#blueprint

1 messages · Page 219 of 1

sand warren
#

i was wondering, would it be possible to play a push animation when weapon not in hand ?

#

push anim montage ?

empty marten
#

Something like that would be possible. You'd just have to setup the states in the anim graph you're using but I don't know much about it as I tent to leave animation work to others 😅

dry socket
#

tried adding some other inputs to the player 2 IMC.

  • gamepad face button: works in PIE, doesn't work in EXE.
  • keyboard/mouse inputs: don't work in either context (seems player 1 is already claiming KBM).

I'm going to try swapping the IMC assignments.

dry socket
true ocean
#

Turned out to be a bug in unreal, restart editor worked, ty for help!

empty marten
dry socket
#

the number of times I've had bizarre bugs completely vanish with an editor restart... >_<

graceful wasp
#

Not sure where to post this question and I dont want to interupt but has anyone encountered a bug where a camera attached to a rig seems to freeze when its pointed at a light(directional light in my case). I know a video of the issue might be needed to explain this and ill provide it when im not afk but this has me stuck so i thought i might ask to see if someone else has experienced this.

the control rig that controls the animation of the character doesnt seem to be causing the problem, and it seems to only be affecting the Z translation.

#

Actually some advice on how to debug this issue would be very helpful too

cosmic dirge
#

I need help!, I have an Enemy, i want to use the same enemy blueprint for myself and for the enemy, so when i click on widget button 1 it spawns for me and uses some Ai logic, and if i click button 2, it should spawn for the enemy, i have tried a switch on integers, but that got me nowhere, and i try to use gametags and add them now, but i cant get it to work please..
Second pic, i guess that tag is not the same as gameplay tag, but i have tried with it with gameplay tags too, maybe i do this completly wrong ?

#

Does not work either

frosty heron
#

@cosmic dirge your player character derives from bp enemy base? Either odd naming convention or a mistake

#

Check if your cast even succseed with print string

lime moat
#

greetings! I'm having an issue setting a var in my save reference (contained within a function library). Which is odd, because i've been able to save other things within my save. So perhaps i'm not understanding the "Set Integer (by ref)" node. I would assume this to return 6 in the print string, however I get 0

spark steppe
#

yea that's not going to work

#

your function returns a copy of the data, not a reference to the original variable

lime moat
marsh pilot
#

Anyone have ideas on how to get sphere overlap for just spline points? Essentially I'm trying to work on a spline "snap" function for runtime

frosty heron
lime moat
#

is that due to using "Set Integer (ny ref)" I would assume by ref meant it wasn't grabbing a copy

#

or is it due to using a function library?

frosty heron
#

No, the green pin where you pull is a copy

#

Say it's returned an integer of 4, that value 4 is a copy stored in some temporary address

#

When you pass that to the set ref you are modifying the value in the temp address not the address for golden banana

lime moat
#

oh! so would making the function unpure, does that open up the ref capability?

frosty heron
#

If you want to modify something by reference, pass the variable, not the value

#

But I blueprint 95% of things are passed by value anyway

lime moat
#

oh I see.. that makes sense

frosty heron
#

Why not just get a reference to your save game collection

#

And set the value of its golden banana?

lime moat
#

but that value is a variable, and I set vars all the time!

#

I am reusing a lot of code, so I figured Id migrate to a function library so if I need to make changes, I dont have to hunt all my BPs which are executing the same thing

#

heres the get save collection function

#

i'm getting my save game ref from my game instance, along with what level we are on to check for collectables, and feeding that variable to the return node

frosty heron
#

If it's something you dro repetitively, make a getter or setter function in your savegame

lime moat
#

I didn't think savegameBP's could have functions, look at that!

#

looks like more re-factoring is in order XD

#

or perhaps I wont have to refactor.. I can possibly pass the variable as you said, instead of each of the values:

frosty heron
#

You are still outputting a value not ref

#

There is some condition where you can pass something by ref in blueprint I don't even remember

lime moat
#

darn, i'm not understanding how this isn't a ref.

frosty heron
#

In the function output, you need to tick pass by ref

#

If not tickable then you cant

#

Working with reference is very limited in bp

lime moat
#

I see no pass by ref in the details of the the function

frosty heron
#

I don't have editor to check rn

#

Off to work

lime moat
#

ok, no worries! I appreciate the thoughts, have an awesome day at work 🙂

empty marten
#

Hey peeps,
With a Switch on Int, is there a way to set custom output numbers rather than having to go through an entire list? I'm only trying to reference 4 different numbers (420, 395, 250 and 117) so hoping I could do that with a switch. Any ideas?

#

I swear there used to be a way to do this.

#

The only work around I can think of at the moment is to convert the int to a string then use a Switch on String but that's kinda annoying lol

lime moat
#

is it possible to store your data in an array instead? much easier to deal with larger numbers in an array

wispy kayak
#

Hi, why my event dispatcher not working?

empty marten
#

This is just testing but it works 🙂

lime moat
#

nice! glad it works 🙂

empty marten
#

Thank you

empty marten
#

Turned out it was just a bug in the editor.

lunar sleet
cunning elbow
#

Anyone know how to properly restrict a players movement to a navmesh? I'm using the topdown template but deleted the original navmesh... Created a new bounds volume, set the recast to use the same radius and height of my player, but I can walk right out of the navmesh bounds. It's using the simple move to location from the template. I've also tried changing the land movement mode to navmesh walking

lime moat
#

have you checked where the nav mesh is affecting the area in editor by pressing o?

cunning elbow
#

I'm not entirely sure what I should be looking for, pressing o doesn't seem to do anything on my screen visually

#

now pressing p, on the other hand...

lime moat
#

oh sorry, I got it mixed up 😛

#

interesting, so you're able to navigate outside that green area eh?

cunning elbow
#

Yup, can just walk right across it. However, occassionally it does seem like my character has a hicup while walking over it sometimes, I'm not sure if it's just coincedence or what

lime moat
#

did you rebuild navigation?

cunning elbow
#

i did "build all levels", how do you build just navigation?

lime moat
#

at the bottom, build paths

cunning elbow
#

seems to have had no effect

#

I can tell the navmesh is trying to do something, it almost seems like the player hits a invisible wall for a fraction of a second and continues on, glitchy movement

lime moat
#

Hmm, i'm not sure! 😮

cunning elbow
#

No worries, thanks for trying!

lunar sleet
#

Navmesh is for AI

#

Nothing to do with a player’s
movement @cunning elbow

#

Unless you’re using AI movement to move the player

cunning elbow
#

Unless you’re using AI movement to move the player

Not necessarily, I'm just looking for a way to keep players from going out of bounds

lunar sleet
#

You can use box collisions or just a volume

cunning elbow
#

I mean more not being able to click out of bounds, basically I don't want people running into walls endlessly

lime moat
#

my return node always turns my beautiful diamond output into a circular one, ruining the ref. Any ways around this in BP?

#

guess i'll call it for tonight. If anyone has any ideas, i'm trying to re-use this bit of code in various actors to retrieve my level collectable for save data purposes. I've tried function libraries/macro libraries/making a function in my BP save, but nothing seems to transfer my SCollectables as a ref, so I cannot modify/set the variables outside the function/macro.

lunar sleet
#

Show the code as it was not after the fact

#

What prints

#

Btw why you running this on Construct?

#

Is it a widget ?

#

Yes, it’s a widget ?

#

Don’t put that logic in it then

#

And realistically you shouldn’t need to cast if you know the object you’re loading.

lunar sleet
#

Widgets are transient, not meant to have such logic inside them

lunar sleet
#

Like I said, given you gave it an object in the drop-down cast shouldn’t even be necessary technically

#

But your object loading should prly happen somewhere else, not on widget’s construct

cosmic dirge
frosty heron
cosmic dirge
frosty heron
#

Post it here and @me other people may able to help if I'm not around

cosmic dirge
frosty heron
#

Get player character 0 returns the character that player 0 controlled

#

And you are casting is to bo enemy base

#

If your character is a top down then it will never pass the casting

#

Since it does not derive from bp enemy base

cosmic dirge
#

Okeyokey. Well. The printstring is printed. And in the first get player character(The one connected in cast to enemy base) i have cause I didnt know what node else to use

#

The second one in the spawnactor i use to spawn the actor at my location, and it does that

haughty axle
#

question about spawning actors from class. i have BP with trigger which is hidden after triggering and spawn actor from same class, but on second actor trigger doesnt do anything :/ if that says anything

haughty axle
frosty heron
#

It should be no more than a few nodes

#

The cast failed because I believe the loaded object is the abstract class

#

Blueprint template != blueprint instance

#

I could guess wrong but that seems like it

haughty axle
#

ok brace yourself 😄
so then i click button on my widget it gets current class then proceeds to do on what enum is set at this point Set Trigger 1 first image.
second image is from tile that i spawn. on trigger it set data of the tile.
last image shows spawned actors. but then i go to new spawned actor it doesnt hide trigger...

#

it sets trigger visibility once, but then i spawn same class actor again trigger event doesn't set visibility

frosty heron
#

I feel like interface is being abused here

#

What is your goal here?

haughty axle
#

spawn same class actor again and have same functionality how it was on first i spawn

#

wait i gonna drop video

frosty heron
#

Are you spawning tiles?

haughty axle
frosty heron
#

What are you trying to spawn?

frosty heron
# haughty axle

What seems to be the issue from the video? Seems functional

lunar sleet
#

Oh right I’m dumb

haughty axle
#

then i spawn first tile and go to trigger and spawn same tile again trigger dissapears

#

but then i spawn again it doesnt

lunar sleet
#

@remote spire loading an asset does not spawn an instance of it, as ColdSummer said, sry it just dawned on me

#

Cast can only typecheck instances

frosty heron
#

My guess anyway, I never touch primary asset in my life

lunar sleet
#

No you’re right

#

It’s just loading it

haughty axle
#

@frosty heron figure it out 🙂 i was getting class, but needed spawned actor. it's getting late 😄 😄

lunar sleet
#

Basically same issue Streamsnipe had lol

dapper vale
#

Hello, I am having a strange issue! My nodes inside a function on an animation BP keep getting automatically deleted. What could cause this. I have a picture from the diff tool because it's the only visual support I could think of. Any ideas?

pine summit
#

Hello
can anyone help me to disable sky atmosphere using button onclickevent

stark river
#

Would there be any reason why when I duplicate my functioning enhanced input action and just change the names and the button input (changing mapping choice too to match) why the duplicate wouldn't work while the original is still working fine?

The function I am trying to set off with the shift button sets off fine when I link it to the control button (and still fine if I change the button on the control action too)

keen sun
gentle urchin
#

Not the issue, but wouldnt you want to do a capsule trace on the top as well, not rotated?

#

To ensure theres place for the player to stand (or crouch) ?

#

The check you're doing now seem a little strange from my pov , but i guess the intent was the same, to check for obstacles

maiden heath
#

Hello everyone, I have a question: I'd like to create a function in my game that returns the game to the main screen, as if the player had logged out, if the player doesn't move their character for a certain period of time. How can I do this?

gentle urchin
#

Theres a function for this in c++ if you use that

#

Otherwise its just OpenLevel

mild jacinth
#

Can someone help me with this error:
Untitled1.umap: Graph is linked to object LandscapeHeightfieldCollisionComponent

#

it gives a fatal error and im not sure what it really wants

#

appError called: Can't save Untitled1.umap: Graph is linked to object LandscapeHeightfieldCollisionComponent

maiden heath
gentle urchin
#

Yepp, idle detection and start timer

#

Clear time if idlestate is broken

#

If LastInput = 0 ans IdleTimer is not valid then start timer
Else if IdleTimer is valid -> ClearAndInvalidate

maiden heath
#

Ok I'll do some tests. Thank you very much

mild jacinth
shell hare
#

hello my camera is moving only on x axis ayone know the fix?

shell hare
wooden stratus
proper flower
#

Hello, someone knows how to solve this problem?
in the screenshot there are a spaceship on bottom center, a linetrace in red and my camera with crosshair.
My goal is to have linetrace shoot from camera to my crosshair direction but it keeps shooting in the direction of forward vector as it doesn't move at all.

wooden stratus
#

You could ignore camera collision on ledges which can be grapped.
Or you lock camera movement while climbing a ledge and tell it to ignore collision again. That way the player cant rotate it and it wont clip anywhere else and instead keep tracking the player movement on XYZ

proper flower
#

I recently tried to addition the world location to the forward, thinking that would solve the issue but none

keen sun
#

along with camera issue

wooden stratus
#

Sounds like a timing issue

atomic salmon
#

@proper flowerthat's not how you should do it. End = Word Location + Forward Vector * distance (as float)

#

Multiplying a direction vector by a float "scales" it along its direction. Adding it to a Location vector "shifts it" so it starts from that location (but it maintains its direction and length).

#

Both location vectors and direction vectors are expressed by a [X,Y,Z] tripe but, beside this, they should be handled differently.

proper flower
#

mmh okay

#

something missing in my knowledge

#

need to clarify this

#

thanks

#

strangely, even if this was an error, was not my main problem.

#

now the direction of linetrace is inverted

#

but not following my cursor

#

idk why it behaves in such way

barren kestrel
#

Hi guys

#

So I built a game to test it out but for some reason my character is not being possessed

#

They just spawn and cannot receive input

#

I tried telling the player controller to auto posses player 0 auto receive input from player 0 as there is only one player but nothing works

#

The level just opens and you sit there doing nothing

inland walrus
#

Any ideas on how to make the mana regen, so that if mana has been deducted, it waits 5 seconds then regens everytime mana is deducted?

Currently: It only works once, when mana is deducted it waits 5 seconds and then regens. But if player uses mana again, it just continues an endless regen.

barren kestrel
#

Mana deducted is never set to false

#

You are only setting mana deducted to false if it is already false

inland walrus
#

I'm not sure what you mean

barren kestrel
#

In mana regent you do a branch to check if mana deducted

#

But mana deducted is always going to be true after first time

#

Because you never set it to false

#

The branch cannot execute the false part as the mana regen is always true

dry sleet
#

Is there a way to perform this operation async / non blocking?

barren kestrel
#

To fix it

barren kestrel
#

And only set mana deducted to true when you deduct mana

#

Other wise once you start regen set it to false

inland walrus
#

So something like this?

barren kestrel
#

That can work though it might bug out with the delay

#

Try it out let's see

frosty heron
#

not sure what level instance is tho, If it's like sub level then I don't have idea

dry sleet
#

It's a means of spawning dynamic level instances.

#

It doesn't seem to be async but maybe I'm missing something.

undone sequoia
#

guys do you know how i can fix this problem with collisions? when I am generating collision box

inland walrus
barren kestrel
#

@inland walrus when are you calling mana regen check

inland walrus
inland walrus
#

This doesn't work either but I feel like I'm on to something

frosty heron
#

@dry sleet what if you just use LoadPackageAsync

#

and load the level through that

grizzled roost
#

Real quick, how do I accurately check what game mode is currently active?
Because THIS isn't working for some reason, and using the name doesn't translate to the packaged build.

sharp void
#

which will always be false

#

mouseover the game mode node to confirm

#

instead you want to cast the game node to the type

empty marten
sharp void
#

and if cast succeeds, it's the type

grizzled roost
grizzled roost
#

EDIT: Yup, seems to be working, thank you!

inland walrus
inland walrus
#

It only works once, when mana is deducted it waits 5 seconds and then regens. But if player uses mana again, it just continues an endless regen.

proper flower
#

someone have a solution to a camera locked to forward vector but still able to move around? my linetrace is blocked at forward vector

inland walrus
empty marten
#

Obviously replace Event tick and the 1 pressed with whatever custom events you want but this code does what you need it to do.

#

In the "Set Timer by Function Name", change the Time value to control the rate in which the mana is restored.

#

Let me know if you have any issues with this code.

inland walrus
#

But it isn't regening at all now

#

I'm unsure where to put the sets

#

What do you have your being consumed on variable?

rose crest
#

HI, does anyone have experience with proximity voice chat? it doesn't want to work...

remote meteor
#
bBlockWhenLoad
bBlockWhenUnload
bShouldBeLoaded
/... one more i forgot

there are some bools that controls the loading of the level instance

rose crest
#

I call this event on begine play but I can't get to hear myself

spare sentinel
#

i have a minimap material... that has black background and white circle around the players/actors...

#

i only want to show the circles... not the background

#

how cna i do this?

sharp void
upper stump
#

i have a question, i'm trying to expend the first person starter project with weapon system and i see many tutorials often use an Actor class for weapon while in the starter i see epic is suing skeletal mesh component, is there some explenation why they do it that way?

blissful hound
#

Hi, I have a problem that I am trying to save an object to a variable, but its sometimes just empty and not valid for some reason. The Strange part is that when I print the return of the spawn actor at the same time it is a valid object but the buffer is empty. The Actor is also spawned in the scene. It just happens sometimes and feels like pretty random behaviour so I do not really know how to fix it :/

spring magnet
#

So I made a Game Instance Subsystem is cpp and then I made a child in BP, and it seems I can use the child just like any other subsystem, but I can code it in BP. Am I misunderstanding something or will this work just fine?

blissful hound
#

the cast does not fail, since the debug print I included on the fail does not happen and it continues to the is valid node.

#

on the cast fail its basically only a print node with nothing after

graceful wasp
#

I dont want to interupt but has anyone encountered a bug where a camera attached to a rig seems to freeze when its pointed at a light(directional light in my case). I thought i might ask to see if someone else has experienced this. I'm deep in trying to debug this so any suggestions are much appreciated,

the control rig that controls the animation of the character doesn't seem to be causing the problem, its on the player character and I get no glitch on this, just when inside the mech, and it seems to only be affecting the Z translation.
Actually some advice on how to debug this issue would be very helpful too

gentle urchin
#

Sounds quite vital lol

radiant coyote
#

Hello, I'm experimenting with movement with Unreal Engine 5. I have a problem with the visuals, I don't understand which channel to send it to, sorry if it's the wrong channel. There are distortions at the top and bottom of the screen when looking up or down or making the camera up and down. How can I fix this?

#

I'm talking about these parts

fallow current
#

Try disabling motion blur and see if it still happens. If so, it's probably the motion blur sampling.

radiant coyote
#

Do I need to turn it off from somewhere else or does the problem seem to be from something different?

sharp void
#

you can turn motion blur off in project settings or a post process volume

radiant coyote
fallow current
#

Did you try launching it as a standalone game and did the same problem occur?

#

You could read up on the technical aspects of motion blur. Unreal is realtime so it uses a rather cheap way to create motion blur by sampling the screen and overlaying it with previous frames and sort of predicting what frame comes next. But it can only use whatever it sees, so if your rotate then parts of the screen from frames will be missing thus creating those edges

#

Could be interesting to read up on

inland walrus
wet slate
tawdry walrus
frosty heron
#

Wait what the hell is bpable

#

Maybe you can now , I don't know

#

Oh it's a plugin...

inland walrus
steady night
#

hey i am spawning system and after its done im destroying the component but the effect is still visible?

steady night
#

how do i destroy the effect ?

#

ive got referense and im destroying

#

niagara

#

no

#

its destorying the referense

#

but the effect is still there

steady night
#

ok ill take a look ty

dry socket
#

Update: fixed it! I've now got two gamepads working in shipping. The key info that cracked the case was a reddit post from a dev frustrated that their GameState loaded before actors in PIE, but after in shipping: https://old.reddit.com/r/unrealengine/comments/ps46g6/blueprint_load_order_issue/

In my case my GameMode creates PlayerControllers for each player, and then my level blueprint gives them pawns/IMCs.

Solution: I added a bool (PlayersInitialized) and dispatch event (On Players Created) to my GameMode, and used those to gate/retry pawn assignment in my level blueprint.

spark steppe
#

awful solution for something that DelayUntilNextTick could fix (or a normal delay with time 0.0)

hoary junco
#

so I have a pseudo-grid based movement system for the top down click to move preset where when a click occurs it takes the location clicked, rounds to the nearest half meter in each direction then sets that as the destination, something I'm looking into is, when you click somewhere does it register the presence of the navmesh? Because I'd like to set up a system where if you click outside the navmesh, or just an invalid location in general it instead calculates to the nearest valid location and moves you there but I'm unsure how to go about this, any suggestions?

like idk if this is the best way of doing it but I'm thinking if there's some way the click can recognise the navmesh then have an if statement of if it's within the navmesh, just do the operation as normal, if it's not, find the closest location within the navmesh and then continue

tall plinth
#

hey there im a bit of a noob... ran into an issue trying to create a main menu level separate from my thirdpersonmap where im testing out mechanics and animations and stuff.... i created the main menu level, messed around a bit, then went back to the thirdpersonmap to see if everything works... no player character... i start the thirdpersonmap and my opening cinematic starts... but my character isnt there.... the playerstart is on the map and everything else looks good..... why am i running into this issue??

dry socket
spark steppe
#

it's a weird workaround

#

with an event that apparently stays subscribed 🤷

copper chasm
#

Can someone explain why for a top down RPG I wouldn't want to have just about all of my logic for controlling the cameras and actors, in a central pawn, which then calls on logic in each individual character for the turn based combat?

#

I'm sure I don't want to do it, but idk why

spark steppe
#

you can do that, but you can also put all the input logic in the player controller!?

copper chasm
#

And just cast to the pawn?

sacred minnow
#

good evening guys, i got a small memory and i forgor something, in my project i want to swap between 2 levels [ day and night ], so i created a button called [SET TIME], with this button i want to change levels, but i forgor how to load levels back and forward]

#

currently i works to go to night time, but how do i go back

#

(also i dont want to create another master widget for another level, i want to keep the name master widget)

#

i needed to create a boolean to check what level in right?

#

or is there another better way?

oak fable
#

hey guys
so im having a small issue with save and load for objects
i know you can't save objects in save games so i tried to make a structure and save them inside it but still the same issue does anyone have a better approach for it

maiden wadi
#

You can't save an object without C++. In BP land you have to save every variable by hand and replace it.

oak fable
#

hmmm seems like the other saving part where i check if i had these weapon on there slots and spawn them back if they do works at the same second and it fills these reference so i think i wont need to save them now but im afraid some kind of delay would make a gap and then these variables wont be set at the time they are being loaded

oak fable
#

anyway that works for now if someone know a work around for that please let me know

maiden wadi
#

You already are. BP is C++ called within each node.

oak fable
#

yeah i know that 😅

thin panther
#

also i don't know how i would use both C++ and BP in the same environment
Normally, it's how the engine was designed. You write some code, with the magic specifiers to use it in BP

#

Pretty much the same way you can make base classes and function libraries in BP, you do in C++

oak fable
#

hmm interesting im gonna start on C++ then on this project its fairly simple so it would be a good training one for C++

#

thanks guys ❤️

cedar sparrow
#

I am using the TopDown template, and I've made a child of the character blueprint and attached two static meshes to it. I've done literally nothing else to the character or animations, but now all of my children character blueprints are perpetually falling in the viewport. I've tried messing with the auto possess AI and the run physics settings like i've seen in some posts, but I can't get anything to work. This only happens for child blueprints and only in the viewport. Everything works fine in the game. The CharacterMovement component is always returning IsFalling=TRUE in the viewport. Anyone seen this before?

inland walrus
#

How do I make it so that it drains stamina when sprinting and stops regening. If player stops sprinting the wait 5s and start regening. If player starts sprinting again,repeat

#

I'm not looking to use GAS just yet

frosty heron
#

And do this in component for improvement

#

If you got too much inside your player bp, it will get slower and slower to compile and eat your memory

high iris
#

Is it considered a desirable pattern to wrap every component's variable with a public getter/setter function instead of letting other blueprints interact with those variables directly? Curious if it's generally a great idea, or overkill? E.g. from a template I'm looking into.

It's kind of a hassle to have to maintain that extra boilerplate, are the benefits worth it?

lunar sleet
undone bluff
#

yea I've never seen this done in blueprints

lunar sleet
#

You already have built-in getters and setters for them so idk why you would want to double-wrap 😏

autumn pulsar
#

What's the difference between a rotator and a normal vector?

dawn gazelle
# lunar sleet You already have built-in getters and setters for them so idk why you would want...

Usually if you're setting a variable external to the class, it's wise to have them private and have functions set them instead so that any additional logic that needs to be executed when the variable changes can be executed. A good example would be a "Money" variable. You may directly change that money variable from anywhere else, but then other things that need to happen when that variable is changed won't necessarily happen - like delegates firing off to notify UI. Forcing someone to use the function then ensures that any additional logic will be executed when someone requests the value to be changed. I suppose it also applies for changing the variable within the class as well 🙂

dawn gazelle
marble tusk
cunning elbow
#

So yesterday I was told navmesh is specifically for AI - everything I've found so far researching this seems to say that's not necessarily true. I want to build a grid movement system but first I need the navmesh to prevent walking outside of it. I'm using the Simple Move To Location function that's in the topdown example. I deleted all of the objects except the pad, navmesh works great there, I can't run off the side due to it being outside of the navmesh... but if I delete the pad and generate a landscape, then move the Z to 0 so my player start is still above ground, I can then walk right out of the navmesh volume. Does anyone know why this is?

#

I've also noticed that deleting the pad and creating the landscape also nukes the "click to move" behavior, I can no longer just click a point on the ground and it move there, I have to hold down the mouse button in order to keep moving.

lunar sleet
dawn gazelle
lunar sleet
#

Oh ok so like an observer abort kind of thing

#

Idk, I don’t really run dispatchers off a variable changing but I can see how that would be useful

#

From that to making a wrapper for every single variable tho… doesn’t seem feasible

lunar sleet
# cunning elbow So yesterday I was told navmesh is specifically for AI - everything I've found s...

Yes, SimpleMoveTo allows you to use a regular player controller instead of having to use an AI controller. So in the case of a top down game, if you want to click to move rather than using movement keys, you would use something like that. I believe i told you it’s usually used for AI but maybe I didn’t. Anyways, if you start making the changes you mentioned you sometimes need to rebuild navigation or remake the navmesh volume altogether

gentle urchin
#

Easy to filter with some input

#

OnStatChanged(FGameplayTag Stat)

lunar sleet
gentle urchin
#

Ah lol i missed that

#

I do that for things that i expose

#

Or tend to expose

#

It never reaches that many

#

In one bp anyways

gentle urchin
#

Getting ditectly is usually fine tho. Sad how little control we got over that in bp

#

Can we even set them to private by default at this point ?

empty hare
#

is it possible to make some animated eyes using a panning texture? For example instead of the texture panning smoothly to the right, have it change picures like a powerpoint?

atomic pelican
#

Hello Guys,

I am making a Retargetor for converting animation from Manny to Matrix Character.
Issue with the retargetor is, it is not moving the Root Bone form Root Motion Animation Like Walking.

Does Anyone know what could be the case? and How to Fix it.

lunar sleet
frosty heron
#

I think translation is not enabled by default

gentle urchin
lunar sleet
gentle urchin
#

That's the annoying part about it

coarse cape
static sequoia
#

Anyone know why only the first instance of this door bp is working in the world? (Not finished setting up rotation dont mind that) I get the first error "Not Able" from the print string that I have set green

#

I just tested if the overlap events are true with a branch and boolean after set overlap and before print string and it is true so thats not the problem

#

Of course after I post this I almost instantly solve it. Get actor of class needed to be get actors of class

gentle urchin
#

Not really

#

If your char is spawned in you could habe a race condition

#

Also, the overlap thingndoesnt meed a reference to the player

#

You usually do onOverlap->Cast to PlayerCharacter

#

Or Character and check 'isPlayerControlled'

static sequoia
#

I think the way I am doing it makes sense to me. I am just doing a tutorial playlist anyways for beginners to learn basics. I am not trying to do things fully proper yet without having learned how to do it proper

#

I am changing it a bit still

frosty heron
#

or maybe not considering youtube

#

What's up with setting a boolean overlapping and initializing the rot,
They all can be grabbed when needed (when interaction happend)

static sequoia
#

ok its not from the tutorial but I changed a bunch of things just now it wasnt final I am just figuring it all out

static sequoia
frosty heron
#

I dissed the code not the person

static sequoia
#

you hate me now

frosty heron
#

if you say so

static sequoia
#

jk

frosty heron
#

anyway, what you are doing is kinda redundant, can be made with way less node

#

no need to initialize in begin play, and no need to check overlap

static sequoia
#

I know thats what I am getting to

frosty heron
#

you can do that when interaction happend

static sequoia
#

the overlap boolean was for when I was in range of the door

frosty heron
#

Sure, you can check on Event Interact, get the collision component -> Get overlapping actor -> If contain player character then continue

#

that's how I would do it at least

gentle urchin
#

And just limit the interactiontrace

whole jungle
#

does anyone use a plugin like this for cleaner lines?
I wonder what it's called

spark steppe
#

electronic nodes

sudden monolith
#

ey Im very new to unreal and I have coding experience but only in lua the like simplest language after scratch and like im trying to lern the blueprint thingy you guys have any tips on how to make that easier?

static sequoia
#

on youtube

proper flower
#

someone can help with linetrace?

#

it points only in 2 directions

#

left and right at fixed point, idk why

#

there is surely a setting somewhere but cannot find

#

should point on crosshair

#

if someone have an address, please.

#

I don't need a solution, just an address

marble tusk
#

You're only multiplying the x of the forward vector

proper flower
#

😮

#

i thought that the forward vector multiplier means only the distance at which the ray can go

dry sleet
#

You need to multiply all components of the vector equally.

proper flower
#

I'm confused

dry sleet
#

You can right click to change the type of the lower multiply pin to "float".

#

Then multiply that by the range you want for your ray.

proper flower
#

yeah already done

dry sleet
#

Then it should work better now.

proper flower
#

but how to set maximum length?

#

this is both?

#

ooh I understood

#

thanks

dry sleet
#

Anytime!

proper flower
#

as always for everyone that helps, if need something regard 2d-3d- game design, game mechanics, pm me

proper flower
gentle urchin
#

Is there a way to find all subtags og a tag ?

#

Given Tag.A
return Tag.A.1 and Tag.A.2

#

I'll do something ugly instead, it's a tiny set regardless

cosmic dirge
#

@frosty heron Someone pointed to me that on possess pawn. That I put the code in there could be the problem. What do u think?

frosty heron
#

On Possesed got some gotchas in multiplayer context prob, it is called server only iirc. If you are doing single player, then it's not an issue as the function will get called.

gentle urchin
cosmic dirge
frosty heron
cosmic dirge
#

Give me some minutes i will record

frosty heron
#

what is the current issue? not spawning the right class?

cosmic dirge
#

Now i have removed everything i worked with cause it never worked, but this is what i have

#

So what i tried to do in the widget blueprint, was to cast and set an integer to a value, and in the AIC blueprint use a switch on integer

#

I have also tried in the widget blueprint to Set gameplaytag and try to use a branch on "on possesed"

frosty heron
#

what creeps are being spawned at the start of the game when you press enter?

#

which blueprint?

cosmic dirge
#

But the cast always fails on possesed when i try to do some code,, so my problem is ,

frosty heron
#

because your code right now just spawn the base enemy

#

what's the relation between what you want to run on possesed and what you want to spawn when you press a button in the widget?

cosmic dirge
#

Thats another blueprint, its just childs from Bp_enemy class. set in an array struct,

cosmic dirge
frosty heron
#

k, one problem at a time. What's the current issue

#

you are not spawning the creep you want?

cosmic dirge
#

Atm my issue is, i have no idea how to do it, the issue is .
I want when i press the widget button, to have the enemy go north instead of south

#

I want when i press enter to have the enemies go south - This works
I want when i press the widget button, to have the enemy go north instead of south - This does not work

frosty heron
#

You can use the tag as indentifier, which creep to go north and which creep to go south

cosmic dirge
#

I want to use the same blueprint to not make hundreds of duplicates of enemy blueprints, and just differient them somewhere, something saying "You are team B, go south, kill player B ", or " aha you are belonging Team A. dont attack Team A, attack that guy, player A "

#

Yes i have tried, i dont know if i got the widget blueprint right, cause it always fails in the aic

cosmic dirge
frosty heron
#

why would the character you controlled is an enemy? that's why the cast failed

#

because what you are casting is not the type that you are checking againts

static sequoia
#

Hey ColdSummer what do you think?

frosty heron
#

Look at this, the red circle is not BP_Enemy Base

#

the green circle is

#

That's why your cast failed, casting is just a type check

cosmic dirge
frosty heron
#

You want to spawn an enemy? ok but which enemy? You gotta pass that data when you are spawning the enemy.

steady night
#

@cosmic dirge haha that nick and profile img 🐣🐣

frosty heron
#

use a boolean instead

cosmic dirge
#

A creeps that belongs to me. That goes north

sharp cloak
#

Hello Guys, i Write it in a more appropriate channel. I got a problem with a branch response, i mean, even if its -1 as a test if return soemtimes true sometimes false... it is normally impossible

frosty heron
#

by passing the right class

#

then it's simple as setting the tag, which the creep can then use to determine which way it should go

#

Get rid of the GetPlayerCharacter->Cast To Bp enemy base, this doesn't make sense and obvious failed cast as explained above.

sharp cloak
#

I get 3 random number (5,6,7), the "-1" means that the number hasnt been found in the array but 1 time it goes to the True Out pin and 2 times to the False Out Pin ...

dark drum
sharp cloak
frosty heron
#

show the entire code too , though I am not quiet sure what the objective here

sharp cloak
dark drum
sharp cloak
# dark drum yea a local var.

my question was stupid because i cannot find the local variable in this bp, its in game mode, maybe thats cause of that ...

sharp cloak
frosty heron
#

local variable is for function and macro*

#

but it doesn't really matter if you want to use local variable or not

#

the point is to cache random values

#

I still don't understand what you are trying to do tho.

spark steppe
#

looks at his local vars in macros

sharp cloak
sharp cloak
#

to have a quick explanation : i just want to get if the random number has been found in another array (thats what i did on the picture)
but thats crazy, even if the value has not been found (-1) in the array, the result of the branch sometimes goes to true and sometimes goes to false

#

as on my pictures

#

i am sorry i dont really know what to say more, it is very simple and its impossible to me

#

becasue when the result is -1 it should go to TRUE, and if it is greater, it should go to FALSE

frosty heron
#

it's deffinitly not impossible

#

and there is no bug either

#

if there is bug for something this simple, epic would have noticed it and so do people that use Unreal

sharp cloak
#

oh ok, so maybe you got my solution, maybe something i dont understand with unreal

#

how is that possible ?

#

i write the condition as brut condition (< than 0)

#

so why when its -1 sometimes the branch return FALSE ?

frosty heron
#

add break point and print the values before the branch

#

analyse the actual element that you are printing

#

also when using random, always cache the values and use the cached value

sharp cloak
frosty heron
#

if you print or add break point you will see what happend at the branch and why you are getting true

sharp cloak
#

actually i see exactly what i print on the screen, but, i only see for the first person i dropped myself in the world, not for every others has been spawned from GameMode

frosty heron
#

you should test the data with one instance

sharp cloak
#

this is in a BP_Character i made

sharp cloak
#

actually no

#

its more simple to do without multiplayer first 🙂

#

to explain a little bit :

#

when the game start, i make spawn of some of the blue print BP_character i made

frosty heron
#

Nothing out of ordinary, I always get Not found here

sharp cloak
#

and in this blueprint, on the beginplay, i put this loop

spark steppe
#

contains is a thing

frosty heron
#

Yeah, should use contain instead, one less node

verbal kayak
#

how to stop character moving on move to location or actor

sharp cloak
#

maybe its cause of the timer for spawn ?

frosty heron
sharp cloak
#

ok let me show you

sharp cloak
#

no sorry thats not that: )

#

wait

frosty heron
#

not sure how this is related to finding an element in an array

sharp cloak
frosty heron
#

so what is it you want to do again? Find an element on this array, if not found, add to the array?

sharp cloak
#

i spawn a BP_Character every x seconds

verbal kayak
#

how to stop character moving on move to location

spark steppe
#

you CANT use both output pins of the random node

#

well you can, if you want unpredictable behavior...

#

pick either

#

it's a pure node, which will be evaluated for each pin connection

sharp cloak
frosty heron
#

This works, I will do one with random values now

spark steppe
#

so you got an index which doesn't match the item

sharp cloak
frosty heron
#

this works too

sharp cloak
spark steppe
#

my biggest concern here is that ColdSummer had to try it to ensure it 😄

frosty heron
#

contain is neater, less node

frosty heron
verbal kayak
#

how to stop character moving on move to location or actor?

frosty heron
#

try CharacterMovementComponent->StopMovementImmediately

sharp cloak
frosty heron
verbal kayak
#

stop doesnt work

frosty heron
#

and make sure you are not calling another move to after you stop the character

verbal kayak
#

i know disable movement will make it stop, but what if i want movement mode still on but i want just the task to stop pathing.

#

yep im sure

frosty heron
#

Pretty sure stop movement immediately will interrupt Simple Move to node

verbal kayak
#

but im not using simple move to

frosty heron
#

all the same imo

#

just make sure that you are not telling the A.I to move again after the stop command

verbal kayak
#

yeah its not same

frosty heron
#

I got it working on my end

#

if you are using Behavior tree that tells the A.I to move , then you want to stop that behavior before calling the stop node

verbal kayak
#

no behavior tree

#

just simple move to location or actor i want it to stop

#

your stop movement immediately doesnt work

#

do you realize that it only stops it for a while but if the character is still pathing with the move to location or actor it will try to move after that node

#

i want a simple one use node to stop it

#

disable movement works, but i want a node that will stop pathing

frosty heron
#

it sounds like you keep running simple move to over and over resulting in another attempt to move to a location/actor after the stop movement node

#

I personally got it working on my end

#

try with a bare bone test if you can, have 1 key command for move to and another key to stop the movement

#

for context, I never disable movement either

verbal kayak
#

yep not working

#

only one event firing move to location or actor

#

stop movement immediately is just movement

#

not the pathing

sharp cloak
frosty heron
sharp cloak
frosty heron
#

@sharp cloak Try doing it outside your system, just do a bare test. If that give you the result that you want then you can comeback and implement it

cosmic dirge
manic vessel
#

What is a good way to cycle through an enum or tags

#

tags , think i know how to do the enum

sharp cloak
sharp cloak
sharp cloak
#

Now the results of my branch are corrects and i get -1 everytime with True !!! great

#

i decided to replace anyway the find by the contains, as the first solution i took before the find and as the solution you told, and that apparently works too ... so i am going to let the "contains "

frosty heron
#

it's always the little things we missed from experience

sharp cloak
frosty heron
#

Unreal is huge, I am a decade using it and I feel like a complete noob tbh

#

the learning never stop

#

infact I just transition to cpp from blueprint this year. I just wish I had done it sooner

#

feel like level 1 again

sharp cloak
#

true, we never stop to learn in life

#

yes i wish you all the good with 🙂

#

lol

#

c++ is a difficult language is guess, i tryied it so, but now i just prefer blueprint lol

#

Thank you very mch for your helpfull help my friend 😉. Thanks for the time you spend to help me 🙂

leaden sage
#

I find projects using blueprint instead of cpp cause less crashes from accidental/bad code

thin panther
#

That's by design

frosty heron
#

will never go back to 100% bp that's for sure

#

as the wise girl says, blueprint only is using unreal as trial version

hollow cove
#

It's gotta be at least 2x as fast right?

frosty heron
#

development or performance

gentle urchin
#

Dev time

#

20x

frosty heron
#

I'm hell slow in cpp cuz I am still baby

gentle urchin
#

Atleast

frosty heron
#

not the right person to ask

hollow cove
#

Development

frosty heron
#

I have to keep building and test

#

skill issue

#

other people apparently don't have to build as much

hollow cove
#

Just thinking if I get to release an extra couple of games in my life then it'd be worth going with whatever is faster to dev with, even if the end result is the player loses 5-10 fps

frosty heron
#

just the lack of features

hollow cove
#

But CPP would be necessary with the margins in AAA games though

frosty heron
#

kinda astonishing

hollow cove
#

What does it lack?

frosty heron
#

everything that bp can't

#

more than 70% of the engine code for one

#

not exposed to bp

hollow cove
#

I haven't ran into anything yet

frosty heron
#

can't make editor script, can't use developer settings, can't use subsystem, the list goes on and on and on

gentle urchin
#

Yeah its mostly exposure and lack of stuff in bp

frosty heron
#

literary at the mercy at what's exposed

gentle urchin
#

Performance is seldom an issue

#

And the few times it is, it's often related to some nasty bp loop. That you convert to the same nasty c++ loop and you're all good

hollow cove
#

what would be an actual use case that you could only do in cpp though

frosty heron
frosty heron
hollow cove
#

what are just like a couple big ones

frosty heron
#

subsystem and editor script

#

also multiplayer

hollow cove
#

what you're saying is too general for me to know what you're getting at

#

i cant think of anything in multiplayer for example i couldnt accomplish in bps

#

i could do it better in cpp but

frosty heron
#

Try doing sprinting in multiplayer with blueprint

#

you will not achieved good result no matter what

#

because the only way is to work with CMC framework which requires you to cross to cpp land

#

that's how fast you run into the bp wall

hollow cove
frosty heron
#

you cannot do that in bp

#

I could think of soo many things and I only barely scrap cpp, pretty sure you have more unlimited examples if you ask programmers

dusty crane
#

im a noob but from what i understand is that the nodes in bp are just like a function built into the engine so the C++ just gives you the ability to make ur own nodes with specific purposes

frosty heron
#

the most obvious think I can think of is probably libaries

#

yea no can't do

#

you are at the mercy of plugins and modules made by other people who does the cpp for you

#

and when you need something specific for your use case....

thin panther
dry sleet
#

Also primary data assets, instanced UObjects (and structs I guess), and the lovely lovely EditCondition ❤️

frosty heron
#

100% bp should never be an option imo, having a native class + not using blueprint struct is already a big plus

#

My unreal engine 4 project is ****, I can't even work in blueprint more than 5 minutes. Memory exhausted and when I right click nothing appear. I have to restart the editor every 6 minutes

hollow cove
#

what

thin panther
hollow cove
#

how big are your graphs

frosty heron
#

and it takes like 3 minutes to load the project

#

the issue is mostly with hard references everywhere. Not using soft ref and not having native class

#

loading the player = loading the entire game

gentle urchin
#

Sounds like a skill issue :p

#

Hard ref curses

hollow cove
#

weird. my project is entirely hard refrences and blueprints. i just tested and it takes 20 seconds to load

frosty heron
#

yep, could done it better now but having native class just make it a lot of easier

gentle urchin
#

Native bp class works

#

Just avoid assets

#

Butbyeah c++ is immensly helpful (and performant)

loud tree
#

noted < taking notes to make myself start learning cpp as I simultaneously continue to avoid it out of fear while making a sad mp game out of BP only 😂

frosty heron
#

Cpp with unlock server validation, gas, fast array, and so on for multiplayer

#

I'm not the only one with regret for not learning it sooner

#

👀 @gentle urchin

loud tree
#

I've heard of all kinds of miracles it can unlock (except the server validation, what do you mean by that?)

I'm just scared to start because I generally only get 30min-2 hours a night to actually do anything rn.

So I feel like if I start I won't be able to ever finish either side
Project
Or
Learning

gentle urchin
gentle urchin
olive yarrow
#

Y'all, i've got a widget attatched to my NPCs components that is literally just a texture of a speech bubble.

The speech bubble image is a variable... but, i literally cannot figure out how to change that image when the player overlaps the NPC. Help pwease

loud tree
gentle urchin
#

Yepp!

#

Function library gogo

marsh pilot
#

Anyone have ideas on how to get sphere overlap for just spline points? Essentially I'm trying to work on a spline "snap" function for runtime

gentle urchin
#

Not sure i understand your question

marsh pilot
#

So during gameplay, I'd like to have a function in an placer actor (like roads, train tracks, etc) that, if there is another spline point of a road/rail near within a certain radius, it will return that spline points location

#

Like a road snapping function in cities skylines

gentle urchin
#

Ah ok

marsh pilot
#

My original thought was to do a sphere overlap, get the road actor class, get all points into an array, then find the spline point in said array that's closest to the mouse position. And if it's within the snapping radius it will return that spline point

gentle urchin
#

And looks most promising based on road direction

#

Gg

#

Sounds like your on the right track

#

Get spline point closest to world location would give you atleast a point

marsh pilot
#

Gotcha, I'm just not sure if there's a better/more efficient way of doing it. It feels like doing all of that is resource intensive but if it works I may as well, it's only a placer actor so there should only be one of those instantiated at a time

gentle urchin
#

Should be perfectly fine

#

I planned on something similar a while ago

#

Only got to splitting of splines tho. Not merging

#

Or connecting

astral wyvern
#

For testing purposes I'm trying to get a value from my blueprint and apply it to my control rig. The value seems to be passed when I debug it, but it doesn't actually affect the mesh. Anyone?

Now, I figured out that if I turn off physics on my character, the value is passed and it affects the mesh. How can I get both to work together?

dire halo
#

is PlayerState::SetScore not accessible from blueprints?

#

This seems weird. I only see GetScore. Looks like I'm just going to be making my own score variable lol

surreal peak
dire halo
#

sooo they're just squatting on the best variable name for that purpose 😄 thanks

drowsy anvil
#

Hello, I have a shield that I want to collide with projectiles, and it fills a shield bar on my HUD. I have the bar in place, how do I do this?

#

here is my test that doesnt work

#

the bar is already on my HUD, but it is already fully filled, and empties when I die, shield colliding with the bullets does nothing

young meteor
#

Hey
I'm trying to implement a zoom function in a Widget by using the mouse wheel.

The issue is actually getting the input.
I've made an EnhancedInputAction with mouse wheel up and down.

Those I can trigger in my PlayerController when I'm not in the widget. But not when the Widget is open, and not in the Widget itself.

Is it an input mode issue somewhere?
And would the "right way" to do it be to listen for the input from the PlayerController and then Cast to my Widget, or listen to the Input directly in the Widget somehow? 🙂

lunar sleet
#

Realistically, your input should have nothing to do with your widget, shouldn’t conflict unless maybe you’re using CommonUI stuff too

gentle urchin
#

pre EnhnacedInput they made input component support directly for widgets, using ListenForInput

#

not sure what the norm is now, but i suspect CommonUI to play a part in it

young meteor
#

I have a messed up mix at this point. Don't think I'm using CommonUI though.

young meteor
#

This is on construct (of the Widget)

lunar sleet
#

And unless the zoom needs to somehow work on the widget you shouldn’t have to worry about that there

#

I just have a normal IA for it

young meteor
#

It is like a Skill tree. So I use mouse to drag around and zoom in/out in it.

lunar sleet
#

Oh i c

young meteor
#

So you would handle it in the controller and always cast to Widget and forward?

lunar sleet
#

Idk how I would handle that tbh because is it technically a camera zoom or are you scaling up the widget or something

young meteor
#

At this point I don't have the zoom working so neither. But my first try would to be scaling.

#

It is a full screen thing, so nothing in the background/world would be visible.

lunar sleet
young meteor
#

GM and UI I think.

#

Yeah must be. Click widget menus etc.

lunar sleet
#

Then no need to set it again

#

Get rid of that node if it’s already set to that

young meteor
#

Done now. Scroll input in Controller still not registered when Widget is open though.
It does work when I'm not in the Widget.

#

I access it through a main menu, so should probably check if I override input there too.

drowsy anvil
#

hello, how do I get more options for this node, like in the image on the right?

lunar sleet
drowsy anvil
#

thanks

obtuse nebula
#

weird question but does mobility in gamemode matter or is there just becouse it can?

sharp void
drowsy anvil
#

how do I add target to the total coin node like in this image? (when I add "get total coins" it wont give me that target input

#

same with set total coins, it wont give me target in

young meteor
#

Yeah I added it to the GameMode BP for the main menu and now it registers and works.
Thank you for the inputs to both of you though.

lunar sleet
#

I try to keep any such input context adds in the playerCon

young meteor
inland walrus
#

Any idea on what these errors could be? I only get them when I cook

#

Guess I'm a bad chef

lunar sleet
lunar sleet
#

Well actually, it looks like the errors are on the screen, so fix those

#

Maybe try fix redirectoss

inland walrus
obtuse nebula
sharp void
#

oh i see second screenshot

obtuse nebula
#

(sorry for reply) had it save from message before

agile moss
#

Hey uhhh, what goes into the object refference?

sharp void
#

just to sanity check that

obtuse nebula
agile moss
#

by promote you mean?

obtuse nebula
obtuse nebula
sharp void
agile moss
obtuse nebula
agile moss
obtuse nebula
agile moss
#

OOOOOH

#

I got checkmated in unreal engine

#

😂

#

thanks

obtuse nebula
#

???????????

#

its moveable in details and static in game, parent is also moveable

spark steppe
#

convert your inventory var getter to a validated get

#

on isvalid you destroy the widget

#

on is not valid you create it

sharp void
obtuse nebula
#

just placed by hand in editor not spawned in anyway

#

worked like 2 hours ago

sharp void
sharp void
#

did it wind up static/stationary somehow?

obtuse nebula
#

i must have had it accidentaly switched somehow

sharp void
#

yeah that's happened to me before

magic crown
#

Is there any sort of documentation on InteractiveFoliageActors at all? They're in UE5 and have been here for a long time but no one has made any info on them? Running into several issues trying them out. No videos on YT either. Is there a reason for that?

#

Interactive Foliage Actors have built in collision type of physics to move plants out of the way from the character, but I got nothing working. Hence why I need docs.

fading sentinel
#

I’m trying to update my character’s position at the end of an animation montage using a socket location, but it’s not working as expected. Here’s my setup:

Animation Blueprint:
AnimNotify_UpdatePosition at the end of the montage
Character Blueprint:
Custom event triggered by AnimNotify_UpdatePosition
Get Socket Location (Socket: “CameraSocket”)
Transform Location (from Component to World Space)
Set Actor Location with the transformed location
Issues:

Character doesn’t move to the new position(sometimes at the end of the montage, if the character collides with a collision it resets the character forward into the x-axis or backward into the x-axis and few times it land the character on the expected location )
Print String shows new location values, but no visible change
Tried enabling Sweep and Teleport in Set Actor Location
Troubleshooting steps:

Verified “CameraSocket” exists on the skeleton
Checked for root motion in the animation
Printed current location, socket location (raw and transformed), and final location
Questions:

What could prevent the character from moving despite correct location values?
Are there any common pitfalls with updating character position this way?
How can I further debug this issue?
Any insights or suggestions would be greatly appreciated. Thanks!

drowsy anvil
#

Hello, how do I make my variables "set total coins" and "get total coins" have that 'target input' like in this image?

frosty heron
#

once you done that, right click on empty space and type get or set followed by the variable name

drowsy anvil
#

how do I declare a variable?

frosty heron
drowsy anvil
#

something like that

frosty heron
#

pretty sure I saw your profile before

#

in the variable panel, there should be a plus sign

noble ledge
#

These two multiplications are doing the same thing correct?

#

ty

drowsy anvil
frosty heron
#

you can show the whole code btw

drowsy anvil
#

here is the full code

frosty heron
#

This translate to The total Coin in Object

#

object being what ever instance you pass

drowsy anvil
#

I dragged off object and tried to get total coins, but it doesnt link to it, idk what to do

frosty heron
#

object must be of variable that holds the total coin

#

left click the event, check the parameter and look at the type of object

autumn pulsar
#

Is there a way to make an object not be influenced by its parent's rotation?

frosty heron
#

Also you shouldn't name it object

wooden stratus
autumn pulsar
dry sleet
#

But that obviously has some drawbacks. It might be what you want.

drowsy anvil
# frosty heron Also you shouldn't name it object

I changed it to float instead and dragged out of it to a float variable, but it doesnt get that target thing. idk how the person who made this code made these nodes so I just tried to make them like in the image

autumn pulsar
dry sleet
#

I have a vague memory that it doesn't, but I could be wrong.

#

I think I've used it for scale before at some point.

#

Although I suppose I might have had some other logic in play as well -- I can't say for certain, I guess you can try it out.

#

Logically I feel like it should work the way you say, input only -- just a vague recollection says otherwise :)

frosty heron
#

Get familiar with all the common data types

round elk
#

hello could someone give me a quick piece of help

drowsy anvil
#

ok, will do some googling and try to understand this, thanks

round elk
#

what went wrong here?

#

if its a bi

frosty heron
#

@round elk describe the problem?

round elk
#

before, when it simply checked overlapped actors, it worked fine

#

i swapped to a line trace and it no longer works

frosty heron
#

Print string the value

#

See if you actually get the right hit actor

#

Then more test after the branch

#

See if the actor you hit actually implement the interface

round elk
#

yup

#

it printed "combined"

#

is that an issue

frosty heron
#

No idea what that means

autumn pulsar
#

Do I need to worry about divide by zeros in blueprint?

sharp void
#

eg presumably there's some kind of result you want and should decide whether the behavior on dividing by zero is that

autumn pulsar
sharp void
autumn pulsar
#

trying to drive a blend space, but the issue it it operates in -1 to 1

#

so corners have broken animations

autumn pulsar
#

I guess I might be overthinking it

autumn pulsar
sharp void
#

double it and take its sine

#

sin(2 * 0) = 0
sin(2 * 45 degrees) = sin(90) = 1
sin(2 * 90 degrees) = sin(180) = 0
sin(2 * 135 degrees) = sin(270) = -1
etc

autumn pulsar
#

okay you're talking about a rotator

#

hm

sharp void
#

it doesn't matter what kind of vector it is

#

if you're talking about a 3d vector you'll need to specify what you need for the other possible corners

cosmic dirge
#

@frosty heron You here ? : 3

weary citrus
#

Hey all, I've got probably an easy question:
I started a UE5 Blank project for a game of Breakout. I believe the Blank Project creates a GameStateBase for me (Or perhaps it's created when I create a custom GameMode blueprint?).

  • First, either way, I can't seem to find where that object IS in my project. It doesn't appear in the Content Browser.
  • Second, if I wanted to create my own GameState, what do I have to do to set it up so it performs the basic functions of the GameStateBase included in the Blank project? When in my Game Mode settings I change from GameStateBase to my custom GameState1 and play, objects and spawners don't spawn, my player character isn't chosen, and my player's camera angle is set to...something I don't recognize.
sharp void
weary citrus
#

So I've fixed that.

#

Now I'm confused on how I call this object. I was previously able to "Get Game State" which I assumed was getting a GameState object. Does it instead grab the Game State Class specified in my Game Mode?

undone bluff
#

uh does your gamemode derive from gamemodebase?

sharp void
# weary citrus

it is returning an object which will be of the class type you specify

undone bluff
#

you probably just want to subclass gamemode and gamestate, without the base

sharp void
#

but will be returned as a GameState which you may need to cast if you care about the subtype

weary citrus
#

Or rather, you're saying I should do that for "GameState"

undone bluff
#

yea

#

you either want gamemode and gamestate or gamemodebase and gamestatebase, the difference is that the classes without the base come with additional functionality and they will not work if you mix them

weary citrus
#

Got it, ok.

undone bluff
#

from what I understand it's mainly multiplayer stuff but frankly I've not looked into it, maybe someone else can shed some light

weary citrus
#

I guess where I'm confused now is that I created a GameModeBase object at the start of this tutorial I'm following. When I created that object, did it also create appropriate GameStateBase and GameState classes?

#

Because I don't seem to see them in the explorer when creating other GameStates/GameStateBases

#

This is the setup of my GameModeBase that I created myself:

undone bluff
weary citrus
#

Got it. So when I created this GameMode, its values defaulted to the pre-existing GameSession, GameStateBase, etc. classes that are pre-created for you.

frosty heron
#

Ugh the naming

weary citrus
#

Is that right?

weary citrus
undone bluff
#

yea it does not create anything, the defaults are all just the classes you are supposed to inherit from

weary citrus
#

Got it. That makes sense.

#

So if I want an editable GameState for this project, I should create a child class blueprint of GameState as seen here:

#

And then update my GameMode's Game State class to the Game State I create.

undone bluff
#

exactly

weary citrus
#

Awesome. One last question just to come full-circle. Previously I had created a GameStateBase and set my GameModeBase's Game State class to the new GameStateBase. And when I do that, the game renders as I'd expect it should.

undone bluff
#

unfortunate

weary citrus
#

But when I inherit GameState - without the base - and set my GameModeBase's Game State Class (kill me) to my GameState child, the game renders with a strange camera angle and doesn't spawn in various objects.

#

Is this the "don't work well together" behavior you're talking about?

undone bluff
#

yea

weary citrus
#

Awesome, thanks so much for your time this was really helpful.

#

As helpful as the tutorials are out there on UE, it's SO rare to find one that explains why you're doing something.

#

As a teacher, it drives me absolutely insane. 😂

frosty heron
#

Nvm

#

Not from what I read on the internet it seems

#

If you want default spawn behavior maybe use game mode instead game mode bass

#

It should look for your player start

undone bluff
weary citrus
#

Yeah, I'm making Breakout - not COD - so I'm sticking with GameModeBase for now for simplicity's sake. It helps now that I understand how global functions like "Get Game State" actually work.

#

It's not getting a specified Game State class - it's getting the Game State of your active Game Mode.

undone bluff
#

made me realize I ought to switch to the base classes myself 😆

copper chasm
#

I'm trying to limit the distance an actor can travel in a turn, but there's something I seem to be missing, could anyone take a look and see where maybe I'm dorking this up?

weary citrus
#

I'm still new to BP, but isn't your conditon asking "If X is >= 3800, then "Set target location"

#

Shouldn't your True and False on the last branch be swapped?

weary citrus
copper chasm
#

oh no, I read that and immediately implemented, I think that does work lol

#

I KNEW I WAS DORKING IT UP SOMEHOW lol

weary citrus
#

Test it a bit. I'm 99% sure that's the issue.

loud tree
weary citrus
#

Basically, any length was allowed. 😂

copper chasm
#

I need to work on a way to visualize that max move distance, but it looks like it's working now

#

turns out 3810 units to a basic cube mesh is very far

#

or should I say, it looks very far

weary citrus
#

This is by NO means a comment on your abilities - we all make mistakes like these - but having been in UE5 for a total of 3 days...I'm actually quite proud of myself for being able to nail that one. I'm understanding Blueprint a lot faster than I expected.

copper chasm
undone bluff
copper chasm
copper chasm
loud tree
undone bluff
#

I though they meant for debugging

#

not as a visual aid for the player

copper chasm
#

I have somewhere in my tabs an explanation to draw a circle with a material

#

for in game, but the debug sphere would work for testing out distances

loud tree
copper chasm
weary citrus
#

Oh god, what have I done...

I pressed the 0 key on my keyboard, and now my level looks like this? A little thing popped up in the bottom right saying "Preparing shaders" and I don't know why or how to undo it?

loud tree
undone bluff
loud tree
undone bluff
#

outside of play in editor they are Alt+number

#

Alt+4 is normal view (Lit)

#

ah yea that's def lightmap density view which is indeed Alt+0

copper chasm
#

but thank you everybody for the help

weary citrus
loud tree
#

you will find more info there but I was gonna suggest trying one of these lol

weary citrus
#

Ooh, both of those sound good.

#

I'm learning I'm in a bit over my head in terms of vector math...

#

I want the ball to have a consistent speed when spawned, but have a random direction. As it seems - the X/Y impulse determine the speed. Basically X units over Y units and some triangle math there to determine the total speed of the ball.

#

How do I define the exact speed I want, and still get random numbers that add up to that speed?

#

My programmer brain goes to randomizing X within an angle, then calculating the Y impulse backward from my total speed. But I have a feeling there's a function that does that for me. (maybe one of the functions you included there)

#

OH. I think I understand now. Lemme test something.

weary citrus
#

Ah, gotta multiply that Z coordinate by 0

loud tree
weary citrus
#

It works, but is there something I might not be understanding?

loud tree
# weary citrus It works, but is there something I might not be understanding?

There are about 3-5 (i think) methods of sending something down range like this.
(Impulse, force, and others icr atm) each work in their own headache of a way that will need reading and testing to find what works best.

However, to stay on what you did, I'm not sure what you might not be understanding if it's working.

versed sun
#

Im thinking you want to make your impulse power of however much speed you want it to go, then just rotate that vector around on the Z

#

I think moving forward , and down at the same amount will be your 45°

weary citrus
#

How does the output, performance, or scalability differ from the example up above?

#

I ask because I'm new to vector math. Both result in a vector with a constant defined speed, no?

versed sun
#

I think the Random Cone thing will make a random point somewhere in the 45° area , It could be straight down...

weary citrus
#

That's fine by me. But wouldn't any random angle have the possibility of pointing straight down?

loud tree
#

But your method is also good insight to have in general

weary citrus
#

Also how do you get those beautiful straight lines?

loud tree
#

It's free

weary citrus
#

Ahh, cool.

versed sun
#

Electric nodes^

loud tree
# versed sun Electric nodes^

I love the look of those but I always forget to download it and turn it on, then end up forgetting what they are entirely lol.

regal venture
#

How does one override an actor's component type with a derived type? I know how to do it in cpp, but not in BP

#
AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer )
: Super( ObjectInitializer.SetDefaultSubobjectClass<UMyCharacterMovementComponent>(ACharacter::CharacterMovementComponentName) )
{}
#

Looking for the BP equivalent of that

versed sun
#

My power is 10k, so it gets launched Forward 10k and -10k Down

#

This rotates that value around randomly on the Z

#

If thats what you were asking for

weary citrus
#

Thanks, I understand. The make rotator function actually might come in handy for the next part that I'm trying to figure out. Right now I'm using a pretty basic physics material that reflects an the ball's impulse when it collides with my paddle. But it doesn't give the player much control over the ball.

#

I wonder if Make Rotator can come in handy when calculating the direction I want the ball to move when it collides with the paddle. (Proportionate to the distance from the center of the paddle)

north belfry
#

Is there a tutorial for custom nodes in control rig?

#

Or a way to do a log e node?

undone bluff
#

these will either be acting on the physics or on the movement component

#

there's also launch character which only differs in having a separated override for XY and Z velocity (and ofc is limited to characters)

#

there's other nodes like radial impulse but it should be clear how those differ

weary citrus
#

So just because I'm anal about it - when I have checks like this, blueprint makes conditonal checks and some boxes comically large. Is there any best-practice for keeping clean code when the code is actually quite simple?

#

This isn't pretty, but is it...better?

undone bluff
#

in this specific case

weary citrus
#

Ooh, thank you.

#

And how did you get Is Empty to be on the same horizontal level as the other elements?

undone bluff
#

Q

weary citrus
#

Is there a key to do that?

#

Ahhh, select them all

#

Thank you.

undone bluff
#

if you select a node, and then select another node with ctrl + click then pressing Q will line up the first node you selected with the second so that the connection between them is straight

#

also useful

weary citrus
#

Phew, slammed out Breakout in a few hours. Just gotta put the finishing touches on. Thanks for your help Scaith.

undone bluff
#

and shift+ W A S D

#

to line up the borders of nodes in a direction

weary citrus
#

What is the "best" way for an object to get a reference to another object on a level?

#

Specifically, I have a BallSpawner instance in my level. When my ball is destroyed, my GameStateBase reduces the number of player lives and then I need to spawn a new ball. I assume the "best" way to do this is for the GameStateBase to call the SpawnBall function.

#

Or...maybe my GameStateBase doesn't call the function. It just returns whether the game is continuing or not...

warped juniper
#

I have some logic I would like checked for a bit.
Currently I want each actor to read into the damage it takes, which can be of category A or B, and be of power Normal or Strong.

My current idea was doing something like the screenshot, but I just realised I don't know how to make custom events for a component to be expanded on from the parent actor...

#

I didn't want to use Interfaces since I tried to test myself a bit and go for a more optimized way to achieve this result