the trajectory, even with no input, when making the movement mode switch.
Is there a way to ensure the lateral velocity is truly reset after this switch?

bold wedge
#

I have a Spline, and its made up of a number of Spline Meshes with a texture on each. What I'd like to do is have this texture (5 strips) cover the full length of the Spline (not repeat over each segment). I've been trying to do this for hours with no luck so far. Anyone have any ideas?

gentle urchin
#

show code

bold wedge
#

for genarating the spline?

gentle urchin
#

Yeah

bold wedge
#

The things I've tried is setting the UV based on the spline length / the segment size; didn't work.. I've done the WorldCoords, Local Position, Object Position in the material, but thats not really doing what i want. I think I need to get the UV for each Spline Mesh, but I don't know the magic math for each UV.

gentle urchin
#

Ohh right, my mistake. Re-read your question, and it's clear that its a texturing issue, nothing else ๐Ÿ˜›

#

not enough coffee

bold wedge
#

Yeah, the Spline is looking ok

#

I just can't get his UV stuff sorted

gentle urchin
#

I doubt you'd get away with anything less than material instances, with UV inputs

#

this is more of a #materials question tho, that's where the masters are hiding

bold wedge
#

I have dynamic materials instances on each Spline Mesh

#

oh, ok... I'll try there

gentle urchin
#

good start. I'd imagine you'd need to set parameters per instance, based on its relative length, and position

#

so that you offset the textures

#

and stretch as necessary

bold wedge
#

Thats what i've been trying to do, but my math regarding getting the UV's correct are fail

#

Its a mix of blueprint and material fun

viscid fossil
#

Hey people, I'm not too sure where to put this so hopefull this is correct. I want to make it so when I click E on a certain collision box (sacrifice altar) while holding another collision box (Dead deer), it makes the collision box (dead deer) disappear. Any Ideas? I have already set up my grab system. Happy to jump in a call is someone knows how to help :))
heres a video if it helps any

pseudo fulcrum
#

Two functions, one is a called custom event for completion of a file download.

I'm able to recover the results of the second function which is the custom event (Function B) if I call function B di rectly, but how, on function A, can I obtain the results of function B?

Function B has a return node, but I'm needing the created event of function B on function A to pass the result of the function B back to the created event A, and then through to the return node on A.

gentle urchin
#

you cant create an event inside a function

#

if the function matches the callback, it can be seleted in the dropdown list

#

If im unsure about the callback params i usually just create the event with the delegate, then convert to function afterwards (if that's what i want)

sand bloom
#

So ever since learning structs are bugged in blueprints I am looking at ways to do a simple inventory setup in other ways, i'm prototyping a 3d inventory system like resident evil 4 or the forest etc. It needs to spawn the inventory items in, but i'm wondering how do you save the unique variables inside a actor without a structure? Like the amount of a item would vary per item, because when spawning in from an array you're using a class but a class is generic. It wouldn't hold the saved variables

#

What would be a good way to save variables ๐Ÿค”

#

Normally I would use a struct inside the actor and just save the struct but like yeah that's not really an option in blueprints so i'm seeing what alternatives solutions people know of you know?

#

Normally a structure kinda would act as a container for variables to save, i'm looking at other containers for variables I can save

frosty heron
sand bloom
#

Structs are notoriously bugged for blueprints and will give you issues generally

frosty heron
#

I wouldn;t say structs are bugged in blueprints. Structs declared in blueprint is bugged

sand bloom
#

So I need like an alternative for storing variables

frosty heron
#

yeah just declare them in cpp and you should be fine

#

Creating the struct in cpp is not hard

untold fossil
#

How can I get this variable type without it being embedded in a slate brush? I don't want the extra slate brush struct stuff, I just want the image variable type which can take both textures and materials. How do I get this?

sand bloom
#

That was a terrible experience that refused to work lol i'm not trying c++ again

frosty heron
#

well if you limit your self...

sand bloom
#

I get what you mean but I tried 2 times and with different scripts

#

neither worked

frosty heron
#

I don't know what script you are talking about

sand bloom
frosty heron
#

yea just make them in cpp

sand bloom
#

oh someone here shared one and I also found one on the unreal forum

frosty heron
#

and save your self the trouble

#

You are looking for a way out

#

there isn't a replacement for structs

#

everyone usses it

sand bloom
#

It doesn't need to be 1:1 just like fullfill a similar purpose even if it's not as efficient

frosty heron
#

just bite the bullet...

#

or stick with broken blueprint struct

sand bloom
#

I did two times and it didn't work

marble tusk
#

Then you could just use multiple arrays of individual variables, no?

maiden wadi
#

You either learn C++. Or you learn to get good at replacing pins when they break. ๐Ÿคทโ€โ™‚๏ธ

frosty heron
#

you know you can just show the code right?

sand bloom
frosty heron
#

and maybe someone can pick up what you did wrong

sand bloom
#

I don't think the code was the issue because it wasn't my code

#

but maybe I pasted it wrong

#

which is very possible

frosty heron
sand bloom
#

I could try and save stuff trough that as a clunky method

#

but yeah maybe it wouldn't pan out

frosty heron
#

you can just bite the bullet and ask for help if you are stuck

#

don't really need to learn c++ to create structs

#

if you are using unreal engine 5, you can see the header of your blueprint struct

#

you can copy paste that to your source file

sand bloom
#

This was my latest attempt, I made a new c++ class, I wasn't editing unreal itself. I figured a issue was it not referencing the right files so I left in that top section but that didn't work either lol

#

Unless this script is literally made for editing unreal engine's struct class whatever thing

#

To be honest I don't see how this code could give me a struct to begin with so maybe that's the issue

frosty heron
#

@sand bloom make a dummy blueprint struct

#

then right click and select preview header

#

you don't need .cpp file , just dump them in your .h file

sand bloom
#

you mean like this?

frosty heron
#

Also change GENERATED_USTRUCT_BODY() to GENERATED_BODY()

sand bloom
#

So is the idea that I make a struct with variables, do this header preview and then put that inside the c++ class's .h file?

#

Or is this for something new altogether

frosty heron
#

in your dummy blueprint struct, just add what ever variable or properties the struct should contain

#

when you are done, create a CPP class, but delete the .cpp
In the header, copy from the dummy blueprint struct header and paste in the .h file

sand bloom
#

Hmm alright i'll try that but if I did that where would the result of the .h file show up in unreal engine?

#

Would it be a new thing that functions like a structure basically?

frosty heron
#

it will come out as a regular struct in any blueprint class

sand bloom
#

Right on

frosty heron
#

USTRUCT(BlueprintType)

sand bloom
#

I'll try that right now

maiden wadi
#

Remember to close the editor entirely when compiling.

sand bloom
#

So when you say paste that into the .h file.. do you mean overwrite anything in there, or paste in a specific spot making sure to leave something existing

sand bloom
#

I'll save the old code/text just incase and just overwrite everything

frosty heron
#

not a programmer, so I don't know what Im doing most of the time but maybe you need the .generated file and core minimal

sand bloom
#

Ahh okay

frosty heron
#

just show the .h file when you are ready

#

close editor then try to compile

#

Paste any build error if there is any

sand bloom
#

this what i tried to build, 22 succeeded but 1 failed and 1 skipped

frosty heron
#

you should have #include "thefilename.generated.h"

#

below core minimal

#

Also show the build log

sand bloom
#

I added that and rebuilt it

frosty heron
#

can you show me the whole screen shoot of your visual studio

#

you don't want the error tab, you can close that forever

#

need to select the build tab

sand bloom
#

so when you said you don't need the c++ file you probably meant ignore it, don't delete it lmao i'm sorry

frosty heron
#

you don't need the .cpp one

#

can delete that

sand bloom
#

oh okay

frosty heron
#

don't write thefilename literary lol

sand bloom
#

it's a bit of a mess

sand bloom
frosty heron
#

#include "StructTesting.generated.h"

gentle urchin
#

^

frosty heron
#

click on the output and paste the log from there

sand bloom
#

imaybestupid.jpg

gentle urchin
sand bloom
#

alright i'm in output after doing another build

frosty heron
#
2>G:\unreal\SurvivalHorrorProject\SurvivalHorrorProject\SurvivalHorror\Source\SurvivalHorror\Public\StructTesting.h(16): error : Found 'Item' when expecting end of type declaration
#

you can't have space buddy

#

replace them with underscore

#

e.g. item_class
or ItemClass

sand bloom
#

ohh yeah i copied an old struct I had for inventory stuff

#

I'll have to keep that in mind

frosty heron
#

build again and god speed

#

after fixing line 16

sand bloom
frosty heron
sand bloom
#

yeah i heard rider is the way to go or something

gentle urchin
#

Rider for life

frosty heron
#

@sand bloom ok I was gonna mention this before

#

so like, your enum have to be declared in cpp too

sand bloom
#

it's strange how it mentions not finding a enum

#

oh

gentle urchin
#

EMyEnum

#
UENUM(BlueprintType)
enum class ESqsQuestState : uint8
{
    /* Not available for any reason */
    NotAvailable    UMETA(DisplayName = "Not Available"),
    /* Criteria is not met*/
    Pending            UMETA(DisplayName = "Pending"),
    /* Criteria met but quest not accepted */
    Unlocked        UMETA(DisplayName = "Unlocked"),
    /* Quest accepted*/
    InProgress        UMETA(DisplayName = "In Progress"),
    /* Quest Completed, ready to reap the rewards*/
    Completed        UMETA(DisplayName = "Completed"),
    /* Quest reward  granted */
    Done            UMETA(DisplayNAme = "Done"),
    /* Cancelled for whatever reason*/
    Cancelled        UMETA(DisplayName = "Cancelled") ,
    /* The quest is failed, and thus unavailable */
    Failed            UMETA(DisplayName = "Failed")
};
sand bloom
#

So instead of making my enums inside blueprint I need to like do a similar thing to the struct?

frosty heron
#

you can't really reach blueprint declared stuff in cpp land, that's why the normal workflow is to declare things in cpp

frosty heron
surreal bridge
#

I am running into an issue where the variable passed into a widget when created is different than the variable inside of the widget.

I used various print methods and the class variable I am using to create the widget is valid and has the correct data. However, the actual widget's variable is non existent.

In the second image, the Item variable is not set

gray ingot
#

Hi, i don't understand why it is giving me this issue, i haven't set any variable to read only.

sand bloom
#

So I guess I should just try to make a new c++ class again and use what squize posted as a template? Although I don't know where, would this be in the .h again instead of the cpp/c++?

gentle urchin
#

.h

#

i'd probably just have it in the same file as the struct using it

sand bloom
#

oh right I guess that's a thing you can do huh

gentle urchin
#

all in the same file here. They belong together since they're used together. I dont expect anything else to use this

sand bloom
#

so as a quick example.. would I just post it underneath?

gentle urchin
#

above

#

it's read from top to bottom

#

so it needs to know about the enum before it tries to use the enum

sand bloom
#

Oh I see, and would doing a enum this way mean I can still read it in other ways normally in blueprint too? I imagine it would right

gentle urchin
#

yeah

sand bloom
#

that's good

#

hmm does this look right? I'm kinda worried it pasted inside the include stuff

gentle urchin
#

looks alright

#

so you'd now change the enum below to use ESqsQuestState

#

I'm doing it like this;

UPROPERTY(BlueprintReadOnly, Category = "QuestData")
    ESqsQuestState QuestState = ESqsQuestState::Pending;
frosty heron
#

Copyrightโ„ข strike ๐Ÿ’ข

gentle urchin
#

I got no copyright at the top ๐Ÿ˜ฆ

frosty heron
#

// * Do what ever f*** you want

gentle urchin
#

this is how i declare the enum inside the struct

sand bloom
#

Oh

gentle urchin
#

instead of TEnumAsByte

sand bloom
#

Do I have to put something inside the struct or enum to make the struct notice it/declare it

frosty heron
#

for the struct to use the enum, it has to be declared before being used

#

so on the top for the enum

sand bloom
#

uh okay so literally on top?

frosty heron
#

This is what mine looked like

gentle urchin
#

that's to replace your struct variable for Item

#

replace with

    ESqsQuestState QuestState = ESqsQuestState::Pending;```
frosty heron
#

show the enum for your item?

#

the blueprint version

sand bloom
#

Yeah I was going to edit it to fit my enum but I am still confused as how to make it work with the stuff on top ๐Ÿ˜…

gentle urchin
#

All you need to do now is use its type in your struct

sand bloom
frosty heron
#

the struct knows what to use because the enum is declared above

gentle urchin
#

So you have
EMyEnum Declared before FMyStruct, and can thus use it inside FMyStruct

#

the declaration you have is the thing you need to do to use it inside the struct

sand bloom
#

oh

gentle urchin
#

if it were from another file you would include that .h file, which ecuates to the same as having the declaration before the usage

#

There's also forward declarations but thats for another summer

sand bloom
#

So I need to do this part in my struct? I don't understand this snippet I think

#

Like the enum part makes sense

gentle urchin
#

That snippet is a variable

sand bloom
#

but this snippet i don't really get it I think

frosty heron
#

declare your enum here

gentle urchin
#

UPROPERTY exposes it to the reflection system, BlueprintReadOnly makes it Blueprint Readable

surreal bridge
#

I am getting this error quite a bit:
Attempted to access a missing property on a CDO

sand bloom
frosty heron
#
UENUM(BlueprintType)
enum class EItemType : uint8
{
    Consumable    UMETA(DisplayName = "Consumable"),
    Equipment    UMETA(DisplayName = "Equipment"),
    KeyItem        UMETA(DisplayName = "KeyItem"),
    LoreItem    UMETA(DisplayName = "LoreItem"),
};
sand bloom
surreal bridge
sand bloom
#

so now I change the snippet between enum and structure to fit my enum

#

instead of questdata

#

and literally just name it itemtype instead i guess

frosty heron
#

Yeah, the quest data is an example, you are suppose to change it to what you need

#

it's just naming yes

sand bloom
#

so queststate becomes itemtypestate too?

#

I'm guessing I just rename all of these

frosty heron
#

@sand bloom What's the default value for the ItemType? Or w/e you want to call that enum

#

btw add the E as a prefix sorry, don't write ItemType . Do EItemType for enumeration

#

copy paste what I have first above the struct then show what you have

sand bloom
#

what I dont understand is why it is called quest state and not questdata state

#

oh okay

#

the default was just consumable

frosty heron
#

lore item missing display name and enum class ItemType should be enum class EItemType

sand bloom
#

oh right

#

i see

#

I updated it

gentle urchin
#

FItemType*

frosty heron
#

oof

gentle urchin
#

Always

#

F Prefix

#

for structs

frosty heron
#

F for struct?

#

E for enum?

gentle urchin
#

yes

#

oh shit

#

yes

#

๐Ÿ˜„

sand bloom
#

hm

#

I see

#

lol

gentle urchin
#

E ^!

#

EItemType

sand bloom
#

so in this case e works

frosty heron
#

capital

sand bloom
#

oh yeah

gentle urchin
#

and remove this

sand bloom
gentle urchin
#

removeee

sand bloom
#

I thought I needed that to declare it for my structure to notice it

frosty heron
#
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(DisplayName = "ItemType"))
EItemType ItemType = EItemType::Consumable;
gentle urchin
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It is now named EItemType

sand bloom
gentle urchin
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and it must be inside the struct, if you want the struct to use it

sand bloom
#

oh

gentle urchin
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it already knows to use it because of the above declaration

frosty heron
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make sure you use BlueprintReadWrite specifier if you want to set the value in blueprint

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if you see BlueprintReadOnly, you can read but you can't set/write

sand bloom
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Ohh yeah that's a good reminder

frosty heron
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show updated version?

sand bloom
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Definitely generally want to do that I think

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So uh, I put the new snippet inside my struct?

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this is what I had

frosty heron
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yea that needs to go inside

sand bloom
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so i put that middle one insdie

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okay

frosty heron
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yes, that's your member variables of your struct

sand bloom
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inside generated body?

gentle urchin
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after public*

frosty heron
#

place it in the order you like

sand bloom
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so something like this you mean

gentle urchin
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the scope of the struct starts at the {and ends with the }

frosty heron
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looks allright, try building

gentle urchin
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anything outside those brackets are not in the struct

sand bloom
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Right

frosty heron
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you will have to replace your blueprint enum to the cpp one btw if the build is succesfull

sand bloom
frosty heron
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but lets leave that for later

sand bloom
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oh yeah i'll overhaul stuff in general in the future

gentle urchin
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ItemType should probably be EItemType ?

sand bloom
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and i'll need to write down notes for future reference on this to ensure I remember

gentle urchin
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same for consumable, but i guess you havn't decleared that one

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show the entire struct now

sand bloom
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oh this is my struct

gentle urchin
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remove line 47-48

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and 59-60

sand bloom
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oh okay

gentle urchin
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Success ?

sand bloom
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So I'm guessing the issue was it was calling something that didn't "exist"

gentle urchin
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yes, the last lines, 59-60

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was not declared in your file

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the "ConsumableType"

sand bloom
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that makes sense

gentle urchin
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The process is the same for that one, duplicate EItemType,

sand bloom
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yeee

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I'll work on that one too with the same methods

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and see if that works

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booting up unreal rn

frosty heron
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delete your dummy blueprint struct

sand bloom
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oh I think I already did

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I deleted a empty one just now

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But how would I now access this in unreal ๐Ÿค”

frosty heron
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create a variable and assign your first C++ struct

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just like how you make your blueprint struct in a blueprint class

sand bloom
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That's the thing, I still don't see it I think. Like Structtesting is what it should show up as right?

frosty heron
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InventoryItemStruct

sand bloom
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oh

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right

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lol

frosty heron
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the F should be excluded

sand bloom
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wait but I already have one of those, won't these conflict

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I should probably rename it

frosty heron
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yeah it will conflict, you will have to replace the blueprint version

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then delete it

sand bloom
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Can I just rename the blueprint version first before i delete it?

frosty heron
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you can

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rename the blueprint one, so u know where they are used

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replace them one by one then delete the bp one when you are done

sand bloom
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uh I still don't see it

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maybe i need to reboot the editor

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i'll just build again one time and reboot

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I did reboot already but

gentle urchin
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you should boot from VS

sand bloom
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oh really

gentle urchin
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yeah

frosty heron
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you might not build for the right target

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development editor if u are starting from uproject from my memory but honestly I just boot from IDE anyway soo ๐Ÿคทโ€โ™‚๏ธ

sand bloom
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hm

frosty heron
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screen shoot your VS

sand bloom
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I pressed play but that's a debugger haha

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oh huh is this needed btw

frosty heron
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no

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dont add semi column there

sand bloom
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oh okay

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i gotta see how i launch unreal from this

frosty heron
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I dont really use Visual studio but can you check if

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Development Editor and see if you can see your project name instead of UE5

sand bloom
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yeah that's what I tried and said this

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oh yeah

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ill check for my project name

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wait it doesnt show up

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is launching from a ide required?

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Does c++ not show up in unreal otherwise ๐Ÿค”

frosty heron
gentle urchin
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you'd need to ensure that the editor launched from the Epic Launcher is the same as the one you're building towards

sand bloom
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that's fair, I don't think it's recognizing it right now however

gentle urchin
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But easier to just launch from your IDE

frosty heron
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for debug you will need to set the build to Debug/Debug game

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if you gonna open uproject, make sure DevelopmentEditor when building

outer forge
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Is there a way to do something like BoxOverlapActors but based on a collision object (which isnt always active), so that I can visually tweak its transform?

sand bloom
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this is what I have

frosty heron
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DevelopmentEditor

sand bloom
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it still gives a debug error

frosty heron
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dont debug

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just build first

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I don't know the shortcut to play in VS

sand bloom
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oh right

gentle urchin
sand bloom
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i just built

frosty heron
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maybe F5? or f7? guessing at this point

sand bloom
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so i built and press the play button

frosty heron
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yes

sand bloom
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and same error

frosty heron
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what error

sand bloom
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even when trying this

frosty heron
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I am not fammiliar with Visual studio, if no one else can help . Just open from uproject for now

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can ask in #cpp for more support in regards to that

outer forge
gentle urchin
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you can also do box trace, drawing a debug box while in editor, for example

sand bloom
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๐Ÿ™ I appreciate the support you both have given me so far, super helpful. I don't mind using uproject

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I just need to like have c++ stuff show up inside the editor lol

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maybe this new build will have done it

frosty heron
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check if it show up now

sand bloom
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because it specifically targeted the right thing

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it's booting rn

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maybe it being slower rn is a good sign idk lol

outer forge
gentle urchin
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dirty example

sand bloom
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hmm okay it's still stuck on initializing this could be very good or bad lol, i'll let you know if it finishes

gentle urchin
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using actor rotation makes more sense ofc

outer forge
gentle urchin
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then you directly control it like a regular actor

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and scale..

spice sequoia
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Hi, I am trying to figure out a good way of plotting out my level logic for each level with objectives you complete in order/secondary objectives, triggering story events/cinematics etc - I was wondering what approaches people take to organising this in Blueprint form in a way that makes it easy to follow? Would love to see some examples if anyone was willing to share any good layouts/tricks they use - show me your tree's I guess!

sand bloom
frosty heron
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can u screen shoot your attempt

sand bloom
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yeah only the old one(blueprint) showed up

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I do still have errors in my visualstudio btw

frosty heron
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if the build is succesfull you can ignore it

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that error comes from broken intellisense

sand bloom
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ahh okay

frosty heron
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the build successfull tho?

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i guess the best way to test it is to run it from the IDE

sand bloom
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did a fresh one

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hmm alright yeah

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ill try that

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I wonder if this actually will open it properly

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it seemed to open it?

sand bloom
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I do have a issue without intellisense it seems

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or maybe this is just related to that

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but i clicked on build only out of curiosity in the error thing

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instead of build + intellisense

frosty heron
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@sand bloom The program doesn't compile

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can u show the build output

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Click this instead of the error list

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you are trying to build when the editor is open

sand bloom
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no I closed unreal when I just built again

frosty heron
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Unable to build while Live Coding is active. Exit the editor and game, or press Ctrl+Alt+F11 if iterating on code in the editor or game

sand bloom
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oh i have had unreal closed before

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but maybe my new build just now was too fast after closing

frosty heron
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Unreal editor have to be closed before you build

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2>Unable to build while Live Coding is active. Exit the editor and game, or press Ctrl+Alt+F11 if iterating on code in the editor or game

sand bloom
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yeah i had that before

frosty heron
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still saying that

sand bloom
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huh?

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that's.. weird

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oh i guess it's still open in task manager

frosty heron
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ctrl atl delete and make sure no editor is running

sand bloom
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yeah i quit it now

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weird

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so now i'll launch from the ide again

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and test again I guess

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it does always bring this up

frosty heron
#

:\unreal\SurvivalHorrorProject\SurvivalHorrorProject\SurvivalHorror\Source\SurvivalHorror\Public\StructTesting.h(6): fatal error C1083: Cannot open include file: 'StructTesting.generated.': No such file or directory

sand bloom
#

but it does seem to launch it if I press yes

frosty heron
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I think you edit the file

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lets see it again

sand bloom
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oh okay

frosty heron
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lets see the includes

sand bloom
frosty heron
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#include "StructTesting.generated.h"

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missing .h

sand bloom
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ah okay

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done

frosty heron
#

build

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Do you have anything on your C_Struct?

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C_Struct.cpp

sand bloom
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No that was deleted

frosty heron
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you have to delete the file

sand bloom
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that's what I did I thought

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oh wait

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c_struct

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no

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that was old

frosty heron
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its still trying to compile it, so I assumed it's there

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delete C_Struct.cpp

sand bloom
#

yeah mb I thought you meant my cpp file for the structtesting file

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Do I also remove this from the ide

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idk why it's in here

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it's removed but still like a old reference maybe

frosty heron
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I don't think StructTesting is the issue

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C_Struct.cpp is the one having issue I think

sand bloom
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fair

frosty heron
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and MyClass possibly

sand bloom
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yeah i deleted that one too

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it was old

frosty heron
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2>[1/5] Compile [x64] C_Struct.cpp
2>G:\unreal\SurvivalHorrorProject\SurvivalHorrorProject\SurvivalHorror\Source\SurvivalHorror\Private\C_Struct.cpp(3): fatal error C1083: Cannot open include file: 'SurvivalHorror.h': No such file or directory
2>[2/5] Compile [x64] MyClass.cpp
2>G:\unreal\SurvivalHorrorProject

You still have those 2 files